emscripten works :evil:
This commit is contained in:
parent
c880a085ae
commit
2f2a134777
14 changed files with 818 additions and 27 deletions
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@ -10,10 +10,18 @@ endif()
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set(CMAKE_CXX_STANDARD 11)
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#set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${PROJECT_SOURCE_DIR}/cmake")
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#if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -s USE_SDL=2 --preload-file ../resources/client")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='[\"bmp\"]'")
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set(CMAKE_CXX_FLAGS
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"${CMAKE_CXX_FLAGS} -std=c++11 -s USE_SDL=2")
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set(CMAKE_CXX_FLAGS
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"${CMAKE_CXX_FLAGS} --preload-file ../resources/client")
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set(CMAKE_CXX_FLAGS
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"${CMAKE_CXX_FLAGS} --shell-file ../src/client/shell.html")
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set(CMAKE_CXX_FLAGS
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"${CMAKE_CXX_FLAGS} -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='[\"bmp\"]'")
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#endif()
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set(CMAKE_EXECUTABLE_SUFFIX ".html")
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## CLIENT BUILD ##
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#find_package(OpenGL REQUIRED)
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Binary file not shown.
Before Width: | Height: | Size: 768 KiB After Width: | Height: | Size: 768 KiB |
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@ -1,14 +1,14 @@
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#version 330 core
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in vec2 texCoords;
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out vec4 fragColor;
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precision mediump float;
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varying vec2 texCoords;
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uniform vec4 fontColor;
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uniform sampler2D fontBitmap;
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void main() {
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vec4 outColor = texture(fontBitmap, texCoords);
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vec4 outColor = texture2D(fontBitmap, texCoords);
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if(outColor.xyz == vec3(0.0, 0.0, 0.0))
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discard;
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fragColor = fontColor * outColor;
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gl_FragColor = fontColor * outColor;
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}
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@ -1,8 +1,7 @@
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#version 330 core
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layout (location = 0) in vec2 aScreenCoords;
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layout (location = 1) in vec2 aTexCoords;
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attribute vec2 aScreenCoords;
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attribute vec2 aTexCoords;
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out vec2 texCoords;
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varying vec2 texCoords;
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uniform mat4 transMatrix;
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uniform mat4 orthoMatrix;
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@ -1,9 +1,5 @@
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#version 330 core
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in vec2 texCoords;
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out vec4 fragColor;
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uniform sampler2D fontBitmap;
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precision mediump float;
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void main() {
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fragColor = texture(fontBitmap, texCoords);
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gl_FragColor = vec4(0.5, 0, 0, 1);
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}
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@ -1,12 +1,5 @@
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#version 330 core
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layout (location = 0) in vec4 aScreenCoords;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 texCoords;
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uniform mat4 orthoMatrix;
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attribute vec2 aPosition;
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void main() {
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gl_Position = orthoMatrix * aScreenCoords;
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texCoords = aTexCoords;
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gl_Position = vec4(aPosition, 0, 1);
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}
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14
src/client/common.hpp
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14
src/client/common.hpp
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@ -0,0 +1,14 @@
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#ifndef SOSC_CLIENT_COMMON_H
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#define SOSC_CLIENT_COMMON_H
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#include <string>
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#ifdef SOSC_DEBUG
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#define SOSC_RESOURCE_PATH (std::string("../resources/client/"))
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#else
