Makefile now tracks headers

This commit is contained in:
John Alanbrook 2022-01-31 23:04:59 +00:00
parent a45862c454
commit 549753d0c2
5 changed files with 60 additions and 72 deletions

View file

@ -85,7 +85,7 @@ endif
LELIBS := -Wl,-Bstatic $(addprefix -l, ${ELIBS}) -Wl,-Bdynamic $(addprefix -l, $(CLIBS))
DEPENDS := $(patsubst %.o, %.d, $(bsobjects) $(eobjects))
yuginec := ./source/engine/yugine.c
@ -104,15 +104,17 @@ xbrainstorm: libengine.a $(bsobjects)
@$(CXX) $(bsobjects) -DGLEW_STATIC $(includeflag) $(LIBPATH) $(LINKER_FLAGS) $(LELIBS) -o $@
mv xbrainstorm brainstorm/brainstorm$(EXT)
-include $(DEPENDS)
$(objprefix)/%.o:%.cpp
@mkdir -p $(@D)
@echo Making C++ object $@
@$(CXX) $(includeflag) $(COMPILER_FLAGS) -c $< -o $@
@$(CXX) $(includeflag) $(COMPILER_FLAGS) -c -MMD -MP $< -o $@
$(objprefix)/%.o:%.c
@mkdir -p $(@D)
@echo Making C object $@
@$(CC) $(includeflag) $(COMPILER_FLAGS) -c $< -o $@
@$(CC) $(includeflag) $(COMPILER_FLAGS) -c -MMD -MP $< -o $@
clean:
@echo Cleaning project

View file

@ -11,17 +11,19 @@
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h>
static struct Character Characters[127] = { '\0' };
static uint32_t VBO = 0;
static uint32_t VAO = 0;
unsigned char ttf_buffer[24 << 20];
unsigned char temp_bitmap[512 * 512];
static struct sFont *font;
struct sFont *font;
static struct mShader *shader;
void font_init() {
shader = MakeShader("textvert.glsl", "textfrag.glsl");
}
struct sFont *MakeFont(const char *fontfile, int height)
{
struct sFont *newfont = calloc(1, sizeof(struct sFont));
@ -65,12 +67,12 @@ struct sFont *MakeFont(const char *fontfile, int height)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
Characters[c].TextureID = ftexture;
Characters[c].Advance = advance;
Characters[c].Size[0] = w;
Characters[c].Size[1] = h;
Characters[c].Bearing[0] = lsb;
Characters[c].Bearing[1] = 0;
newfont->Characters[c].TextureID = ftexture;
newfont->Characters[c].Advance = advance;
newfont->Characters[c].Size[0] = w;
newfont->Characters[c].Size[1] = h;
newfont->Characters[c].Bearing[0] = lsb;
newfont->Characters[c].Bearing[1] = 0;
}
// configure VAO/VBO for texture quads
@ -157,10 +159,13 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale,
}
void text_settype(struct sFont *mfont, struct mShader *mshader)
void text_settype(struct sFont *mfont)
{
font = mfont;
shader = mshader;
}
void strwidth(const char *str) {
}
void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3], float lw)
@ -176,69 +181,47 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
char modText[sizeof(*text)];
strcpy(modText, text);
char *line, *wordstart;
line = strtok(modText, "\n");
while (line != NULL) {
cursor[0] = pos[0];
int wordWidth = 0;
// iterate through all characters
while (*line != '\0') {
wordstart = line;
if (!isspace(*line)) {
struct Character ch = Characters[*line];
if (lw > 0
&& (cursor[0] + ((ch.Advance >> 6) * scale) - pos[0] >=
lw)) {
cursor[0] = pos[0];
cursor[1] -= scale * font->height;
} else {
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
cursor[0] += (ch.Advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
}
sdrawCharacter(ch, cursor, scale, shader, color);
++line;
} else {
while (!isspace(*line) || *line != '\0') { // Seek line to the end of the word
++line;
wordWidth += (Characters[*line].Advance >> 6) * scale;
}
// Now wordStart and stringPos surround the word, go through them. If the word that's about to be drawn goes past the line width, go to next line
if (lw > 0 && (cursor[0] + wordWidth - pos[0] >= lw)) {
cursor[0] = pos[0];
cursor[1] -= scale * font->height;
}
while (wordstart < line) { // Go through
line = text;
struct Character ch = Characters[*wordstart];
sdrawCharacter(Characters[*wordstart], cursor, scale,
shader, color);
while (*line != '\0') {
cursor[0] += (ch.Advance >> 6) * scale;
++wordstart;
}
}
switch (*line) {
case '\n':
cursor[1] -= scale * font->height;
line++;
break;
case ' ':
sdrawCharacter(font->Characters[*line], cursor, scale, shader, color);
cursor[0] += font->Characters[*line].Advance * scale;
line++;
break;
default:
wordstart = line;
int wordWidth = 0;
}
cursor[1] -= scale * font->height;
while (!isspace(*line) && *line != '\0') {
wordWidth += font->Characters[*line].Advance * scale;
line++;
}
line = strtok(NULL, "\n");
if (lw > 0 && (cursor[0] + wordWidth - pos[0]) >= lw) {
cursor[0] = pos[0];
cursor[1] -= scale * font->height;
}
while (wordstart < line) {
sdrawCharacter(font->Characters[*wordstart], cursor, scale, shader, color);
cursor[0] += font->Characters[*wordstart].Advance * scale;
wordstart++;
}
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

