467 lines
12 KiB
C++
467 lines
12 KiB
C++
#include "wiFont.h"
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#include "wiRenderer.h"
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#include "wiResourceManager.h"
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#include "wiHelper.h"
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#include "wiLoader.h"
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#include "ResourceMapping.h"
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#include <fstream>
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using namespace std;
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using namespace wiGraphicsTypes;
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#define WHITESPACE_SIZE 3
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GPUBuffer *wiFont::vertexBuffer = nullptr, *wiFont::indexBuffer = nullptr;
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VertexLayout *wiFont::vertexLayout = nullptr;
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VertexShader *wiFont::vertexShader = nullptr;
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PixelShader *wiFont::pixelShader = nullptr;
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BlendState *wiFont::blendState = nullptr;
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RasterizerState *wiFont::rasterizerState = nullptr;
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RasterizerState *wiFont::rasterizerState_Scissor = nullptr;
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DepthStencilState *wiFont::depthStencilState = nullptr;
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std::vector<wiFont::Vertex> wiFont::vertexList;
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std::vector<wiFont::wiFontStyle> wiFont::fontStyles;
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wiFont::wiFont(const std::string& text, wiFontProps props, int style) : props(props), style(style)
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{
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this->text = wstring(text.begin(), text.end());
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}
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wiFont::wiFont(const std::wstring& text, wiFontProps props, int style) : text(text), props(props), style(style)
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{
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}
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wiFont::~wiFont()
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{
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}
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void wiFont::Initialize()
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{
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}
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void wiFont::SetUpStates()
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{
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RasterizerStateDesc rs;
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rs.FillMode=FILL_SOLID;
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rs.CullMode=CULL_BACK;
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rs.FrontCounterClockwise=TRUE;
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rs.DepthBias=0;
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rs.DepthBiasClamp=0;
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rs.SlopeScaledDepthBias=0;
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rs.DepthClipEnable=FALSE;
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rs.ScissorEnable=TRUE;
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rs.MultisampleEnable=FALSE;
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rs.AntialiasedLineEnable=FALSE;
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rasterizerState = new RasterizerState;
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rasterizerState_Scissor = new RasterizerState;
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wiRenderer::GetDevice()->CreateRasterizerState(&rs, rasterizerState_Scissor);
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rs.ScissorEnable = FALSE;
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wiRenderer::GetDevice()->CreateRasterizerState(&rs, rasterizerState);
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DepthStencilStateDesc dsd;
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dsd.DepthEnable = false;
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dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
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dsd.DepthFunc = COMPARISON_LESS;
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dsd.StencilEnable = false;
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dsd.StencilReadMask = 0xFF;
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dsd.StencilWriteMask = 0xFF;
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// Stencil operations if pixel is front-facing.
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dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
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dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_INCR;
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dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
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dsd.FrontFace.StencilFunc = COMPARISON_ALWAYS;
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// Stencil operations if pixel is back-facing.
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dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
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dsd.BackFace.StencilDepthFailOp = STENCIL_OP_DECR;
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dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
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dsd.BackFace.StencilFunc = COMPARISON_ALWAYS;
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// Create the depth stencil state.