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#define SOSC_RESOURCE_PATH (std::string("resources/"))
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#endif
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#define SOSC_RESC(X) (SOSC_RESOURCE_PATH + std::string(X))
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#endif
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@ -2,15 +2,33 @@
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#include <GL/glew.h>
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#include <emscripten.h>
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#include <iostream>
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#include <string>
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#include "ui/font.hpp"
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static struct {
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SDL_Window* window;
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SDL_GLContext gl_ctx;
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sosc::ui::Font* font;
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sosc::ui::Text* text;
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} _ctx;
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void draw();
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int main(int argc, char** argv) {
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using namespace sosc;
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/*if(argc != 3)
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return -1;*/
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int client_width = std::stoi(argv[1]),
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client_height = std::stoi(argv[2]);
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std::cout << "VERSION 9: " << argc << std::endl
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<< argv[0] << std::endl
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<< argv[1] << std::endl
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<< argv[2] << std::endl;
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if(SDL_Init(SDL_INIT_VIDEO) < 0) {
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std::cout << SDL_GetError() << std::endl;
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return -1;
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@ -21,7 +39,7 @@ int main(int argc, char** argv) {
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_ctx.window = SDL_CreateWindow(
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"SockScape Client",
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0, 0,
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640, 480,
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client_width, client_height,
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SDL_WINDOW_OPENGL
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);
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@ -32,12 +50,28 @@ int main(int argc, char** argv) {
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if(glewInit() != GLEW_OK)
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return -1;
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ui::font_init_subsystem(_ctx.window);
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_ctx.font = new ui::Font(
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SOSC_RESC("fonts/scape.bmp"),
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SOSC_RESC("fonts/scape.dat")
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);
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ui::font_set_default(_ctx.font);
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_ctx.text = new ui::Text(
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75, glm::vec4(1, 0, 0, 1), "test text",
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100, 100, 400
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);
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emscripten_set_main_loop(draw, 0, 1);
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std::cout << "end test" << std::endl;
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}
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void draw() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(.25, .25, .25, 1);
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_ctx.text->Render();
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SDL_GL_SwapWindow(_ctx.window);
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}
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109
src/client/shaders/_shader.cpp
Normal file
109
src/client/shaders/_shader.cpp
Normal file
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@ -0,0 +1,109 @@
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#include "_shader.hpp"
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sosc::shdr::Shader::Shader() : loaded(false) {}
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bool sosc::shdr::Shader::Load() {
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if(this->loaded)
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return true;
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this->program = glCreateProgram();
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this->PrepareLoad();
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this->loaded = true;
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return true;
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}
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void sosc::shdr::Shader::Start() const {
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if(!this->loaded)
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return;
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glUseProgram(this->program);
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}
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void sosc::shdr::Shader::Stop() const {
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if(!this->loaded)
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return;
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glUseProgram(0);
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}
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void sosc::shdr::Shader::Unload() {
