lll
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bea49b5e64
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@ -153,11 +153,10 @@ void duk_dump_stack(duk_context *duk)
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duk_ret_t duk_gui_text(duk_context *duk) {
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const char *s = duk_to_string(duk, 0);
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cpVect pos = duk2vec2(duk, 1);
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float fpos[2] = {pos.x, pos.y};
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float size = duk_to_number(duk, 2);
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const float white[3] = {1.f, 1.f, 1.f};
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renderText(s, fpos, size, white, 1800);
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renderText(s, &pos, size, white, 500);
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return 0;
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}
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@ -132,7 +132,6 @@ struct sFont *MakeFont(const char *fontfile, int height)
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glBindTexture(GL_TEXTURE_2D, newfont->texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, packsize, packsize, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap);
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//glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -179,13 +178,15 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct
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xpos, ypos + h, c.rect.s0, c.rect.t0,
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xpos + w, ypos + h, c.rect.s1, c.rect.t0
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};
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/* Check if the vertex is off screen */
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if (verts[5] < 0 || verts[10] < 0 || verts[0] > window_i(0)->width || verts[1] > window_i(0)->height)
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return;
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glBufferSubData(GL_ARRAY_BUFFER, curchar*sizeof(verts), sizeof(verts), verts);
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// glBufferSubData(GL_ARRAY_BUFFER, curchar*sizeof(verts), sizeof(verts), verts);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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curchar++;
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}
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@ -211,8 +212,6 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, len*16*sizeof(float), NULL, GL_STREAM_DRAW);
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const unsigned char *line, *wordstart;
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line = (unsigned char*)text;
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@ -254,5 +253,5 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
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}
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*curchar);
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// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*2);
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}
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@ -32,8 +32,6 @@ struct gameobject *id2go(int id) {
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return &gameobjects[id];
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}
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int pos2gameobject(cpVect pos)
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{
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cpShape *hit = phys2d_query_pos(pos);
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@ -187,7 +187,8 @@ int main(int argc, char **args) {
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window_all_handle_events();
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framems[framei++] = elapsed;
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if (framei == FPSBUF) framei = 0;
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if (framei == FPSBUF) framei = 0;
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if (sim_play) {
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timer_update(elapsed);
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@ -202,7 +203,31 @@ int main(int argc, char **args) {
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}
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}
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renderlag += elapsed;
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if (renderlag >= renderMS) {
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renderlag -= renderMS;
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window_renderall();
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}
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gameobjects_cleanup();
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}
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renderlag += elapsed;
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if (renderlag >= renderMS) {
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renderlag -= renderMS;
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window_renderall();
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}
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gameobjects_cleanup();
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}
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renderlag += elapsed;
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if (renderlag >= renderMS) {
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renderlag -= renderMS;
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window_renderall();
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@ -218,11 +243,11 @@ int main(int argc, char **args) {
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int frame_fps()
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{
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double fpsms = 0;
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for (int i = 0; i < FPSBUF; i++) {
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fpsms += framems[i];
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}
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for (int i = 0; i < FPSBUF; i++) {
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fpsms += framems[i];
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}
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return floor((float)FPSBUF / fpsms);
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return FPSBUF / fpsms;
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}
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int sim_playing() { return sim_play; }
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@ -10,6 +10,6 @@ void main()
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//vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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//color = vec4(textColor, 1.0) * sampled;
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color = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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//if (color.a <= 0.1f)
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//discard;
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}
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/* if (color.a <= 0.1f)
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discard;*/
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}
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@ -11,4 +11,4 @@ void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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TexCoords = vertex.zw;
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}
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}
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