Text outlining; circle shader radius now in terms of pixels
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@ -207,6 +207,7 @@ void draw_circle(int x, int y, float radius, int pixels, float *color, int fill)
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shader_setint(circleShader, "thickness", pixels);
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shader_setint(circleShader, "thickness", pixels);
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shader_setvec3(circleShader, "dbgColor", color);
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shader_setvec3(circleShader, "dbgColor", color);
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shader_setbool(circleShader, "fill", fill);
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shader_setbool(circleShader, "fill", fill);
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shader_setfloat(circleShader, "zoom", cam_zoom());
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glBindVertexArray(circleVAO);
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glBindVertexArray(circleVAO);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -164,29 +164,66 @@ struct sFont *MakeFont(const char *fontfile, int height)
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static int curchar = 0;
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static int curchar = 0;
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static float *buffdraw;
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static float *buffdraw;
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void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct shader *shader, float color[3])
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void fill_charverts(float *verts, float cursor[2], float scale, struct Character c, float *offset)
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{
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{
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float w = c.Size[0] * scale;
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float w = c.Size[0] * scale;
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float h = c.Size[1] * scale;
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float h = c.Size[1] * scale;
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float xpos = cursor[0] + c.Bearing[0] * scale;
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float xpos = cursor[0] + (c.Bearing[0]+offset[0]) * scale;
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float ypos = cursor[1] - c.Bearing[1] * scale;
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float ypos = cursor[1] - (c.Bearing[1]+offset[1]) * scale;
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float verts[16] = {
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float v[16] = {
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xpos, ypos, c.rect.s0, c.rect.t1,
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xpos, ypos, c.rect.s0, c.rect.t1,
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xpos+w, ypos, c.rect.s1, c.rect.t1,
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xpos+w, ypos, c.rect.s1, c.rect.t1,
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xpos, ypos + h, c.rect.s0, c.rect.t0,
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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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xpos + w, ypos + h, c.rect.s1, c.rect.t0
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};
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};
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memcpy(verts, v, sizeof(float)*16);
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}
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void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct shader *shader, float color[3])
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{
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float shadowcolor[3] = {0.f, 0.f, 0.f};
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float shadowcursor[2];
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float verts[16];
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float offset[2] = {-1, 1};
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fill_charverts(verts, cursor, scale, c, offset);
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/* Check if the vertex is off screen */
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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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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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return;
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// glBufferSubData(GL_ARRAY_BUFFER, curchar*sizeof(verts), sizeof(verts), verts);
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shader_setvec3(shader, "textColor", shadowcolor);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW);
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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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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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offset[0] = 1;
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offset[1] = -1;
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fill_charverts(verts, cursor, scale, c, offset);
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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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offset[1] = 1;
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fill_charverts(verts, cursor, scale, c, offset);
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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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offset[0] = -1;
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offset[1] = -1;
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fill_charverts(verts, cursor, scale, c, offset);
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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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offset[0] = offset[1] = 0;
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fill_charverts(verts, cursor, scale, c, offset);
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shader_setvec3(shader, "textColor", color);
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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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curchar++;
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}
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}
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@ -210,7 +247,7 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
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glBindTexture(GL_TEXTURE_2D, font->texID);
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glBindTexture(GL_TEXTURE_2D, font->texID);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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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glBufferData(GL_ARRAY_BUFFER, len*16*sizeof(float)*2, NULL, GL_STREAM_DRAW); /* x2 on the size for the outline pass */
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const unsigned char *line, *wordstart;
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const unsigned char *line, *wordstart;
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line = (unsigned char*)text;
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line = (unsigned char*)text;
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@ -7,13 +7,14 @@ uniform float radius;
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uniform int thickness;
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uniform int thickness;
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uniform vec3 dbgColor;
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uniform vec3 dbgColor;
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uniform bool fill;
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uniform bool fill;
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uniform float zoom;
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void main()
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void main()
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{
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{
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// int tt = thickness + 1;
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// int tt = thickness + 1;
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float R1 = 1.f;
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float R1 = 1.f;
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float R2 = 1.f - (thickness / radius);
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float R2 = 1.f - (thickness*zoom / radius);
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float dist = sqrt(dot(coords, coords));
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float dist = sqrt(dot(coords, coords));
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if (dist >= R2 && dist <= R1)
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if (dist >= R2 && dist <= R1)
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@ -22,13 +23,4 @@ void main()
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color = vec4(dbgColor, 0.1f);
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color = vec4(dbgColor, 0.1f);
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else
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else
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discard;
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discard;
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/*
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float smoother = 0.01f - (radius * 0.00003f);
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float sm = smoothstep(R1, R1-smoother, dist);
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float sm2 = smoothstep(R2, R2+smoother, dist);
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float alpha = sm*sm2;
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*/
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}
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}
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@ -15,5 +15,5 @@ layout (std140) uniform Resolution
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void main()
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void main()
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{
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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coords = vertex.zw*resolution;
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coords = vertex.zw;;
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}
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}
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@ -7,9 +7,8 @@ uniform vec3 textColor;
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void main()
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void main()
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{
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{
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//vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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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(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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/* if (color.a <= 0.1f)
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discard;
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discard;*/
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}
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}
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