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