font: string rendering
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95
font.lua
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95
font.lua
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@ -0,0 +1,95 @@
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local _math = require "_math"
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local mat4 = _math.mat4
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local pixel_font_data = love.filesystem.newFileData("pixel_font.glsl")
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local vertex_font_data = love.filesystem.newFileData("vertex_font.glsl")
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local shader_font = love.graphics.newShader(pixel_font_data, vertex_font_data)
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local fonts = {
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ter_6x12 = {
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path = "font/terminus_128x64_6x12.data",
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texture_width = 128,
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texture_height = 64,
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glyph_width = 6,
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glyph_height = 12,
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},
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ter_8x16 = {
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path = "font/terminus_128x128_8x16.data",
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texture_width = 128,
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texture_height = 128,
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glyph_width = 8,
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glyph_height = 16,
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},
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ter_10x18 = {
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path = "font/terminus_256x128_10x18.data",
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texture_width = 256,
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texture_height = 128,
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glyph_width = 10,
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glyph_height = 18,
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},
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ter_12x24 = {
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path = "font/terminus_256x128_12x24.data",
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texture_width = 256,
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texture_height = 128,
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glyph_width = 12,
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glyph_height = 24,
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}
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}
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local load_font = function(desc)
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local file_data = love.filesystem.newFileData(desc.path)
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local image_data = love.image.newImageData(desc.texture_width, desc.texture_height, "r8", file_data)
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local texture = love.graphics.newTexture(image_data)
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texture:setFilter("nearest", "nearest")
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local font = {
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texture = texture,
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texture_width = desc.texture_width,
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texture_height = desc.texture_height,
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glyph_width = desc.glyph_width,
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glyph_height = desc.glyph_height,
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stride = math.floor(desc.texture_width / desc.glyph_width),
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}
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return font
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end
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local glyph_coordinate = function(font, ord)
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local c = ord - 32
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local x = c % font.stride
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local y = math.floor(c / font.stride)
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return {x, y}
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end
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local glyph_transform = function(font, x, y)
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local transform = (
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mat4.scaling(font.glyph_width, font.glyph_height, 0)
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* mat4.translation(x, -y, 0)
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* mat4.scaling(2 / 1024, 2 / 1024, 0)
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* mat4.translation(-1, 1, 0)
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)
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return transform
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end
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local draw_string = function(font, s, x, y)
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love.graphics.setCanvas()
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love.graphics.setShader(shader_font)
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shader_font:send("texture_sampler", font.texture)
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love.graphics.setDepthMode("always", false)
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shader_font:send("cell", {font.glyph_width / font.texture_width, font.glyph_height / font.texture_height})
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for i = 1, #s do
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local c = s:byte(i)
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if c ~= 32 then
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shader_font:send("transform", "column", glyph_transform(font, x, y).data)
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shader_font:send("glyph", glyph_coordinate(font, c))
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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end
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x = x + font.glyph_width
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end
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end
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return {
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fonts = fonts,
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load_font = load_font,
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draw_string = draw_string,
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}
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BIN
font/terminus_128x128_8x16.data
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font/terminus_128x128_8x16.data
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Binary file not shown.
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font/terminus_128x64_6x12.data
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font/terminus_128x64_6x12.data
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Binary file not shown.
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font/terminus_256x128_10x18.data
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font/terminus_256x128_10x18.data
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Binary file not shown.
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font/terminus_256x128_12x24.data
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font/terminus_256x128_12x24.data
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7
main.lua
7
main.lua
@ -16,6 +16,9 @@ local scene_noodle = require 'scene.noodle.noodle'
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local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship'
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local scene_shadow_test = require 'scene.shadow_test.shadow_test'
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local font = require 'font'
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local terminus_font
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local scenes = {
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sci_fi_ship = {
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descriptor = scene_sci_fi_ship.descriptor,
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@ -80,6 +83,8 @@ function love.load(args)
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g_shadow_canvas = love.graphics.newCanvas(2048, 2048, {format = "r32f"})
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load_screen_shader()
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terminus_font = font.load_font(font.fonts.ter_10x18)
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end
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local rotation = 0.0
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@ -128,4 +133,6 @@ function love.draw()
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-- love.graphics.setShader(screen_shader)
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-- screen_shader:send("g_sampler", g_shadow_canvas)
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-- love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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font.draw_string(terminus_font, "asdf test 1234", 10, 10)
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end
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19
pixel_font.glsl
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19
pixel_font.glsl
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@ -0,0 +1,19 @@
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#pragma language glsl3
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layout (location = 0) out vec4 g_color;
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uniform sampler2D texture_sampler;
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in vec4 PixelTexture;
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uniform vec2 cell;
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uniform vec2 glyph;
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void pixelmain()
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{
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vec4 sample = texture(texture_sampler, PixelTexture.xy * cell + cell * glyph);
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float px = sample.x == 0.0 ? 0.0 : 1.0;
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g_color = vec4(vec3(px), 1.0);
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//g_color = vec4(1, 0, 0, 1.0);
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}
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21
vertex_font.glsl
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21
vertex_font.glsl
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#pragma language glsl3
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const vec2 vtx[4] = vec2[](vec2(-1.0, 1.0), // tl
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vec2( 1.0, 1.0), // tr
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vec2( 1.0, -1.0), // br
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vec2(-1.0, -1.0)); // bl
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uniform mat4 transform;
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out vec4 PixelTexture;
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void vertexmain()
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{
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vec2 vertex = vtx[gl_VertexID];
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PixelTexture = vec4(vertex * vec2(0.5, -0.5) + 0.5, 0, 0);
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vertex = vertex * vec2(0.5, 0.5) + vec2(0.5, -0.5);
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love_Position = transform * vec4(vertex, 0.0, 1.0);
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}
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