my mom is cool
This commit is contained in:
parent
31b4c520cd
commit
71cc1e55fc
5 changed files with 139 additions and 34 deletions
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@ -3,6 +3,7 @@ project(sockscape)
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string(COMPARE EQUAL ${CMAKE_BUILD_TYPE} Debug _CMP)
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if(_CMP)
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set(CMAKE_VERBOSE_MAKEFILE ON)
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add_definitions("-DSOSC_DEBUG")
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endif()
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@ -18,7 +19,6 @@ find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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find_package(SDL2_ttf REQUIRED)
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file(GLOB_RECURSE client_src
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"src/common/*.hpp"
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@ -35,14 +35,12 @@ target_include_directories(client
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PRIVATE ${OPENGL_INCLUDE_DIR}
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PRIVATE ${GLEW_INCLUDE_DIR}
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PRIVATE ${SDL2_INCLUDE_DIR}
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PRIVATE ${SDL2_IMAGE_INCLUDE_DIR}
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PRIVATE ${SDL2_TTF_INCLUDE_DIR})
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PRIVATE ${SDL2_IMAGE_INCLUDE_DIR})
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target_link_libraries(client
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${OPENGL_LIBRARIES}
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${GLEW_LIBRARY}
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${SDL2_LIBRARY}
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${SDL2_IMAGE_LIBRARIES}
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${SDL2_TTF_LIBRARIES})
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${SDL2_IMAGE_LIBRARIES})
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install(TARGETS client RUNTIME DESTINATION bin/client)
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## SERVER BUILD ##
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@ -1,5 +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 = 0) in vec2 aScreenCoords;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 texCoords;
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@ -8,6 +8,6 @@ uniform mat4 transMatrix;
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uniform mat4 orthoMatrix;
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void main() {
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gl_Position = orthoMatrix * aScreenCoords;
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gl_Position = orthoMatrix * transMatrix * vec4(aScreenCoords, 0.0, 1.0);
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texCoords = aTexCoords;
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}
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@ -1,7 +1,7 @@
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#include <SDL.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define GL3_PROTOTYPES 1
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include "ui/font.hpp"
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@ -33,23 +33,32 @@ int main(int argc, char* argv[]) {
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SDL_WINDOW_OPENGL
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);
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auto ctx = SDL_GL_CreateContext(window);
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SDL_GL_LoadLibrary(nullptr);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetSwapInterval(1);
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auto ctx = SDL_GL_CreateContext(window);
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if(ctx == nullptr)
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return -1;
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#ifndef __APPLE__
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glewExperimental = GL_TRUE;
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glewInit();
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if(glewInit() != GLEW_OK)
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return -1;
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#endif
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auto a = glGetString(GL_VENDOR);
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auto b = glGetString(GL_RENDERER);
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auto c = glGetString(GL_VERSION);
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auto d = glGetString(GL_SHADING_LANGUAGE_VERSION);
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ui::font_init_subsystem(window);
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ui::Font scapeFont(
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SOSC_RESC("fonts/scape.bmp"),
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@ -57,11 +66,13 @@ int main(int argc, char* argv[]) {
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);
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ui::font_set_default(&scapeFont);
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ui::Text text(32, glm::vec4(1, 0, 0, 1), "test text", 100, 100);
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bool running = true;
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while(running) {
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glClear(GL_COLOR_BUFFER_BIT);
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text.Render();
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SDL_GL_SwapWindow(window);
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@ -10,7 +10,7 @@
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namespace sosc {
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namespace ui {
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static class FontShader : public sosc::shdr::Shader {
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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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@ -61,7 +61,7 @@ static struct {
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// SUBSYSTEM FUNCS //
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bool sosc::ui::font_init_subsystem(SDL_Window* window) {
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void sosc::ui::font_init_subsystem(SDL_Window* window) {
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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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@ -153,6 +153,7 @@ bool sosc::ui::Font::Load
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glBindTexture(GL_TEXTURE_2D, 0);
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this->loaded = true;
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return true;
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}
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void sosc::ui::Font::BindBitmap() {
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@ -183,33 +184,36 @@ sosc::ui::Text::Text() {
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this->font_size = 0;