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if(!this->loaded)
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return;
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PrepareUnload();
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glDeleteProgram(this->program);
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this->loaded = false;
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}
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bool sosc::shdr::Shader::AttachSource
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(const std::string& fileName, GLuint shaderType)
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{
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if(this->loaded)
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return false;
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GLuint shader = glCreateShader(shaderType);
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std::ifstream file(fileName);
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std::stringstream ss;
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ss << file.rdbuf();
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std::string source = ss.str();
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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GLint err_chk;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &err_chk);
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if(err_chk == GL_FALSE) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &err_chk);
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auto msg = new char[err_chk];
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glGetShaderInfoLog(shader, err_chk, nullptr, msg);
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std::cerr << "Error in '"<< fileName << "':" << msg << std::endl;
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delete[] msg;
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return false;
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}
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glAttachShader(this->program, shader);
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this->shaders.push_back(shader);
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return true;
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}
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bool sosc::shdr::Shader::LinkProgram() {
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GLint err_chk;
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glLinkProgram(this->program);
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glGetProgramiv(this->program, GL_LINK_STATUS, &err_chk);
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if(err_chk == GL_FALSE) {
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glGetProgramiv(this->program, GL_INFO_LOG_LENGTH, &err_chk);
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auto msg = new char[err_chk];
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glGetProgramInfoLog(this->program, err_chk, nullptr, msg);
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std::cerr << "Error linking shader: " << msg << std::endl;
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delete[] msg;
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return false;
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}
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for(const auto& shader : this->shaders)
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glDeleteShader(shader);
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return true;
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}
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bool sosc::shdr::Shader::LoadUniforms(std::vector<std::string> names) {
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if(this->loaded)
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return false;
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GLint id;
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this->locations.clear();
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for(const auto& name : names) {
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if((id = glGetUniformLocation(this->program, name.c_str())) == -1)
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0; //return false;
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this->locations.push_back(id);
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}
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return true;
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}
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52
src/client/shaders/_shader.hpp
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52
src/client/shaders/_shader.hpp
Normal file
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#ifndef SOSC_SHADER_CORE_H
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#define SOSC_SHADER_CORE_H
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#include "common.hpp"
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#include <GL/glew.h>
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#include <exception>
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#include <iostream>
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#include <sstream>
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#include <fstream>
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#include <vector>
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namespace sosc {
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namespace shdr {
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class Shader {
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public:
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Shader();
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bool Load();
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void Start() const;
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inline GLint operator[] (std::vector<GLint>::size_type index) {
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if(index >= locations.size())
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return -1;
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return locations[index];
