oden/src/text.rs

304 lines
10 KiB
Rust

use fontdue::Font;
use lru::LruCache;
use wgpu;
/*
A note on how Casey Muratori's refterm works in terms of font rendering,
because it's not bad and handles things that we're not going to handle
because I just want to get some dang text on the dang screen right now.
- Step 1: You break the text into runs of characters that need to be
rendered together.
- Step 2: You figure out how many uniform cells this run occupies.
- Step 3: For each cell, you figure out if you already have the necessary
part of the run in the texture atlas. (Right? Each part of the run has a
distinct ID based on the actual run and the cell within the run.) If you
don't have this [run,cell] in the atlas, then:
- Step 3a: Render the run as a bitmap, if you haven't already.
- Step 3b: Get coordinates from the cache for this [run,cell] pair,
evicting something if necessary.
- Step 3c: Copy the part of the bitmap for this [run,cell] into the
texture atlas at the coordinates.
Put the coordinates (either newly generated or pulled from the cache) into
the cell.
- Step 4: Load all the cells onto the GPU and do a shader that renders the
cells.
Specifically what I'm doing right now is going character-by-caracter, and not
doing runs and not handling things that are wider than a cell. I'm also not
doing the efficient big grid render because I want to render characters at
pixel offsets and kern between characters and whatnot, which is different
from what they're doing. Mine is almost certainly less efficient.
*/
#[derive(Eq, PartialEq, Hash)]
enum CellCacheKey {
Garbage(u32), // Exists so that I can prime the LRU, not used generally.
GlyphIndex(u16), // Actual factual cache entries.
}
pub struct FontCache {
font: Font,
size: f32,
texture: wgpu::Texture,
cell_width: u16,
cell_height: u16,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
cells: Vec<GlyphCell>,
cell_cache: LruCache<CellCacheKey, usize>,
}
enum SlotState {
Empty,
Rendered(u16, fontdue::Metrics),
}
struct GlyphCell {
// The coordinates in the atlas
x: u16,
y: u16,
state: SlotState,
}
pub struct Glyph {
pub x: f32,
pub y: f32,
pub adjust_x: f32,
pub adjust_y: f32,
pub w: f32,
pub h: f32,
pub advance_width: f32,
}
impl FontCache {
pub fn new(device: &wgpu::Device, bytes: &[u8], size: f32) -> Self {
let font = fontdue::Font::from_bytes(bytes, fontdue::FontSettings::default())
.expect("Could not parse font");
// Set up the texture that we'll use to cache the glyphs we're rendering.
let atlas_width = 2048;
let atlas_height = 2048;
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Font Glyph Atlas"),
size: wgpu::Extent3d {
width: atlas_width.into(),
height: atlas_height.into(),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1, // 4 for multisample?
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
// Measure the font to figure out the size of a cell in the cache.
// NOTE: This metric nonsense is bad, probably.
let mut char_height = 0;
if let Some(line_metrics) = font.horizontal_line_metrics(size) {
char_height = (line_metrics.new_line_size + 0.5) as usize;
}
let metrics = font.metrics('M', size);
let mut char_width = metrics.width;
char_height = metrics.height.max(char_height);
let metrics = font.metrics('g', size);
char_width = metrics.width.max(char_width);
char_height = metrics.height.max(char_height);
eprintln!("For this font, width={char_width} height={char_height}");
// Allocate the individual cells in the texture atlas; this records
// the state of what's in the cell and whatnot.
let mut cells = vec![];
for y in (0..atlas_height).step_by(char_height) {
for x in (0..atlas_width).step_by(char_width) {
cells.push(GlyphCell {
x,
y,
state: SlotState::Empty,
});
}
}
// Allocate the LRU cache for the cells. Fill it with garbage so that
// we can always "allocate" by pulling from the LRU.
let mut cell_cache = LruCache::new(std::num::NonZeroUsize::new(cells.len()).unwrap());
for i in 0..cells.len() {
cell_cache.put(
CellCacheKey::Garbage(i.try_into().expect("Too many cells!")),
i,
);
}
FontCache {
font,
size,
texture,
cell_width: char_width.try_into().unwrap(),
cell_height: char_height.try_into().unwrap(),
view,
sampler,
cells,
cell_cache,
}
}
pub fn get_char(&mut self, queue: &wgpu::Queue, c: char) -> Glyph {
let index = self.font.lookup_glyph_index(c);
let key = CellCacheKey::GlyphIndex(index);
let cell = match self.cell_cache.get(&key) {
Some(cell_index) => &mut self.cells[*cell_index],
None => {
let (_, cell_index) = self
.cell_cache
.pop_lru()
.expect("did not put all available things in the LRU cache");
self.cell_cache.put(key, cell_index);
let cell = &mut self.cells[cell_index];
cell.state = SlotState::Empty; // This isn't what it used to be.
cell
}
};
// I mean, technically if we got an LRU hit here it's rendered, but
// convincing the compiler of that is a pain.
let metrics = match cell.state {
SlotState::Rendered(_, metrics) => metrics,
SlotState::Empty => {
let (metrics, bitmap) = self.font.rasterize_indexed(index, self.size);
// eprintln!("Rasterizing '{c}' (index {index}): {metrics:?}");
// For a good time, call
// {
// eprintln!();
// let mut i = 0;
// for _ in (0..metrics.height) {
// for _ in (0..metrics.width) {
// let bv = bitmap[i];
// let rc = if bv == 0 {
// ' '
// } else if bv < 25 {
// '.'
// } else {
// 'X'
// };
// eprint!("{rc}");
// i += 1;
// }
// eprintln!();
// }
// eprintln!();
// }
let mut texture = self.texture.as_image_copy();
texture.origin.x = cell.x.into();
texture.origin.y = cell.y.into();
// eprintln!(" Rendering to {}, {}", texture.origin.x, texture.origin.y);
queue.write_texture(
texture,
&bitmap,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(metrics.width as u32),
rows_per_image: None,
},
wgpu::Extent3d {
width: metrics.width as u32,
height: metrics.height as u32,
depth_or_array_layers: 1,
},
);
cell.state = SlotState::Rendered(index, metrics.clone());
metrics
}
};
Glyph {
x: cell.x as f32,
y: cell.y as f32,
adjust_x: metrics.xmin as f32,
adjust_y: (self.cell_height as f32)
+ floor(-metrics.bounds.height - metrics.bounds.ymin), // PositiveYDown,
w: self.cell_width as f32,
h: self.cell_height as f32,
advance_width: metrics.advance_width,
}
}
}
fn floor(x: f32) -> f32 {
let mut ui = x.to_bits();
let e = (((ui >> 23) as i32) & 0xff) - 0x7f;
if e >= 23 {
return x;
}
if e >= 0 {
let m: u32 = 0x007fffff >> e;
if (ui & m) == 0 {
return x;
}
if ui >> 31 != 0 {
ui += m;
}
ui &= !m;
} else {
if ui >> 31 == 0 {
ui = 0;
} else if ui << 1 != 0 {
return -1.0;
}
}
f32::from_bits(ui)
}
// pub fn inconsolata() {
// let font = include_bytes!("./Inconsolata-Regular.ttf") as &[u8];
// let font = fontdue::Font::from_bytes(font, fontdue::FontSettings::default()).unwrap();
// let text = "Hello World!";
// // Break to characters.
// let size = 16.0;
// let mut prev = None;
// let mut left = 0.0;
// for c in text.chars() {
// // TODO: Cache this.
// let (metrics, bitmap) = font.rasterize(c, size);
// left += match prev {
// Some(pc) => match font.horizontal_kern(pc, c, size) {
// Some(k) => k,
// None => 0.0,
// },
// None => 0.0,
// };
// left += metrics.advance_width;
// }
// }