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depthStencilState = new DepthStencilState;
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wiRenderer::GetDevice()->CreateDepthStencilState(&dsd, depthStencilState);
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BlendStateDesc bd;
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ZeroMemory(&bd, sizeof(bd));
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bd.RenderTarget[0].BlendEnable = TRUE;
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bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
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bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
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bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
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bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
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bd.RenderTarget[0].DestBlendAlpha = BLEND_INV_SRC_ALPHA;
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bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
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bd.RenderTarget[0].RenderTargetWriteMask = 0x0f;
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blendState = new BlendState;
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wiRenderer::GetDevice()->CreateBlendState(&bd,blendState);
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}
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void wiFont::LoadShaders()
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{
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VertexLayoutDesc layout[] =
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{
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{ "POSITION", 0, FORMAT_R32G32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, FORMAT_R32G32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
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};
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UINT numElements = ARRAYSIZE(layout);
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VertexShaderInfo* vsinfo = static_cast<VertexShaderInfo*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "fontVS.cso", wiResourceManager::VERTEXSHADER, layout, numElements));
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if (vsinfo != nullptr){
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vertexShader = vsinfo->vertexShader;
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vertexLayout = vsinfo->vertexLayout;
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}
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pixelShader = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "fontPS.cso", wiResourceManager::PIXELSHADER));
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}
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void wiFont::SetUpStaticComponents()
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{
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SetUpStates();
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LoadShaders();
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LoadVertexBuffer();
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LoadIndices();
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// add default font:
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addFontStyle("default_font");
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}
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void wiFont::CleanUpStatic()
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{
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for(unsigned int i=0;i<fontStyles.size();++i)
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fontStyles[i].CleanUp();
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fontStyles.clear();
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vertexList.clear();
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SAFE_DELETE(vertexBuffer);
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SAFE_DELETE(indexBuffer);
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SAFE_DELETE(vertexLayout);
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SAFE_DELETE(vertexShader);
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SAFE_DELETE(pixelShader);
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SAFE_DELETE(blendState);
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SAFE_DELETE(rasterizerState_Scissor);
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SAFE_DELETE(rasterizerState);
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SAFE_DELETE(depthStencilState);
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SAFE_DELETE(vertexBuffer);
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SAFE_DELETE(vertexBuffer);
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SAFE_DELETE(vertexBuffer);
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SAFE_DELETE(vertexBuffer);
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}
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void wiFont::ModifyGeo(const std::wstring& text, wiFontProps props, int style, GRAPHICSTHREAD threadID)
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{
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const int lineHeight = (props.size < 0 ? fontStyles[style].lineHeight : props.size);
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const float relativeSize = (props.size < 0 ? 1 : (float)props.size / (float)fontStyles[style].lineHeight);
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int line = 0;
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int pos = 0;
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vertexList.resize(text.length() * 4);
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for (unsigned int i = 0; i<vertexList.size(); i += 4)
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{
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bool compatible = false;
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wiFontStyle::LookUp lookup;
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if (text[i / 4] == '\n')
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{
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line += lineHeight + props.spacingY;
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pos = 0;
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}
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else if (text[i / 4] == ' ')
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{
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pos += WHITESPACE_SIZE + props.spacingX;
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}
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else if (text[i / 4] == '\t')
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{
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pos += (WHITESPACE_SIZE + props.spacingX) * 5;
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}
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else if (text[i / 4] < ARRAYSIZE(fontStyles[style].lookup) && fontStyles[style].lookup[text[i / 4]].character == text[i / 4])
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{
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lookup = fontStyles[style].lookup[text[i / 4]];
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compatible = true;
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}
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if (compatible)
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{
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int characterWidth = (int)(lookup.pixelWidth * relativeSize);
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vertexList[i + 0].Pos = XMFLOAT2((float)pos, (float)line);
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vertexList[i + 1].Pos = XMFLOAT2((float)pos + (float)characterWidth, (float)line);
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vertexList[i + 2].Pos = XMFLOAT2((float)pos, (float)line + (float)lineHeight);
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vertexList[i + 3].Pos = XMFLOAT2((float)pos + (float)characterWidth, (float)line + (float)lineHeight);
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vertexList[i + 0].Tex = XMFLOAT2(lookup.left, 0);
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vertexList[i + 1].Tex = XMFLOAT2(lookup.right, 0);
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vertexList[i + 2].Tex = XMFLOAT2(lookup.left, 1);
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vertexList[i + 3].Tex = XMFLOAT2(lookup.right, 1);
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pos += characterWidth + props.spacingX;
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}
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else
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{