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glGenVertexArrays(1, &this->vao);
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glBindVertexArray(this->vao);
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glGenBuffers(2, this->vbos);
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glBindVertexArray(0);
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}
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sosc::ui::Text::Text(sosc::ui::Font *font, uint32_t size) : Text() {
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sosc::ui::Text::Text
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(sosc::ui::Font *font, uint32_t size, const glm::vec4& color) : Text()
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{
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this->font = font;
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this->font_size = size;
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this->font_color = color;
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}
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sosc::ui::Text::Text(uint32_t size, const std::string &text,
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uint32_t x, uint32_t y, uint32_t w) : Text()
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sosc::ui::Text::Text(uint32_t size, const glm::vec4& color,
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const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
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{
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this->Set(size, text, x, y, w);
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this->Set(size, color, text, x, y, w);
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}
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sosc::ui::Text::Text(sosc::ui::Font *font, uint32_t size,
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sosc::ui::Text::Text
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(sosc::ui::Font *font, uint32_t size, const glm::vec4& color,
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const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
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{
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this->font = font;
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this->Set(size, text, x, y, w);
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this->Set(size, color, text, x, y, w);
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}
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void sosc::ui::Text::Set
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(uint32_t size, const std::string &text, uint32_t x, uint32_t y, uint32_t w)
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void sosc::ui::Text::Set(uint32_t size, const glm::vec4& color,
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const std::string &text, uint32_t x, uint32_t y, uint32_t w)
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{
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this->font_size = size;
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this->font_color = color;
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this->text = text;
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if(w != 0)
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this->wrap_width = w;
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@ -229,6 +233,10 @@ void sosc::ui::Text::SetFontSize(uint32_t size) {
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this->Redraw();
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}
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void sosc::ui::Text::SetFontColor(const glm::vec4 &color) {
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this->font_color = color;
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}
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void sosc::ui::Text::SetText(const std::string &text) {
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this->text = text;
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this->Redraw();
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@ -244,9 +252,29 @@ void sosc::ui::Text::SetWrapWidth(uint32_t w) {
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}
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void sosc::ui::Text::Render() {
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auto shdr = &_font_ctx.shader;
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_font_ctx.shader.Start();
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glUniformMatrix4fv(
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(*shdr)[shdr->TRANSLATION_MATRIX],
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1, GL_FALSE,
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glm::value_ptr(this->trans_matrix)
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);
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glUniform4f(
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(*shdr)[shdr->FONT_COLOR],
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this->font_color.r, this->font_color.g,
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this->font_color.b, this->font_color.a
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);
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glActiveTexture(GL_TEXTURE0);
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this->font->BindBitmap();
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glBindVertexArray(this->vao);
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glDrawArrays(GL_TRIANGLES, 0, this->vertex_count);
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glBindVertexArray(0);
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this->font->UnbindBitmap();
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_font_ctx.shader.Stop();
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}
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void sosc::ui::Text::Destroy() {
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}
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void sosc::ui::Text::Redraw() {
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this->vertex_count = ;
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this->vertex_count = (GLuint)(6 * this->text.length());
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auto vertices = new float[this->vertex_count * 2];
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auto tex_coords = new float[this->vertex_count * 2];
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uint32_t line_width = 0, top_x = 0, top_y = 0;
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for(const auto c : this->text) {
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auto glyph = (*this->font)[c];
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for(int i = 0; i < this->text.length(); ++i) {
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auto glyph = (*this->font)[this->text[i]];
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uint32_t width = (uint32_t)(this->font_size * glyph.width),
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height = this->font_size;
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if(top_x + width > this->wrap_width && this->wrap_width != 0) {
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top_x = 0;
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top_y += height;