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}
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inline GLint Uniform(std::vector<GLint>::size_type index) {
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if(index >= locations.size())
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return -1;
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return locations[index];
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}
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void Stop() const;
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void Unload();
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protected:
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virtual void PrepareLoad() = 0;
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virtual void PrepareUnload() {};
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bool AttachSource(const std::string& fileName, GLuint shaderType);
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bool LinkProgram();
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bool LoadUniforms(std::vector<std::string> names);
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private:
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std::vector<GLint> locations;
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std::vector<GLuint> shaders;
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GLuint program;
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bool loaded;
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};
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}}
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#endif
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20
src/client/shaders/test.hpp
Normal file
20
src/client/shaders/test.hpp
Normal file
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#ifndef SOSC_SHADER_TEST_H
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#define SOSC_SHADER_TEST_H
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#include <SDL.h>
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#include "common.hpp"
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#include "_shader.hpp"
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namespace sosc {
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namespace shdr {
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class TestShader : public Shader {
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protected:
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void PrepareLoad() override {
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this->AttachSource(SOSC_RESC("shaders/test.vert"), GL_VERTEX_SHADER);
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this->AttachSource(SOSC_RESC("shaders/test.frag"), GL_FRAGMENT_SHADER);
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this->LinkProgram();
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}
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};
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}}
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#endif
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54
src/client/shell.html
Normal file
54
src/client/shell.html
Normal file
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>SockScape Client</title>
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<style type="text/css">
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body {
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overflow: hidden;
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}
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#wrapper {
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position: absolute;
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top: 0;
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left: 0;
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right: 0;
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bottom: 0;
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padding: 0;
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margin: 0;
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}
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#wrapper #canvas {
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width: 100%;
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height: 100%;
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padding: 0;
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margin: 0;
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}
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</style>
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</head>
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<body>
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<div id="wrapper">
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<canvas id="canvas" oncontextmenu="event.preventDefault()"></canvas>
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</div>
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<script type="text/javascript">
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var Module = {
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preRun: [],
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postRun: [],
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print: function(text) {
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console.log(text);
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},
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printErr: function(text) {
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console.error(text)
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},
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arguments: [
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window.innerWidth.toString(),
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window.innerHeight.toString()
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],
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canvas: document.getElementById("canvas")
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};
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</script>
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{{{ SCRIPT }}}
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</body>
