#include "textengine.h" /* * Font rendering used from https://github.com/devkitPro/3ds-examples */ void TextEngine::addTextVertex(float vx, float vy, float tx, float ty) { textVertex_s* vtx = &textVtxArray[textVtxArrayPos++]; vtx->position[0] = vx; vtx->position[1] = vy; vtx->position[2] = 0.5f; vtx->texcoord[0] = tx; vtx->texcoord[1] = ty; } void TextEngine::setTextColor(u32 color) { C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvSrc(env, C3D_RGB, GPU_CONSTANT, 0, 0); C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_CONSTANT, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE); C3D_TexEnvColor(env, color); } void TextEngine::renderText(float x, float y, float scaleX, float scaleY, bool baseline, const char* text) { ssize_t units; uint32_t code; // Configure buffers C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, textVtxArray, sizeof(textVertex_s), 2, 0x10); const uint8_t* p = (const uint8_t*)text; float firstX = x; u32 flags = GLYPH_POS_CALC_VTXCOORD | (baseline ? GLYPH_POS_AT_BASELINE : 0); int lastSheet = -1; do { if (!*p) break; units = decode_utf8(&code, p); if (units == -1) break; p += units; if (code == '\n') { x = firstX; y += scaleY*fontGetInfo()->lineFeed; } else if (code > 0) { int glyphIdx = fontGlyphIndexFromCodePoint(code); fontGlyphPos_s data; fontCalcGlyphPos(&data, glyphIdx, flags, scaleX, scaleY); // Bind the correct texture sheet if (data.sheetIndex != lastSheet) { lastSheet = data.sheetIndex; C3D_TexBind(0, &glyphSheets[lastSheet]); } int arrayIndex = textVtxArrayPos; if ((arrayIndex+4) >= TEXT_VTX_ARRAY_COUNT) break; // We can't render more characters // Add the vertices to the array addTextVertex(x+data.vtxcoord.left, y+data.vtxcoord.bottom, data.texcoord.left, data.texcoord.bottom); addTextVertex(x+data.vtxcoord.right, y+data.vtxcoord.bottom, data.texcoord.right, data.texcoord.bottom); addTextVertex(x+data.vtxcoord.left, y+data.vtxcoord.top, data.texcoord.left, data.texcoord.top); addTextVertex(x+data.vtxcoord.right, y+data.vtxcoord.top, data.texcoord.right, data.texcoord.top); // Draw the glyph C3D_DrawArrays(GPU_TRIANGLE_STRIP, arrayIndex, 4); x += data.xAdvance; } } while (code > 0); } void TextEngine::Initialize(gfxScreen_t scn) { //The two screens are different sizes if(scn == GFX_TOP) { target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); } else { target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); } C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetSetOutput(target, scn, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); Result res = fontEnsureMapped(); if (R_FAILED(res)) printf("fontEnsureMapped: %08lX\n", res); vshader_dvlb = DVLB_ParseFile((u32*)vshader_v_shbin, vshader_v_shbin_size); shaderProgramInit(&program); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); C3D_BindProgram(&program); // Get the location of the uniforms uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); // Configure attributes for use with the vertex shader C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord if(scn == GFX_TOP) { // Compute the projection matrix Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0); } else { Mtx_OrthoTilt(&projection, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0); } // Configure depth test to overwrite pixels with the same depth (needed to draw overlapping glyphs) C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL); // Load the glyph texture sheets int i; TGLP_s* glyphInfo = fontGetGlyphInfo(); glyphSheets = malloc(sizeof(C3D_Tex)*glyphInfo->nSheets); for (i = 0; i < glyphInfo->nSheets; i ++) { C3D_Tex* tex = &glyphSheets[i]; tex->data = fontGetGlyphSheetTex(i); tex->fmt = glyphInfo->sheetFmt; tex->size = glyphInfo->sheetSize; tex->width = glyphInfo->sheetWidth; tex->height = glyphInfo->sheetHeight; tex->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) | GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE); } // Create the text vertex array textVtxArray = (textVertex_s*)linearAlloc(sizeof(textVertex_s)*TEXT_VTX_ARRAY_COUNT); } void TextEngine::Update() { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); textVtxArrayPos = 0; } void TextEngine::Cleanup() { free(glyphSheets); // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); }