font: string rendering

This commit is contained in:
Zack Buhman 2026-02-28 23:52:18 +00:00
parent 64b0d8fab9
commit 2c81aeec6e
8 changed files with 142 additions and 0 deletions

95
font.lua Normal file
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@ -0,0 +1,95 @@
local _math = require "_math"
local mat4 = _math.mat4
local pixel_font_data = love.filesystem.newFileData("pixel_font.glsl")
local vertex_font_data = love.filesystem.newFileData("vertex_font.glsl")
local shader_font = love.graphics.newShader(pixel_font_data, vertex_font_data)
local fonts = {
ter_6x12 = {
path = "font/terminus_128x64_6x12.data",
texture_width = 128,
texture_height = 64,
glyph_width = 6,
glyph_height = 12,
},
ter_8x16 = {
path = "font/terminus_128x128_8x16.data",
texture_width = 128,
texture_height = 128,
glyph_width = 8,
glyph_height = 16,
},
ter_10x18 = {
path = "font/terminus_256x128_10x18.data",
texture_width = 256,
texture_height = 128,
glyph_width = 10,
glyph_height = 18,
},
ter_12x24 = {
path = "font/terminus_256x128_12x24.data",
texture_width = 256,
texture_height = 128,
glyph_width = 12,
glyph_height = 24,
}
}
local load_font = function(desc)
local file_data = love.filesystem.newFileData(desc.path)
local image_data = love.image.newImageData(desc.texture_width, desc.texture_height, "r8", file_data)
local texture = love.graphics.newTexture(image_data)
texture:setFilter("nearest", "nearest")
local font = {
texture = texture,
texture_width = desc.texture_width,
texture_height = desc.texture_height,
glyph_width = desc.glyph_width,
glyph_height = desc.glyph_height,
stride = math.floor(desc.texture_width / desc.glyph_width),
}
return font
end
local glyph_coordinate = function(font, ord)
local c = ord - 32
local x = c % font.stride
local y = math.floor(c / font.stride)
return {x, y}
end
local glyph_transform = function(font, x, y)
local transform = (
mat4.scaling(font.glyph_width, font.glyph_height, 0)
* mat4.translation(x, -y, 0)
* mat4.scaling(2 / 1024, 2 / 1024, 0)
* mat4.translation(-1, 1, 0)
)
return transform
end
local draw_string = function(font, s, x, y)
love.graphics.setCanvas()
love.graphics.setShader(shader_font)
shader_font:send("texture_sampler", font.texture)
love.graphics.setDepthMode("always", false)
shader_font:send("cell", {font.glyph_width / font.texture_width, font.glyph_height / font.texture_height})
for i = 1, #s do
local c = s:byte(i)
if c ~= 32 then
shader_font:send("transform", "column", glyph_transform(font, x, y).data)
shader_font:send("glyph", glyph_coordinate(font, c))
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
end
x = x + font.glyph_width
end
end
return {
fonts = fonts,
load_font = load_font,
draw_string = draw_string,
}

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@ -16,6 +16,9 @@ local scene_noodle = require 'scene.noodle.noodle'
local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship'
local scene_shadow_test = require 'scene.shadow_test.shadow_test'
local font = require 'font'
local terminus_font
local scenes = {
sci_fi_ship = {
descriptor = scene_sci_fi_ship.descriptor,
@ -80,6 +83,8 @@ function love.load(args)
g_shadow_canvas = love.graphics.newCanvas(2048, 2048, {format = "r32f"})
load_screen_shader()
terminus_font = font.load_font(font.fonts.ter_10x18)
end
local rotation = 0.0
@ -128,4 +133,6 @@ function love.draw()
-- love.graphics.setShader(screen_shader)
-- screen_shader:send("g_sampler", g_shadow_canvas)
-- love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
font.draw_string(terminus_font, "asdf test 1234", 10, 10)
end

19
pixel_font.glsl Normal file
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#pragma language glsl3
layout (location = 0) out vec4 g_color;
uniform sampler2D texture_sampler;
in vec4 PixelTexture;
uniform vec2 cell;
uniform vec2 glyph;
void pixelmain()
{
vec4 sample = texture(texture_sampler, PixelTexture.xy * cell + cell * glyph);
float px = sample.x == 0.0 ? 0.0 : 1.0;
g_color = vec4(vec3(px), 1.0);
//g_color = vec4(1, 0, 0, 1.0);
}

21
vertex_font.glsl Normal file
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#pragma language glsl3
const vec2 vtx[4] = vec2[](vec2(-1.0, 1.0), // tl
vec2( 1.0, 1.0), // tr
vec2( 1.0, -1.0), // br
vec2(-1.0, -1.0)); // bl
uniform mat4 transform;
out vec4 PixelTexture;
void vertexmain()
{
vec2 vertex = vtx[gl_VertexID];
PixelTexture = vec4(vertex * vec2(0.5, -0.5) + 0.5, 0, 0);
vertex = vertex * vec2(0.5, 0.5) + vec2(0.5, -0.5);
love_Position = transform * vec4(vertex, 0.0, 1.0);
}