Text rendering to screen, assetmanager merged to gamestate

This commit is contained in:
2016-06-29 18:23:51 +10:00
parent ef112fa4cb
commit fa83daac60
7 changed files with 173 additions and 70 deletions
+59 -25
View File
@@ -9,25 +9,24 @@
#include "Dengine/Platform.h"
#include "Dengine/AssetManager.h"
GLOBAL_VAR AssetManager assetManager;
Texture *asset_getTexture(const enum TexList type)
Texture *asset_getTexture(AssetManager *assetManager, const enum TexList type)
{
if (type < texlist_count)
return &assetManager.textures[type];
return &assetManager->textures[type];
return NULL;
}
TexAtlas *asset_getTextureAtlas(const enum TexList type)
TexAtlas *asset_getTextureAtlas(AssetManager *assetManager, const enum TexList type)
{
if (type < texlist_count)
return &assetManager.texAtlas[type];
return &assetManager->texAtlas[type];
return NULL;
}
const i32 asset_loadTextureImage(const char *const path, const enum TexList type)
const i32 asset_loadTextureImage(AssetManager *assetManager,
const char *const path, const enum TexList type)
{
/* Open the texture image */
i32 imgWidth, imgHeight, bytesPerPixel;
@@ -46,14 +45,14 @@ const i32 asset_loadTextureImage(const char *const path, const enum TexList type
glCheckError();
stbi_image_free(image);
assetManager.textures[type] = tex;
assetManager->textures[type] = tex;
return 0;
}
Shader *asset_getShader(const enum ShaderList type)
Shader *asset_getShader(AssetManager *assetManager, const enum ShaderList type)
{
if (type < shaderlist_count)
return &assetManager.shaders[type];
return &assetManager->shaders[type];
return NULL;
}
@@ -86,7 +85,8 @@ INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype)
return result;
}
const i32 asset_loadShaderFiles(const char *const vertexPath,
const i32 asset_loadShaderFiles(AssetManager *assetManager,
const char *const vertexPath,
const char *const fragmentPath,
const enum ShaderList type)
{
@@ -99,11 +99,19 @@ const i32 asset_loadShaderFiles(const char *const vertexPath,
if (result)
return result;
assetManager.shaders[type] = shader;
assetManager->shaders[type] = shader;
return 0;
}
const i32 asset_loadTTFont(const char *filePath)
/* Individual glyph bitmap generated from STB used for creating a font sheet */
typedef struct GlyphBitmap
{
v2i dimensions;
u32 *pixels;
i32 codepoint;
} GlyphBitmap;
const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
{
PlatformFileRead fontFileRead = {0};
platform_readFileToBuffer(filePath, &fontFileRead);
@@ -112,7 +120,8 @@ const i32 asset_loadTTFont(const char *filePath)
stbtt_InitFont(&fontInfo, fontFileRead.buffer,
stbtt_GetFontOffsetForIndex(fontFileRead.buffer, 0));
const v2i codepointRange = V2i(32, 127);
assetManager->codepointRange = V2i(32, 127);
v2i codepointRange = assetManager->codepointRange;
const i32 numGlyphs = codepointRange.y - codepointRange.x;
i32 glyphIndex = 0;
@@ -120,7 +129,7 @@ const i32 asset_loadTTFont(const char *filePath)
CAST(GlyphBitmap *) calloc(numGlyphs, sizeof(GlyphBitmap));
v2i largestGlyphDimension = V2i(0, 0);
f32 targetFontHeight = 64.0f;
const f32 targetFontHeight = 64.0f;
f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight);
/* Use STB_TrueType to generate a series of bitmap characters */
@@ -130,7 +139,7 @@ const i32 asset_loadTTFont(const char *filePath)
// NOTE(doyle): ScaleX if not specified, is then calculated based on the
