Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
180 lines
6.2 KiB
C#
180 lines
6.2 KiB
C#
using System;
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using System.IO;
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using Silk.NET.OpenGL;
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using StbTrueTypeSharp;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// A pixel-font atlas rasterized from a TTF at load time using stb_truetype.
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/// Glyphs are packed into a single-channel (R8) GL texture. Call
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/// <see cref="TryGetGlyph"/> to resolve an ASCII codepoint to UV + metrics.
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///
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/// Only printable ASCII (32..127) is supported for the debug overlay.
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/// </summary>
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public sealed unsafe class BitmapFont : IDisposable
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{
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public readonly struct Glyph
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{
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public readonly float UvMinX;
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public readonly float UvMinY;
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public readonly float UvMaxX;
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public readonly float UvMaxY;
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public readonly float OffsetX; // from cursor to glyph quad top-left
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public readonly float OffsetY;
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public readonly float Width; // pixels
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public readonly float Height;
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public readonly float Advance;
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public Glyph(float umn, float vmn, float umx, float vmx,
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float ox, float oy, float w, float h, float adv)
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{
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UvMinX = umn; UvMinY = vmn; UvMaxX = umx; UvMaxY = vmx;
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OffsetX = ox; OffsetY = oy; Width = w; Height = h; Advance = adv;
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}
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}
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private readonly GL _gl;
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private readonly Glyph[] _glyphs;
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private readonly int _firstChar;
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private readonly int _numChars;
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public uint TextureId { get; }
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public float PixelHeight { get; }
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public float LineHeight { get; }
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public float Ascent { get; }
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public int AtlasWidth { get; }
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public int AtlasHeight { get; }
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public BitmapFont(GL gl, byte[] ttfBytes, float pixelHeight,
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int atlasSize = 512, int firstChar = 32, int numChars = 96)
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{
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_gl = gl;
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PixelHeight = pixelHeight;
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AtlasWidth = atlasSize;
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AtlasHeight = atlasSize;
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_firstChar = firstChar;
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_numChars = numChars;
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// Bake the glyph bitmap via stbtt_BakeFontBitmap.
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var bakedChars = new StbTrueType.stbtt_bakedchar[numChars];
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var pixels = new byte[AtlasWidth * AtlasHeight];
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bool ok = StbTrueType.stbtt_BakeFontBitmap(
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ttfBytes, 0, pixelHeight,
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pixels, AtlasWidth, AtlasHeight,
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firstChar, numChars, bakedChars);
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if (!ok)
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throw new InvalidOperationException(
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$"stbtt_BakeFontBitmap failed: atlas {atlasSize}x{atlasSize} " +
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$"too small for pixelHeight={pixelHeight}");
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// Extract vertical metrics for line spacing.
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using var info = StbTrueType.CreateFont(ttfBytes, 0)
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?? throw new InvalidOperationException("stbtt_InitFont failed");
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float scale = StbTrueType.stbtt_ScaleForPixelHeight(info, pixelHeight);
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int ascent, descent, lineGap;
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StbTrueType.stbtt_GetFontVMetrics(info, &ascent, &descent, &lineGap);
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Ascent = ascent * scale;
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LineHeight = (ascent - descent + lineGap) * scale;
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// Convert baked-char records to our Glyph struct.
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_glyphs = new Glyph[numChars];
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for (int i = 0; i < numChars; i++)
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{
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var bc = bakedChars[i];
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float w = bc.x1 - bc.x0;
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float h = bc.y1 - bc.y0;
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_glyphs[i] = new Glyph(
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umn: bc.x0 / (float)AtlasWidth,
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vmn: bc.y0 / (float)AtlasHeight,
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umx: bc.x1 / (float)AtlasWidth,
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vmx: bc.y1 / (float)AtlasHeight,
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ox: bc.xoff,
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oy: bc.yoff,
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w: w, h: h,
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adv: bc.xadvance);
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}
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// Upload atlas as a single-channel GL texture (R8).
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TextureId = _gl.GenTexture();
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_gl.BindTexture(TextureTarget.Texture2D, TextureId);
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_gl.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
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fixed (byte* ptr = pixels)
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{
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_gl.TexImage2D(TextureTarget.Texture2D, 0,
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(int)InternalFormat.R8,
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(uint)AtlasWidth, (uint)AtlasHeight, 0,
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PixelFormat.Red, PixelType.UnsignedByte, ptr);
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}
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
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(int)TextureMinFilter.Linear);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
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(int)TextureMagFilter.Linear);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
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(int)TextureWrapMode.ClampToEdge);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
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(int)TextureWrapMode.ClampToEdge);
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_gl.PixelStore(PixelStoreParameter.UnpackAlignment, 4); // restore default
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_gl.BindTexture(TextureTarget.Texture2D, 0);
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}
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public bool TryGetGlyph(char c, out Glyph g)
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{
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int idx = c - _firstChar;
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if ((uint)idx >= (uint)_numChars)
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{
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g = default;
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return false;
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}
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g = _glyphs[idx];
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return true;
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}
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/// <summary>Measure the pixel width of a single-line string in this font.</summary>
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public float MeasureWidth(string s)
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{
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float w = 0;
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for (int i = 0; i < s.Length; i++)
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{
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if (TryGetGlyph(s[i], out var g))
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w += g.Advance;
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}
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return w;
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}
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public void Dispose()
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{
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_gl.DeleteTexture(TextureId);
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}
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/// <summary>
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/// Try to load a monospaced system font from well-known paths on the host OS.
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/// Returns null if no candidate was found.
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/// </summary>
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public static byte[]? TryLoadSystemMonospaceFont()
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{
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string[] candidates =
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{
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@"C:\Windows\Fonts\consola.ttf",
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@"C:\Windows\Fonts\cour.ttf",
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@"C:\Windows\Fonts\arial.ttf",
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"/usr/share/fonts/truetype/dejavu/DejaVuSansMono.ttf",
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"/usr/share/fonts/TTF/DejaVuSansMono.ttf",
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"/Library/Fonts/Menlo.ttc",
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"/System/Library/Fonts/Menlo.ttc",
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};
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foreach (var path in candidates)
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{
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try
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{
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if (File.Exists(path))
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return File.ReadAllBytes(path);
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}
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catch
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{
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// try next candidate
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}
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}
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return null;
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}
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}
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