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CosmicEngine/lib/All/JoltPhysics/TestFramework/Renderer/Font.h

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/Reference.h>
#include <Jolt/Core/Color.h>
#include <Jolt/Math/Float2.h>
#include <Renderer/RenderPrimitive.h>
#include <Renderer/Texture.h>
#include <Renderer/PipelineState.h>
#include <memory>
class Renderer;
class Texture;
/// Font class, used to display text in 3D mode. Does variable width fonts with kerning. Font names are identical to the Windows font names.
class Font : public RefTarget<Font>
{
public:
/// Constants
static const int cBeginChar = ' '; ///< First character that is drawable in the character set
static const int cEndChar = 256; ///< Last character + 1 that is drawable in the character set
static const int cNumChars = cEndChar - cBeginChar; ///< Number of drawable characters in the character set
/// Constructor
Font(Renderer *inRenderer);
/// Create a font
bool Create(const char *inFontName, int inCharHeight);
/// Properties
const String & GetFontName() const { return mFontName; }
int GetCharHeight() const { return mCharHeight; }
/// Get extents of a string, assuming the height of the text is 1 and with the normal aspect ratio of the font
Float2 MeasureText(const string_view &inText) const;
/// Draw a string at a specific location
/// If the string is drawn with the identity matrix, it's top left will start at (0, 0, 0)
/// The text width is in the X direction and the text height is in the Y direction and it will have a height of 1
void DrawText3D(Mat44Arg inTransform, const string_view &inText, ColorArg inColor = Color::sWhite) const;
private:
/// Create a primitive for a string
bool CreateString(Mat44Arg inTransform, const string_view &inText, ColorArg inColor, RenderPrimitive &ioPrimitive) const;
struct FontVertex
{
Float3 mPosition;
Float2 mTexCoord;
Color mColor;
};
/// Properties of the font
String mFontName; ///< Name of the font
int mCharHeight; ///< Height of a character
int mHorizontalTexels; ///< Number of texels horizontally, determines the scale of mStartU, mWidth and mSpacing
int mVerticalTexels; ///< Number of texels vertically, determines the scale of mStartV
uint16 mStartU[cNumChars] = {}; ///< Start U in texels
uint16 mStartV[cNumChars] = {}; ///< Start V in texels
uint8 mWidth[cNumChars] = {}; ///< Width of character in texels
uint8 mSpacing[cNumChars][cNumChars] = {}; ///< Spacing between characters in texels
/// Structures used for drawing
Renderer * mRenderer; ///< Our renderer
Ref<Texture> mTexture; ///< The texture containing all characters
unique_ptr<PipelineState> mPipelineState; ///< The state used to render characters
};