// ScaleY component
i32 width, height, xOffset, yOffset;
u8 *monoBitmap =
u8 *const monoBitmap =
stbtt_GetCodepointBitmap(&fontInfo, 0, scaleY, codepoint, &width,
&height, &xOffset, &yOffset);
@@ -152,7 +161,8 @@ const i32 asset_loadTTFont(const char *filePath)
stbtt_FreeBitmap(monoBitmap, NULL);
glyphBitmaps[glyphIndex].dimensions = V2i(width, height);
glyphBitmaps[glyphIndex++].pixels = colorBitmap;
glyphBitmaps[glyphIndex].codepoint = codepoint;
glyphBitmaps[glyphIndex++].pixels = colorBitmap;
if (height > largestGlyphDimension.h)
largestGlyphDimension.h = height;
@@ -186,7 +196,7 @@ const i32 asset_loadTTFont(const char *filePath)
if ((largestGlyphDimension.h & 1) == 1)
largestGlyphDimension.h += 1;
i32 glyphsPerRow = MAX_TEXTURE_SIZE / largestGlyphDimension.w;
i32 glyphsPerRow = (MAX_TEXTURE_SIZE / largestGlyphDimension.w) + 1;
#ifdef WT_DEBUG
i32 glyphsPerCol = MAX_TEXTURE_SIZE / largestGlyphDimension.h;
@@ -199,9 +209,10 @@ const i32 asset_loadTTFont(const char *filePath)
}
#endif
u32 *fontBitmap = (u32 *)calloc(
#if 1
u32 *fontBitmap = CAST(u32 *)calloc(
squared(TARGET_TEXTURE_SIZE) * TARGET_BYTES_PER_PIXEL, sizeof(u32));
i32 pitch = MAX_TEXTURE_SIZE * TARGET_BYTES_PER_PIXEL;
const i32 pitch = MAX_TEXTURE_SIZE * TARGET_BYTES_PER_PIXEL;
// Check value to determine when a row of glyphs is completely printed
i32 verticalPixelsBlitted = 0;
@@ -210,7 +221,8 @@ const i32 asset_loadTTFont(const char *filePath)
i32 glyphsRemaining = numGlyphs;
i32 glyphsOnCurrRow = glyphsPerRow;
for (i32 row = MAX_TEXTURE_SIZE-1; row >= 0; row--)
i32 atlasIndex = 0;
for (i32 row = 0; row < MAX_TEXTURE_SIZE; row++)
{
u32 *destRow = fontBitmap + (row * MAX_TEXTURE_SIZE);
for (i32 glyphIndex = 0; glyphIndex < glyphsOnCurrRow;
@@ -219,9 +231,26 @@ const i32 asset_loadTTFont(const char *filePath)
i32 activeGlyphIndex = startingGlyphIndex + glyphIndex;
GlyphBitmap activeGlyph = glyphBitmaps[activeGlyphIndex];
i32 numPixelsToPad = largestGlyphDimension.w;
/* Store the location of glyph into atlas */
if (verticalPixelsBlitted == 0)
{
TexAtlas *fontAtlas = &assetManager->texAtlas[texlist_font];
#ifdef WT_DEBUG
printf("codepoint: %d\n", activeGlyph.codepoint);
printf("atlasIndex: %d\n", atlasIndex);
ASSERT(activeGlyph.codepoint < ARRAY_COUNT(fontAtlas->texRect));
#endif
v2 origin = V2(CAST(f32)(glyphIndex * largestGlyphDimension.w),
CAST(f32) row);
fontAtlas->texRect[atlasIndex++] =
getRect(origin, V2(CAST(f32) largestGlyphDimension.w,
CAST(f32) largestGlyphDimension.h));
}
/* Copy over exactly one row of pixels */
i32 numPixelsToPad = largestGlyphDimension.w;
if (verticalPixelsBlitted < activeGlyph.dimensions.h)
{
const i32 srcPitch =
@@ -262,12 +291,17 @@ const i32 asset_loadTTFont(const char *filePath)
glyphsOnCurrRow = glyphsRemaining;
}
}
}
Texture tex =
genTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 4, (u8 *)fontBitmap);
Texture tex = genTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 4,
CAST(u8 *) fontBitmap);
assetManager->textures[texlist_font] = tex;
#else
i32 letter = 1;
Texture tex = genTexture(glyphBitmaps[letter].dimensions.w, glyphBitmaps[letter].dimensions.h, 4,
CAST(u8 *)glyphBitmaps[letter].pixels);
assetManager.textures[texlist_font] = tex;
#endif
for (i32 i = 0; i < numGlyphs; i++)
free(glyphBitmaps[i].pixels);