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</html>
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412
src/client/ui/font.cpp
Normal file
412
src/client/ui/font.cpp
Normal file
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@ -0,0 +1,412 @@
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#include "font.hpp"
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#define LILEND_UNPACK(X,N) \
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(((uint32_t)(X)[N]) | \
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((((uint32_t)(X)[(N)+1])) << 8u) | \
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((((uint32_t)(X)[(N)+2])) << 16u) | \
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((((uint32_t)(X)[(N)+3])) << 24u))
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namespace sosc {
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namespace ui {
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class FontShader;
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}}
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// STATE STRUCT //
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static struct {
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sosc::ui::FontShader* shader;
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sosc::ui::Font* default_font;
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} _font_ctx;
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// FONT SHADER CLASS //
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namespace sosc {
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namespace ui {
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class FontShader : public sosc::shdr::Shader {
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public:
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enum Uniforms {
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ORTHO_MATRIX = 0,
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TRANSLATION_MATRIX,
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FONT_BITMAP,
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FONT_COLOR
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};
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void UpdateWindow(SDL_Window *window) {
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this->Start();
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int width, height;
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SDL_GetWindowSize(window, &width, &height);
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glm::mat4 orthoMatrix =
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glm::ortho(0.f, (float)width, (float)height, 0.f);
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glUniformMatrix4fv(
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(*this)[ORTHO_MATRIX], 1, GL_FALSE,
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glm::value_ptr(orthoMatrix)
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);
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this->Stop();
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}
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protected:
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void PrepareLoad() override {
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this->AttachSource(
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SOSC_RESC("shaders/font/font.vert"), GL_VERTEX_SHADER
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);
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this->AttachSource(
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SOSC_RESC("shaders/font/font.frag"), GL_FRAGMENT_SHADER
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);
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this->LinkProgram();
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this->LoadUniforms({
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"orthoMatrix",
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"transMatrix",
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"fontBitmap",
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"fontColor"
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});
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}
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};
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}}
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// SUBSYSTEM FUNCS //
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void sosc::ui::font_init_subsystem(SDL_Window* window) {
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_font_ctx.shader = new FontShader();
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_font_ctx.shader->Load();
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_font_ctx.shader->UpdateWindow(window);
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_font_ctx.default_font = nullptr;
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}
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void sosc::ui::font_set_default(Font *font) {
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_font_ctx.default_font = font;
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}
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void sosc::ui::font_window_changed(SDL_Window* window) {
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_font_ctx.shader->UpdateWindow(window);
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}
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void sosc::ui::font_deinit_subsystem() {
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_font_ctx.shader->Unload();
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delete _font_ctx.shader;
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}
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// FONT CLASS //
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sosc::ui::Font::Font
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(const std::string& bitmapPath, const std::string& dataPath,
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bool useNearest)
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||||
{
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this->loaded = false;
|
