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glitchy-engine-beef/GlitchyEngine/src/Renderer/Text/FontRenderer.bf
T

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Beef

using System;
using FreeType;
using System.Diagnostics;
using GlitchyEngine.Math;
using System.Collections;
using internal GlitchyEngine.Renderer.Text;
namespace GlitchyEngine.Renderer.Text
{
public class FontRenderer
{
internal static FT_Library Library ~ FreeType.Done_FreeType(_);
internal static void InitLibrary()
{
if(Library == null)
{
var res = FreeType.Init_FreeType(&Library);
Log.EngineLogger.Assert(res.Success, scope $"Init_FreeType failed({(int)res}): {res}");
}
}
private GraphicsContext _context ~ _.ReleaseRef();
public this(GraphicsContext context)
{
FontRenderer.InitLibrary();
_context = context..AddRef();
}
public void DrawText(Renderer2D renderer, Font font, String text, float x, float y, Color fontColor = .White, Color bitmapColor = .White)
{
if(text.IsWhiteSpace)
return;
// Todo:
float scale = 1.0f;
// Space between two baselines
float linespace = ((font._face.size.metrics.ascender - font._face.size.metrics.descender) >> 6);// + lineGap;
// The line we are writing on
float baseline = y + linespace;
// Where we are writing the next glyph on the line
float penPosition = x;
int32 lastLine = 0;
int32 line = 0;
List<Texture2D> atlasses = scope .();
//GlyphDescriptor missingGlyph = font.CharMap.GetValue('\0');
String.UTF8Enumerator textEnumerator = String.UTF8Enumerator(text, 0, text.Length);
for(char32 char in textEnumerator)
{
if(char == '\n')
{
line++;
continue;
}
// number of lines that the cursor moved up or down
int32 lineDiff = line - lastLine;
if(lineDiff != 0)
{
baseline += linespace * lineDiff;
// TODO: make carriage return optional?
penPosition = x;
lastLine = line;
}
// Get glyph from Font
var glyphDesc = font.GetGlyph(char);
// This never happens
if(glyphDesc == null)
{
Debug.Break();
continue;
}
// Rectangle on the screen
Vector4 viewportRect = .(penPosition + (glyphDesc.Metrics.horiBearingX / 64) * scale, baseline - (glyphDesc.Metrics.horiBearingY / 64) * scale, glyphDesc.SizeX * scale, glyphDesc.SizeY * scale);
// Rectangle on the font atlas
Vector4 texRect = .(glyphDesc.MapCoord.X, glyphDesc.MapCoord.Y, glyphDesc.SizeX, glyphDesc.SizeY);
Color glyphColor = glyphDesc.IsBitmap ? bitmapColor : fontColor;
/*
if(QueueQuad!(viewportRect, texRect, glyphDesc.MapZ, glyphColor))
{
DrawQueue(context);
}
*/
Texture2D atlas = glyphDesc.Font.[Friend]_atlas;
if(!atlasses.Contains(atlas))
{
atlasses.Add(atlas..AddRef());
}
Vector2 atlasSize = .(atlas.Width, atlas.Height);
texRect /= Vector4(atlasSize, atlasSize);
renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, 0.0f, texRect);
penPosition += (glyphDesc.Metrics.horiAdvance / 64) * scale;
}
renderer.End();
for(int i < atlasses.Count)
{
atlasses[i].ReleaseRef();
}
}
}
}