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vertexList[i + 0].Pos = XMFLOAT2(0, 0);
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vertexList[i + 0].Tex = XMFLOAT2(0, 0);
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vertexList[i + 1].Pos = XMFLOAT2(0, 0);
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vertexList[i + 1].Tex = XMFLOAT2(0, 0);
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vertexList[i + 2].Pos = XMFLOAT2(0, 0);
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vertexList[i + 2].Tex = XMFLOAT2(0, 0);
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vertexList[i + 3].Pos = XMFLOAT2(0, 0);
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vertexList[i + 3].Tex = XMFLOAT2(0, 0);
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}
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}
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wiRenderer::GetDevice()->UpdateBuffer(vertexBuffer, vertexList.data(), threadID, (int)(sizeof(Vertex) * text.length() * 4));
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}
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void wiFont::LoadVertexBuffer()
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{
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GPUBufferDesc bd;
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ZeroMemory(&bd, sizeof(bd));
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bd.Usage = USAGE_DYNAMIC;
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bd.ByteWidth = sizeof(Vertex) * MAX_TEXT * 4;
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bd.BindFlags = BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = CPU_ACCESS_WRITE;
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vertexBuffer = new GPUBuffer;
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wiRenderer::GetDevice()->CreateBuffer(&bd, NULL, vertexBuffer);
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}
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void wiFont::LoadIndices()
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{
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std::vector<uint16_t>indices;
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indices.resize(MAX_TEXT * 6);
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for (uint16_t i = 0; i < MAX_TEXT * 4; i += 4) {
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indices[i / 4 * 6 + 0] = i / 4 * 4 + 0;
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indices[i / 4 * 6 + 1] = i / 4 * 4 + 2;
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indices[i / 4 * 6 + 2] = i / 4 * 4 + 1;
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indices[i / 4 * 6 + 3] = i / 4 * 4 + 1;
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indices[i / 4 * 6 + 4] = i / 4 * 4 + 2;
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indices[i / 4 * 6 + 5] = i / 4 * 4 + 3;
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}
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GPUBufferDesc bd;
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ZeroMemory(&bd, sizeof(bd));
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bd.Usage = USAGE_DEFAULT;
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bd.ByteWidth = sizeof(uint16_t) * MAX_TEXT * 6;
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bd.BindFlags = BIND_INDEX_BUFFER;
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bd.CPUAccessFlags = 0;
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SubresourceData InitData;
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ZeroMemory(&InitData, sizeof(InitData));
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InitData.pSysMem = indices.data();
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indexBuffer = new GPUBuffer;
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wiRenderer::GetDevice()->CreateBuffer(&bd, &InitData, indexBuffer);
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}
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void wiFont::Draw(GRAPHICSTHREAD threadID, bool scissorTest)
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{
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wiFontProps newProps = props;
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if(props.h_align==WIFALIGN_CENTER || props.h_align==WIFALIGN_MID)
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newProps.posX-= textWidth()/2;
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else if(props.h_align==WIFALIGN_RIGHT)
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newProps.posX -= textWidth();
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if (props.v_align == WIFALIGN_CENTER || props.h_align == WIFALIGN_MID)
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newProps.posY -= textHeight()/2;
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else if(props.v_align==WIFALIGN_BOTTOM)
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newProps.posY -= textHeight();
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ModifyGeo(text, newProps, style, threadID);
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if(text.length()>0)
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{
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GraphicsDevice* device = wiRenderer::GetDevice();
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device->EventBegin("Font", threadID);
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device->BindPrimitiveTopology(PRIMITIVETOPOLOGY::TRIANGLELIST,threadID);
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device->BindVertexLayout(vertexLayout,threadID);
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device->BindVS(vertexShader,threadID);
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device->BindPS(pixelShader,threadID);
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device->BindRasterizerState(scissorTest ? rasterizerState_Scissor : rasterizerState, threadID);
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device->BindDepthStencilState(depthStencilState, 1, threadID);
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device->BindBlendState(blendState, threadID);
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const GPUBuffer* vbs[] = {
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vertexBuffer,
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};
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const UINT strides[] = {
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sizeof(Vertex),
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};
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device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, threadID);
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device->BindIndexBuffer(indexBuffer, INDEXFORMAT_16BIT, threadID);
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device->BindResourcePS(fontStyles[style].texture, TEXSLOT_ONDEMAND0, threadID);
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wiRenderer::MiscCB cb;
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if (newProps.shadowColor.a > 0)
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{
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// font shadow render:
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cb.mTransform = XMMatrixTranspose(
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XMMatrixTranslation((float)newProps.posX+1, (float)newProps.posY+1, 0)
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* device->GetScreenProjection()
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);
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cb.mColor = XMFLOAT4(newProps.shadowColor.R, newProps.shadowColor.G, newProps.shadowColor.B, newProps.shadowColor.A);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &cb, threadID);
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device->DrawIndexed((int)text.length() * 6, threadID);
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}
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// font base render:
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cb.mTransform = XMMatrixTranspose(
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XMMatrixTranslation((float)newProps.posX, (float)newProps.posY, 0)
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* device->GetScreenProjection()
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);
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cb.mColor = XMFLOAT4(newProps.color.R, newProps.color.G, newProps.color.B, newProps.color.A);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC],&cb,threadID);
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device->DrawIndexed((int)text.length() * 6, threadID);
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device->EventEnd(threadID);
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}