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this->Load(bitmapPath, dataPath);
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}
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|
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bool sosc::ui::Font::Load
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(const std::string& bitmapPath, const std::string& dataPath,
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bool useNearest)
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{
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if(this->loaded)
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this->Unload();
|
||||
|
||||
SDL_RWops* rwop = SDL_RWFromFile(bitmapPath.c_str(), "rb");
|
||||
SDL_Surface* image = SDL_LoadBMP_RW(rwop, 1);
|
||||
if(!image)
|
||||
return false;
|
||||
|
||||
char buffer[0x111];
|
||||
std::ifstream dataFile(dataPath, std::ios::in | std::ios::binary);
|
||||
if(!dataFile.is_open())
|
||||
return false;
|
||||
dataFile.read(buffer, 0x111);
|
||||
dataFile.close();
|
||||
std::string data(buffer, 0x111);
|
||||
if(buffer[0x10] != 0)
|
||||
return false;
|
||||
|
||||
this->width = (uint32_t)image->w;
|
||||
this->height = (uint32_t)image->h;
|
||||
|
||||
this->cell_width = LILEND_UNPACK(buffer, 0x08);
|
||||
this->cell_height = LILEND_UNPACK(buffer, 0x0C);
|
||||
|
||||
for(int i = 0; i < 256; ++i) {
|
||||
auto glyph = &this->glyphs[i];
|
||||
auto width = (uint8_t)buffer[0x11 + i];
|
||||
|
||||
glyph->width = (double)width / (double)this->cell_width;
|
||||
|
||||
int x = (this->cell_width * i) % this->width;
|
||||
int y = ((this->cell_width * i) / this->width) * this->cell_height;
|
||||
|
||||
glyph->top_left = glm::vec2(
|
||||
(double)x / (double)this->width,
|
||||
1 - (double)y / (double)this->height
|
||||
);
|
||||
glyph->top_right = glm::vec2(
|
||||
(double)(x + width) / (double)this->width,
|
||||
1 - (double)y / (double)this->height
|
||||
);
|
||||
glyph->bottom_left = glm::vec2(
|
||||
(double)x / (double)this->width,
|
||||
1 - (double)(y + this->cell_height) / (double)this->height
|
||||
);
|
||||
glyph->bottom_right = glm::vec2(
|
||||
(double)(x + width) / (double)this->width,
|
||||
1 - (double)(y + this->cell_height) / (double)this->height
|
||||
);
|
||||
}
|
||||
|
||||
glGenTextures(1, &this->texture);
|
||||
glBindTexture(GL_TEXTURE_2D, this->texture);
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D, 0, GL_RGB,
|
||||
this->width, this->height, 0,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_BYTE, image->pixels
|
||||
);
|
||||
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
useNearest ? GL_NEAREST : GL_LINEAR
|
||||
);
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
||||
useNearest ? GL_NEAREST : GL_LINEAR
|
||||
);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
SDL_FreeSurface(image);
|
||||
this->loaded = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void sosc::ui::Font::BindBitmap() const {
|
||||
if(!this->loaded)
|
||||
return;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, this->texture);
|
||||
}
|
||||
|
||||
void sosc::ui::Font::UnbindBitmap() const {
|
||||
if(!this->loaded)
|
||||
return;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void sosc::ui::Font::Unload() {
|
||||
glDeleteTextures(1, &this->texture);
|
||||
this->loaded = false;
|
||||
}
|
||||
|
||||
// TEXT CLASS //
|
||||
|
||||
sosc::ui::Text::Text() {
|
||||
this->font = _font_ctx.default_font;
|
||||
this->font_size = 0;
|
||||
this->vertices = nullptr;
|
||||
this->tex_coords = nullptr;
|
||||
|
||||
glGenVertexArrays(1, &this->vao);
|
||||
glGenBuffers(2, this->vbos);
|
||||
}
|
||||
|
||||
sosc::ui::Text::Text
|
||||
(sosc::ui::Font *font, uint32_t size, const glm::vec4& color) : Text()
|
||||
{
|
||||
this->font = font;
|
||||
this->font_size = size;
|
||||
this->font_color = color;
|
||||
}
|
||||
|
||||
sosc::ui::Text::Text(uint32_t size, const glm::vec4& color,
|
||||
const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
|
||||
{
|
||||
this->Set(size, color, text, x, y, w);
|
||||
}
|
||||
|
||||
sosc::ui::Text::Text
|
||||
(sosc::ui::Font *font, uint32_t size, const glm::vec4& color,
|
||||
const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
|
||||
{
|
||||
this->font = font;
|
||||
this->Set(size, color, text, x, y, w);
|
||||
}
|
||||
|
||||
void sosc::ui::Text::Set(uint32_t size, const glm::vec4& color,
|
||||
const std::string &text, uint32_t x, uint32_t y, uint32_t w)
|
||||
{
|
||||
this->font_size = size;
|
||||
this->font_color = color;
|
||||
this->text = text;
|
||||
if(w != 0)
|
||||
this->wrap_width = w;
|
||||
this->trans_matrix = glm::translate(glm::mat4(1.f), glm::vec3(x, y, 0.f));
|
||||
this->Redraw();
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetFont(Font *font, uint32_t size) {
|
||||
this->font = font;
|
||||
if(size != 0)
|
||||
this->font_size = size;
|
||||
this->Redraw();
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetFontSize(uint32_t size) {
|
||||
this->font_size = size;
|
||||
this->Redraw();
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetFontColor(const glm::vec4 &color) {
|
||||
this->font_color = color;
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetText(const std::string &text) {
|
||||
this->text = text;
|
||||
this->Redraw();
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetPosition(uint32_t x, uint32_t y) {
|
||||
this->trans_matrix = glm::translate(glm::mat4(1.f), glm::vec3(x, y, 0.f));
|
||||
}
|
||||
|
||||
void sosc::ui::Text::SetWrapWidth(uint32_t w) {
|
||||
this->wrap_width = w;
|
||||
this->Redraw();
|
||||
}
|
||||
|
||||
uint32_t sosc::ui::Text::GetHeight() const {
|
||||
return this->GetLineCount() * this->font_size;
|
||||
}
|
||||
|
||||
uint32_t sosc::ui::Text::GetLineCount() const {
|
||||
if(this->wrap_width == 0)
|
||||
return 1;
|
||||
else {
|
||||
uint32_t count = 1, topleft_x = 0;
|
||||
for(const auto c : this->text) {
|
||||
auto width = (uint32_t)((*this->font)[c].width * this->font_size);
|
||||
|
||||
if(topleft_x + width > this->wrap_width) {
|
||||
++count;
|
||||
topleft_x = 0;
|
||||
}
|
||||
|
||||
topleft_x += width;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
void sosc::ui::Text::Render() {
|
||||
auto shdr = _font_ctx.shader;
|
||||