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}
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/// TRIANGLE 1 ///
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// TOP LEFT
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vertices[i*12] = top_x;
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vertices[i*12 + 1] = top_y;
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tex_coords[i*12] = glyph.top_left.x;
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tex_coords[i*12 + 1] = glyph.top_left.y;
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// TOP RIGHT
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vertices[i*12 + 2] = top_x + width;
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vertices[i*12 + 3] = top_y;
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tex_coords[i*12 + 2] = glyph.top_right.x;
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tex_coords[i*12 + 3] = glyph.top_right.y;
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// BOTTOM LEFT
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vertices[i*12 + 4] = top_x;
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vertices[i*12 + 5] = top_y + height;
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tex_coords[i*12 + 4] = glyph.bottom_left.x;
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tex_coords[i*12 + 5] = glyph.bottom_left.y;
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/// TRIANGLE 2 ///
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// BOTTOM LEFT
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vertices[i*12 + 6] = top_x;
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vertices[i*12 + 7] = top_y + height;
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tex_coords[i*12 + 6] = glyph.bottom_left.x;
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tex_coords[i*12 + 7] = glyph.bottom_left.y;
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// TOP RIGHT
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vertices[i*12 + 8] = top_x + width;
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vertices[i*12 + 9] = top_y;
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tex_coords[i*12 + 8] = glyph.top_right.x;
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tex_coords[i*12 + 9] = glyph.top_right.y;
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// BOTTOM RIGHT
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vertices[i*12 + 10] = top_x + width;
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vertices[i*12 + 11] = top_y + height;
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tex_coords[i*12 + 10] = glyph.bottom_right.x;
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tex_coords[i*12 + 11] = glyph.bottom_right.y;
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top_x += width;
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}
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glBindVertexArray(this->vao);
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{
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, this->vbos[0]);
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glBufferData(
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GL_ARRAY_BUFFER,
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this->vertex_count * 2 * sizeof(float),
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vertices,
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GL_STATIC_DRAW
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);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, this->vbos[1]);
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glBufferData(
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GL_ARRAY_BUFFER,
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this->vertex_count * 2 * sizeof(float),
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vertices,
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GL_STATIC_DRAW
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);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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}
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glBindVertexArray(0);
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}
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@ -16,7 +16,7 @@
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namespace sosc {
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namespace ui {
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class Font;
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bool font_init_subsystem(SDL_Window* window);
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void font_init_subsystem(SDL_Window* window);
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void font_set_default(sosc::ui::Font* font);
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void font_window_changed(SDL_Window* window);
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void font_deinit_subsystem();
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class Text {
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public:
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Text();
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Text(Font* font, uint32_t size);
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Text(uint32_t size, const std::string& text,
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uint32_t x, uint32_t y, uint32_t w = 0);
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Text(Font* font, uint32_t size, const std::string& text,
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Text(Font* font, uint32_t size, const glm::vec4& color);
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Text(uint32_t size, const glm::vec4& color, const std::string& text,
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uint32_t x, uint32_t y, uint32_t w = 0);
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Text(Font* font, uint32_t size, const glm::vec4& color,
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const std::string& text, uint32_t x, uint32_t y, uint32_t w = 0);
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void Set(uint32_t size, const std::string& text,
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void Set(uint32_t size, const glm::vec4& color, const std::string& text,
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uint32_t x, uint32_t y, uint32_t w = 0);
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void SetFont(Font* font, uint32_t size = 0);
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void SetFontSize(uint32_t size);
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void SetFontColor(const glm::vec4& color);
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void SetText(const std::string& text);
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void SetPosition(uint32_t x, uint32_t y);
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void SetWrapWidth(uint32_t w);
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void Redraw();
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Font* font;
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glm::vec4 font_color;
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uint32_t font_size,
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wrap_width;
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std::string text;
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