Opengl render and font
This commit is contained in:
@@ -181,8 +181,8 @@ int CompileNewPlatform() {
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int main() {
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MA_InitScratch();
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SRC_InitCache(Perm, "te.cache");
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// int result = CompileTextEditor();
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int result = CompileNewPlatform();
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int result = CompileTextEditor();
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// int result = CompileNewPlatform();
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if (result != 0) {
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OS_DeleteFile("te.cache");
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@@ -3,6 +3,34 @@ struct Vec2 {
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float y;
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};
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union Vec4 {
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struct {
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float x;
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float y;
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float z;
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float w;
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};
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struct {
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float r;
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float g;
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float b;
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float a;
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};
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};
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union Vec3 {
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struct {
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float x;
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float y;
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float z;
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};
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struct {
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float r;
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float g;
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float b;
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};
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};
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struct Rect2 {
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Vec2 min;
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Vec2 max;
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@@ -1,8 +1,8 @@
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struct Glyph {
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Vec2I size;
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Vec2I offset;
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int32_t xadvance;
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int32_t left_side_bearing;
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Vec2 size;
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Vec2 offset;
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float xadvance;
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float left_side_bearing;
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Rect2 atlas_bounding_box;
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};
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@@ -11,10 +11,10 @@ struct Font {
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uint32_t first_char, last_char;
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uint32_t texture_id;
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int32_t size;
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int32_t descent;
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int32_t ascent;
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int32_t line_gap;
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float size;
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float descent;
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float ascent;
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float line_gap;
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Rect2 white_texture_bounding_box;
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};
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@@ -104,15 +104,15 @@ Font CreateFont(Atlas *atlas, int32_t size, String path) {
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return result;
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}
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float scale = stbtt_ScaleForPixelHeight(&stb_font, (float)result.size);
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float em_scale = stbtt_ScaleForMappingEmToPixels(&stb_font, (float)result.size);
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float scale = stbtt_ScaleForPixelHeight(&stb_font, (float)size);
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float em_scale = stbtt_ScaleForMappingEmToPixels(&stb_font, (float)size);
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int ascent, descent, line_gap;
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stbtt_GetFontVMetrics(&stb_font, &ascent, &descent, &line_gap);
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result.ascent = (int32_t)((float)ascent * scale);
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result.descent = (int32_t)((float)descent * scale);
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result.line_gap = (int32_t)((float)line_gap * scale);
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result.size = size;
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result.ascent = (float)ascent * scale;
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result.descent = (float)descent * scale;
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result.line_gap = (float)line_gap * scale;
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result.size = (float)size;
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result.first_char = ' ';
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result.last_char = '~';
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result.white_texture_bounding_box = atlas->white_texture_bounding_box;
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@@ -127,10 +127,10 @@ Font CreateFont(Atlas *atlas, int32_t size, String path) {
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Glyph glyph = {};
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glyph.atlas_bounding_box = PackBitmap(atlas, bitmap, width, height);
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glyph.size = {width, height};
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glyph.offset = {xoff, yoff};
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glyph.xadvance = (int32_t)((float)xadvance * scale);
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glyph.left_side_bearing = (int32_t)((float)left_side_bearing * scale);
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glyph.size = {(float)width, (float)height};
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glyph.offset = {(float)xoff, (float)yoff};
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glyph.xadvance = (float)xadvance * scale;
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glyph.left_side_bearing = (float)left_side_bearing * scale;
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Add(&result.glyphs, glyph);
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}
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@@ -10,6 +10,7 @@
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#include "basic/math_int.cpp"
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#include "basic/math.cpp"
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#include "font.cpp"
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#include "render_opengl.cpp"
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bool AppIsRunning = true;
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@@ -69,11 +70,11 @@ int main()
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return 1;
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}
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const char *glsl_version = "#version 130";
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const char *glsl_version = "#version 450";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@@ -95,13 +96,14 @@ int main()
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return 1;
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}
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SDL_GL_SetSwapInterval(1); // vsync
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glDebugMessageCallback(&GLDebugCallback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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Arena Perm = {};
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InitArena(&Perm);
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Atlas atlas = CreateAtlas(Perm, {1024, 1024});
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Font font = CreateFont(&atlas, 16, "c:\\Windows\\Fonts\\consola.ttf");
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{
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Scratch scratch;
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Atlas atlas = CreateAtlas(scratch, {1024, 1024});
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MainFont = CreateFont(&atlas, 16, "C:\\Windows\\Fonts\\consola.ttf");
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{
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glCreateTextures(GL_TEXTURE_2D, 1, &atlas.texture_id);
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glTextureParameteri(atlas.texture_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -111,14 +113,23 @@ int main()
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glTextureStorage2D(atlas.texture_id, 1, GL_R8, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y);
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glTextureSubImage2D(atlas.texture_id, 0, 0, 0, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y, GL_RED, GL_UNSIGNED_BYTE, atlas.bitmap);
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}
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font.texture_id = atlas.texture_id;
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MainFont.texture_id = atlas.texture_id;
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}
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InitRender();
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while (AppIsRunning) {
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glClearColor(255, 255, 255, 255);
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glClear(GL_COLOR_BUFFER_BIT);
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int window_x, window_y;
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SDL_GetWindowSize(window, &window_x, &window_y);
