fps counter
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113
src/text.rs
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113
src/text.rs
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use glyph_brush::{BrushAction, BrushError, GlyphBrush, GlyphBrushBuilder, GlyphVertex, Rectangle, Section, Text, ab_glyph::FontArc};
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use vulkano::{format::Format, image::Dimensions, sampler::{Filter, SamplerAddressMode}};
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use crate::vulkan::{MeshHandle, TextVertex, TextureHandle, VulkanRenderer, gameobject::{GameObject, GameObjectHandle}, mesh::{CPUMesh, CPUVertexList}};
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pub fn update_text(game_object_handle: GameObjectHandle, new_text: &str, new_size: f32, renderer: &mut VulkanRenderer, brush: &mut GlyphBrush<Vec<TextVertex>>, game_objects: &mut Vec<GameObject>) {
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brush.queue(Section::default()
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.add_text(Text::new(new_text).with_scale(new_size))
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.with_bounds((renderer.game_data.dimensions[0] as f32, renderer.game_data.dimensions[1] as f32)));
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let go = &mut game_objects[game_object_handle];
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let mesh_index = go.mesh_index;
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match brush.process_queued(|rect, text_data| {
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update_text_texture(Some(go.textures.texture_index), renderer, rect, text_data);
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}, convert_vertices) {
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Ok(BrushAction::Draw(quads)) => {
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update_text_quads(quads, 420, Some(mesh_index), renderer);
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},
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Ok(BrushAction::ReDraw) => {},
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Err(BrushError::TextureTooSmall { suggested }) => {
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let size = Dimensions::Dim2d { width: suggested.0, height: suggested.1 };
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renderer.resize_texture(go, go.textures.texture_index, size);
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brush.resize_texture(suggested.0, suggested.1);
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update_text(game_object_handle, new_text, new_size, renderer, brush, game_objects);
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},
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}
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}
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pub fn create_brush<T>() -> GlyphBrush<T> {
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let font = FontArc::try_from_slice(include_bytes!("../models/FiraCode-Regular.ttf")).unwrap();
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GlyphBrushBuilder::using_font(font).build()
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}
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pub fn create_text_object(brush: &mut GlyphBrush<Vec<TextVertex>>, renderer: &mut VulkanRenderer, text: &str, size: f32) -> MeshHandle {
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let mut uploaded_texture = None;
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let mut uploaded_mesh = None;
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brush.queue(Section::default()
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.add_text(Text::new(text).with_scale(size))
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.with_bounds((renderer.game_data.dimensions[0] as f32, renderer.game_data.dimensions[1] as f32))
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);
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match brush.process_queued(|rect, text_data| {
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uploaded_texture = update_text_texture(None, renderer, rect, text_data);
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}, convert_vertices) {
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Ok(BrushAction::Draw(quads)) => {
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uploaded_mesh = update_text_quads(quads, uploaded_texture.unwrap(), None, renderer);
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},
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Ok(BrushAction::ReDraw) => {},
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Err(BrushError::TextureTooSmall { suggested }) => {
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brush.resize_texture(suggested.0, suggested.1);
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},
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};
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uploaded_mesh.unwrap()
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}
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pub fn update_text_texture(old_texture: Option<TextureHandle>, renderer: &mut VulkanRenderer, rect: Rectangle<u32>, text_data: &[u8]) -> Option<TextureHandle> {
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let size = u32::max(rect.width(), rect.height());
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if let Some(tex_handle) = old_texture {
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renderer.update_texture(tex_handle, text_data, [rect.width(), rect.height(), 1], [rect.min[0], rect.min[1], 0], renderer.device.clone());
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None
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} else {
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let tex = renderer.upload_texture(text_data, size, size, Format::R8Unorm, Filter::Nearest, SamplerAddressMode::ClampToEdge, renderer.device.clone());
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renderer.game_data.textures.push(tex.clone());
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Some(renderer.game_data.textures.len() - 1)
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}
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}
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pub fn update_text_quads(quads: Vec<Vec<TextVertex>>, texture_index: usize, mesh_index: Option<usize>, renderer: &mut VulkanRenderer) -> Option<MeshHandle> {
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let mut final_vertices = vec![];
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let mut final_indices: Vec<u32> = vec![];
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let mut index_offset = 0;
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for mut quad in quads {
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let len = quad.len();
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final_vertices.append(&mut quad);
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final_indices.append(&mut [0, 2, 3, 0, 3, 1].iter().map(|x| *x + index_offset).collect());
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index_offset += len as u32;
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}
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if let Some(idx) = mesh_index {
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renderer.update_mesh(idx, CPUVertexList::VertexText(final_vertices), final_indices);
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None
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} else {
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let mesh = CPUMesh {
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vertices: CPUVertexList::VertexText(final_vertices),
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indices: final_indices,
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local_texture_index: Some(texture_index),
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local_normal_map_index: None,
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name: Some("font_texture".to_string()),
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};
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let mesh_index = renderer.upload_mesh(mesh, None);
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Some(MeshHandle {
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index: mesh_index,
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diffuse_handle: texture_index,
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normal_handle: None,
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original_path: None,
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pipeline_index: 1
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})
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}
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}
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fn convert_vertices(vertex_data: GlyphVertex) -> Vec<TextVertex> {
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let result = vec![
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TextVertex { position: [vertex_data.pixel_coords.min.x, vertex_data.pixel_coords.min.y, 0.], uv: [vertex_data.tex_coords.min.x, vertex_data.tex_coords.min.y] },
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TextVertex { position: [vertex_data.pixel_coords.min.x, vertex_data.pixel_coords.max.y, 0.], uv: [vertex_data.tex_coords.min.x, vertex_data.tex_coords.max.y] },
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TextVertex { position: [vertex_data.pixel_coords.max.x, vertex_data.pixel_coords.min.y, 0.], uv: [vertex_data.tex_coords.max.x, vertex_data.tex_coords.min.y] },
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TextVertex { position: [vertex_data.pixel_coords.max.x, vertex_data.pixel_coords.max.y, 0.], uv: [vertex_data.tex_coords.max.x, vertex_data.tex_coords.max.y] },
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];
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result
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}
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