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}
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int wiFont::textWidth()
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{
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int maxWidth = 0;
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int currentLineWidth = 0;
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const float relativeSize = (props.size < 0 ? 1.0f : (float)props.size / (float)fontStyles[style].lineHeight);
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for (size_t i = 0; i < text.length(); ++i)
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{
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if (text[i] == '\n')
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{
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currentLineWidth = 0;
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}
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else if (text[i] == ' ')
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{
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currentLineWidth += WHITESPACE_SIZE + props.spacingX;
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}
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else if (text[i] == '\t')
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{
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currentLineWidth += (WHITESPACE_SIZE + props.spacingX) * 5;
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}
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else
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{
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int characterWidth = (int)(fontStyles[style].lookup[text[i]].pixelWidth * relativeSize);
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currentLineWidth += characterWidth + props.spacingX;
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}
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maxWidth = max(maxWidth, currentLineWidth);
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}
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return maxWidth;
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}
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int wiFont::textHeight()
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{
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int i=0;
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int lines=1;
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int len=(int)text.length();
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while(i<len)
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{
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if(text[i]=='\n')
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{
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lines++;
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}
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i++;
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}
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const int lineHeight = (props.size < 0 ? fontStyles[style].lineHeight : props.size);
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return lines*(lineHeight + props.spacingY);
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}
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void wiFont::SetText(const std::string& text)
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{
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this->text = wstring(text.begin(), text.end());
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}
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void wiFont::SetText(const std::wstring& text)
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{
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this->text = text;
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}
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wstring wiFont::GetText()
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{
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return text;
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}
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string wiFont::GetTextA()
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{
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return string(text.begin(),text.end());
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}
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wiFont::wiFontStyle::wiFontStyle(const std::string& newName)
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{
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name=newName;
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ZeroMemory(lookup, sizeof(lookup));
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std::stringstream ss(""),ss1("");
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ss<<"fonts/"<<name<<".wifont";
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ss1<<"fonts/"<<name<<".dds";
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std::ifstream file(ss.str());
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if(file.is_open())
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{
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texture = (Texture2D*)wiResourceManager::GetGlobal()->add(ss1.str());
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texWidth = texture->GetDesc().Width;
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texHeight = texture->GetDesc().Height;
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//file>>recSize>>charSize;
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//int i=0;
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//while(!file.eof()){
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// i++;
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// int code=0;
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// file>>code;
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// lookup[code].code=code;
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// file>>lookup[code].offX>>lookup[code].offY>>lookup[code].width;
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//}
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string voidStr;
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file >> voidStr >> lineHeight;
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while (!file.eof())
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{
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int code = 0;
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file >> code;
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lookup[code].ascii = code;
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file >> lookup[code].character >> lookup[code].left >> lookup[code].right >> lookup[code].pixelWidth;
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}
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file.close();
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}
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else
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{
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wiHelper::messageBox(name, "Could not load Font Data: " + ss.str());
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}
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}
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void wiFont::wiFontStyle::CleanUp(){
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SAFE_DELETE(texture);
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}
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void wiFont::addFontStyle( const std::string& toAdd ){
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for (auto& x : fontStyles)
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{
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if (!x.name.compare(toAdd))
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return;
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}
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fontStyles.push_back(wiFontStyle(toAdd));
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}
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int wiFont::getFontStyleByName( const std::string& get ){
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for (unsigned int i = 0; i<fontStyles.size(); i++)
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if(!fontStyles[i].name.compare(get))
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return i;
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return 0;
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}
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void wiFont::CleanUp()
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{
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}
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