|
||||
shdr->Start();
|
||||
glUniformMatrix4fv(
|
||||
(*shdr)[shdr->TRANSLATION_MATRIX],
|
||||
1, GL_FALSE,
|
||||
glm::value_ptr(this->trans_matrix)
|
||||
);
|
||||
glUniform4f(
|
||||
(*shdr)[shdr->FONT_COLOR],
|
||||
this->font_color.r, this->font_color.g,
|
||||
this->font_color.b, this->font_color.a
|
||||
);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
this->font->BindBitmap();
|
||||
|
||||
glBindVertexArray(this->vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, this->vertex_count);
|
||||
glBindVertexArray(0);
|
||||
|
||||
this->font->UnbindBitmap();
|
||||
shdr->Stop();
|
||||
}
|
||||
|
||||
void sosc::ui::Text::Destroy() {
|
||||
glDeleteBuffers(2, this->vbos);
|
||||
glDeleteVertexArrays(1, &this->vao);
|
||||
|
||||
delete[] this->vertices;
|
||||
delete[] this->tex_coords;
|
||||
}
|
||||
|
||||
void sosc::ui::Text::Redraw() {
|
||||
this->vertex_count = (GLuint)(6 * this->text.length());
|
||||
|
||||
delete[] this->vertices;
|
||||
this->vertices = new float[this->vertex_count * 2];
|
||||
|
||||
delete[]this->tex_coords;
|
||||
this->tex_coords = new float[this->vertex_count * 2];
|
||||
|
||||
uint32_t top_x = 0, top_y = 0;
|
||||
for(int i = 0; i < this->text.length(); ++i) {
|
||||
auto glyph = (*this->font)[this->text[i]];
|
||||
uint32_t width = (uint32_t)(this->font_size * glyph.width),
|
||||
height = this->font_size;
|
||||
|
||||
if(top_x + width > this->wrap_width && this->wrap_width != 0) {
|
||||
top_x = 0;
|
||||
top_y += height;
|
||||
}
|
||||
|
||||
/// TRIANGLE 1 ///
|
||||
// TOP LEFT
|
||||
this->vertices[i*12] = top_x;
|
||||
this->vertices[i*12 + 1] = top_y;
|
||||
this->tex_coords[i*12] = glyph.top_left.x;
|
||||
this->tex_coords[i*12 + 1] = glyph.top_left.y;
|
||||
// TOP RIGHT
|
||||
this->vertices[i*12 + 2] = top_x + width;
|
||||
this->vertices[i*12 + 3] = top_y;
|
||||
this->tex_coords[i*12 + 2] = glyph.top_right.x;
|
||||
this->tex_coords[i*12 + 3] = glyph.top_right.y;
|
||||
// BOTTOM LEFT
|
||||
this->vertices[i*12 + 4] = top_x;
|
||||
this->vertices[i*12 + 5] = top_y + height;
|
||||
this->tex_coords[i*12 + 4] = glyph.bottom_left.x;
|
||||
this->tex_coords[i*12 + 5] = glyph.bottom_left.y;
|
||||
|
||||
/// TRIANGLE 2 ///
|
||||
// BOTTOM LEFT
|
||||
this->vertices[i*12 + 6] = top_x;
|
||||
this->vertices[i*12 + 7] = top_y + height;
|
||||
this->tex_coords[i*12 + 6] = glyph.bottom_left.x;
|
||||
this->tex_coords[i*12 + 7] = glyph.bottom_left.y;
|
||||
// TOP RIGHT
|
||||
this->vertices[i*12 + 8] = top_x + width;
|
||||
this->vertices[i*12 + 9] = top_y;
|
||||
this->tex_coords[i*12 + 8] = glyph.top_right.x;
|
||||
this->tex_coords[i*12 + 9] = glyph.top_right.y;
|
||||
// BOTTOM RIGHT
|
||||
this->vertices[i*12 + 10] = top_x + width;
|
||||
this->vertices[i*12 + 11] = top_y + height;
|
||||
this->tex_coords[i*12 + 10] = glyph.bottom_right.x;
|
||||
this->tex_coords[i*12 + 11] = glyph.bottom_right.y;
|
||||
|
||||
top_x += width;
|
||||
}
|
||||
|
||||
glBindVertexArray(this->vao);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vbos[0]);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
this->vertex_count * 2 * sizeof(float),
|
||||
this->vertices,
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vbos[1]);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
this->vertex_count * 2 * sizeof(float),
|
||||
this->tex_coords,
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
100
src/client/ui/font.hpp
Normal file
100
src/client/ui/font.hpp
Normal file
|
@ -0,0 +1,100 @@
|
|||
#ifndef SOSC_UI_FONT_H
|
||||
#define SOSC_UI_FONT_H
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
#include <GL/glew.h>
|
||||
#include <GLM/glm.hpp>
|
||||
#include <GLM/gtc/matrix_transform.hpp>
|
||||
#include <GLM/gtc/type_ptr.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include "shaders/_shader.hpp"
|
||||
|
||||
namespace sosc {
|
||||
namespace ui {
|
||||
class Font;
|
||||
void font_init_subsystem(SDL_Window* window);
|
||||
void font_set_default(sosc::ui::Font* font);
|
||||
void font_window_changed(SDL_Window* window);
|
||||
void font_deinit_subsystem();
|
||||
|
||||
class Font {
|
||||
public:
|
||||
struct glyph_t {
|
||||
double width;
|
||||
glm::vec2
|
||||
top_left,
|
||||
top_right,
|
||||
bottom_left,
|
||||
bottom_right;
|
||||
};
|
||||
|
||||
Font() : loaded(false) {}
|
||||
Font(const std::string& bitmapPath,
|
||||
const std::string& dataPath, bool useNearest = true);
|
||||
bool Load(const std::string& bitmapPath,
|
||||
const std::string& dataPath, bool useNearest = true);
|
||||
|
||||
inline const glyph_t& operator[] (char c) const {
|
||||
return this->glyphs[(uint8_t)c];
|
||||
}
|
||||
|
||||
void Unload();
|
||||
private:
|
||||
void BindBitmap() const;
|
||||
void UnbindBitmap() const;
|
||||
|
||||
bool loaded;
|
||||
GLuint texture;
|
||||
uint32_t
|
||||
width, height,
|
||||
cell_width, cell_height;
|
||||
glyph_t glyphs[256];
|
||||
|
||||
friend class Text;
|
||||
};
|
||||
|
||||
class Text {
|
||||
public:
|
||||
Text();
|
||||
Text(Font* font, uint32_t size, const glm::vec4& color);
|
||||
Text(uint32_t size, const glm::vec4& color, const std::string& text,
|
||||
uint32_t x, uint32_t y, uint32_t w = 0);
|
||||
Text(Font* font, uint32_t size, const glm::vec4& color,
|
||||
const std::string& text, uint32_t x, uint32_t y, uint32_t w = 0);
|
||||
|
||||
void Set(uint32_t size, const glm::vec4& color, const std::string& text,
|
||||
uint32_t x, uint32_t y, uint32_t w = 0);
|
||||
void SetFont(Font* font, uint32_t size = 0);
|
||||
void SetFontSize(uint32_t size);
|
||||
void SetFontColor(const glm::vec4& color);
|
||||
void SetText(const std::string& text);
|
||||
void SetPosition(uint32_t x, uint32_t y);
|
||||
void SetWrapWidth(uint32_t w);
|
||||
|
||||
uint32_t GetHeight() const;
|
||||
uint32_t GetLineCount() const;
|
||||
|
||||
void Render();
|
||||
|
||||
void Destroy();
|
||||
private:
|
||||
void Redraw();
|
||||
|
||||
Font* font;
|
||||
glm::vec4 font_color;
|
||||
uint32_t font_size,
|
||||
wrap_width;
|
||||
std::string text;
|
||||
glm::mat4 trans_matrix;
|
||||
|
||||
GLsizei vertex_count;
|
||||
float* vertices;
|
||||
float* tex_coords;
|
||||
GLuint vao, vbos[2];
|
||||
};
|
||||
}}
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue