text rendering woiks
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@ -74,7 +74,7 @@ void font_init(struct shader *textshader) {
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.fs.source = slurp_text("shaders/textfrag.glsl"),
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.vs.uniform_blocks[0] = {
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.size = sizeof(float)*16,
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.layout = SG_UNIFORMLAYOUT_STD140,
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// .layout = SG_UNIFORMLAYOUT_STD140,
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.uniforms = {
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[0] = { .name = "projection", .type = SG_UNIFORMTYPE_MAT4 }
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}
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@ -99,12 +99,12 @@ void font_init(struct shader *textshader) {
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[2].buffer_index = 1},
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.buffers[2].step_func = SG_VERTEXSTEP_PER_INSTANCE,
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},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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// .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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.label = "text pipeline"
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});
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(float)*16*40000,
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.size = sizeof(float)*24*3*1024*1024,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "text buffer"
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@ -214,10 +214,8 @@ void text_flush()
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sg_apply_pipeline(pipe_text);
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sg_apply_bindings(&bind_text);
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sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
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YughWarn("Chars: %d", curchar);
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sg_draw(0,4*curchar,1);
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sg_draw(0,6*curchar,1);
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curchar = 0;
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}
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@ -229,14 +227,16 @@ void fill_charverts(float *verts, float cursor[2], float scale, struct Character
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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]+offset[1]) * scale;
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float v[16] = {
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float v[24] = {
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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, 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, c.rect.s1, c.rect.t1,
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xpos + w, ypos + h, c.rect.s1, c.rect.t0
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};
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memcpy(verts, v, sizeof(float)*16);
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memcpy(verts, v, sizeof(float)*24);
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}
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static int drawcaret = 0;
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@ -246,7 +246,7 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct
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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 verts[24];
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float offset[2] = {-1, 1};
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fill_charverts(verts, cursor, scale, c, offset);
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@ -54,6 +54,8 @@ char objectName[200] = { '\0' }; // object name buffer
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struct sprite *tsprite = NULL;
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const char *donquixote;
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void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
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}
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@ -73,6 +75,8 @@ void openglInit()
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exit(1);
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}
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donquixote = slurp_text("quixote.txt");
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////// MAKE SHADERS
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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wireframeShader = MakeShader("spritevert.glsl", "spritewireframefrag.glsl");
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@ -142,10 +146,10 @@ void openglRender(struct window *window)
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// gui_draw_img("pill1.png", 200, 200);
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float a[2] = {100,100};
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float w[3] = {1.f,1.f,1.f};
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renderText("TEST RENDER", a, 1.f, w, 0,-1);
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// renderText("TEST RENDER", a, 1.f, w, 0,-1);
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float b[2] = {50,50};
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renderText("TEST 2 RENDER", b, 1.f, w, 0,-1);
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// renderText(donquixote, b, 1.f, w, 0,-1);
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/* UI Elements & Debug elements */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -8,6 +8,7 @@ uniform sampler2D text;
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void main()
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{
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// color = vec4(fColor.xyz, texture(text, TexCoords).r);
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color = vec4(1.f,1.f,1.f, texture(text, TexCoords).r);
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if (color.a <= 0.1f)
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