View file

@ -16,12 +16,14 @@ struct Character {
struct sFont {
uint32_t fontTexture;
uint32_t height;
struct Character Characters[127];
};
void font_init();
struct sFont *MakeFont(const char *fontfile, int height);
void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale,
struct mShader *shader, float color[3]);
void text_settype(struct sFont *font, struct mShader *shader);
void text_settype(struct sFont *font);
void renderText(
const char *text, mfloat_t pos[2], float scale,
mfloat_t color[3], float lw);

View file

@ -7,7 +7,7 @@
#include <stdio.h>
#include <GL/glew.h>
#define logLevel 0
#define logLevel 4
void mYughLog(int category, int priority, const char *message,
int line, const char *file, ...)

View file

@ -107,7 +107,6 @@ void openglInit(struct mSDLWindow *window)
////// MAKE SHADERS
outlineShader = MakeShader("outlinevert.glsl", "outline.glsl");
textShader = MakeShader("textvert.glsl", "textfrag.glsl");
spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
animSpriteShader =
MakeShader("animspritevert.glsl", "animspritefrag.glsl");
@ -116,6 +115,8 @@ void openglInit(struct mSDLWindow *window)
stdFont = MakeFont("notosans.ttf", 300);
text_settype(stdFont);
//glEnable(GL_STENCIL_TEST);
glClearColor(editorClearColor[0], editorClearColor[1],
editorClearColor[2], editorClearColor[3]);
@ -137,7 +138,7 @@ void openglInit(struct mSDLWindow *window)
glBindBuffer(GL_UNIFORM_BUFFER, 0);
shader_setUBO(spriteShader, "Projection", 0);
shader_setUBO(textShader, "Projection", 0);
/* shader_setUBO(textShader, "Projection", 0);*/
shader_setUBO(animSpriteShader, "Projection", 0);
@ -622,7 +623,7 @@ void openglRender3d(struct mSDLWindow *window, struct mCamera *mcamera)
shader_setmat4(textShader, "projection", window->projection);
mfloat_t fontpos[2] = { 25.f, 25.f };
mfloat_t fontcolor[3] = { 0.5f, 0.8f, 0.2f };
text_settype(stdFont, textShader);
text_settype(stdFont);
renderText("Sample text", fontpos, 0.4f,
fontcolor, -1.f);