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Vec2 window_size = {(float)window_x, (float)window_y};
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SDL_Event event;
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SDL_WaitEvent(&event);
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ProcessSDLEvent(&event);
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BeginFrameRender(window_size);
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DrawString(&MainFont, L"Testing", {0, 0}, {255, 0, 0, 255});
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EndFrameRender({0, 0, 0, 1});
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SDL_GL_SwapWindow(window);
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}
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285
src/new_platform/render_opengl.cpp
Normal file
285
src/new_platform/render_opengl.cpp
Normal file
@@ -0,0 +1,285 @@
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struct Shader {
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uint32_t pipeline;
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uint32_t fshader;
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uint32_t vshader;
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};
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Shader CreateShader(char *glsl_vshader, char *glsl_fshader);
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struct Color {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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};
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struct Vertex2D {
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Vec2 pos;
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Vec2 tex;
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Color color;
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};
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struct VertexNode2D {
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VertexNode2D *next;
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int count;
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Vertex2D vertices[1024 * 64];
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};
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struct VertexList2D {
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VertexNode2D *first;
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VertexNode2D *last;
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};
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VertexList2D Vertices;
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int64_t TotalVertexCount;
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unsigned VBO, VAO;
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Shader Shader2D;
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Arena RenderArena;
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Font MainFont;
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Vec2 WindowSize;
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void BeginFrameRender(Vec2 window_size) {
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Clear(&RenderArena);
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TotalVertexCount = 0;
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Vertices.first = NULL;
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Vertices.last = NULL;
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WindowSize = window_size;
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}
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void EndFrameRender(Vec4 color) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glViewport(0, 0, (GLsizei)WindowSize.x, (GLsizei)WindowSize.y);
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glClearColor(color.r * 255.f, color.g * 255.f, color.b * 255.f, color.a * 255.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Default draw using the font texture
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glBindProgramPipeline(Shader2D.pipeline);
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float xinverse = 1.f / (WindowSize.x / 2.f);
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float yinverse = 1.f / (WindowSize.y / 2.f);
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glProgramUniform2f(Shader2D.vshader, 0, xinverse, yinverse);
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for (VertexNode2D *it = Vertices.first; it; it = it->next) {
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glNamedBufferSubData(VBO, 0, it->count * sizeof(Vertex2D), it->vertices);
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glBindVertexArray(VAO);
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GLint s_texture = 0; // texture unit that sampler2D will use in GLSL code
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glBindTextureUnit(s_texture, MainFont.texture_id);
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glDrawArrays(GL_TRIANGLES, 0, it->count);
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}
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}
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void InitRender() {
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InitArena(&RenderArena);
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glCreateBuffers(1, &VBO);
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glNamedBufferStorage(VBO, Lengthof(VertexNode2D::vertices) * sizeof(Vertex2D), 0, GL_DYNAMIC_STORAGE_BIT);
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glCreateVertexArrays(1, &VAO);
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GLint vbuf_index = 0;
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glVertexArrayVertexBuffer(VAO, vbuf_index, VBO, 0, sizeof(struct Vertex2D));
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GLint a_pos = 0;
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glVertexArrayAttribFormat(VAO, a_pos, 2, GL_FLOAT, GL_FALSE, offsetof(struct Vertex2D, pos));
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glVertexArrayAttribBinding(VAO, a_pos, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_pos);
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GLint a_tex = 1;
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glVertexArrayAttribFormat(VAO, a_tex, 2, GL_FLOAT, GL_FALSE, offsetof(struct Vertex2D, tex));
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glVertexArrayAttribBinding(VAO, a_tex, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_tex);
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GLint a_color = 2;
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glVertexArrayAttribFormat(VAO, a_color, 4, GL_UNSIGNED_BYTE, GL_FALSE, offsetof(struct Vertex2D, color));
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glVertexArrayAttribBinding(VAO, a_color, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_color);
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char *glsl_vshader = R"==(
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#version 450 core
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layout(location=0) uniform vec2 U_InvHalfScreenSize;
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layout(location=0) in vec2 VPos;
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layout(location=1) in vec2 VTex;
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layout(location=2) in vec4 VColor;
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out gl_PerVertex { vec4 gl_Position; }; // required because of ARB_separate_shader_objects
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out vec2 FUV;
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out vec4 FColor;
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void main() {
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vec2 pos = VPos * U_InvHalfScreenSize;
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pos.y = 2 - pos.y; // invert y axis
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pos -= vec2(1, 1); // convert to 0,1 range
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gl_Position = vec4(pos, 0, 1);
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FUV = VTex;
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FColor = VColor / 255.0;
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}
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)==";
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char *glsl_fshader = R"==(
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#version 450 core
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in vec2 FUV;
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in vec4 FColor;
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layout (binding=0) uniform sampler2D S_Texture;
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layout (location=0) out vec4 OutColor;
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void main() {
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vec4 c = FColor;
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c.a *= texture(S_Texture, FUV).r;
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OutColor = c;
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}
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)==";
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Shader2D = CreateShader(glsl_vshader, glsl_fshader);
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}
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Shader CreateShader(char *glsl_vshader, char *glsl_fshader) {
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Shader result = {};
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result.vshader = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl_vshader);
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result.fshader = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fshader);
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GLint linked;
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glGetProgramiv(result.vshader, GL_LINK_STATUS, &linked);
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if (!linked) {
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char message[1024];
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glGetProgramInfoLog(result.vshader, sizeof(message), NULL, message);
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Failed to create vertex shader!", message, NULL);
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}
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glGetProgramiv(result.fshader, GL_LINK_STATUS, &linked);
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if (!linked) {
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char message[1024];
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glGetProgramInfoLog(result.fshader, sizeof(message), NULL, message);
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Failed to create fragment shader!", message, NULL);
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}
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glGenProgramPipelines(1, &result.pipeline);
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glUseProgramStages(result.pipeline, GL_VERTEX_SHADER_BIT, result.vshader);
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glUseProgramStages(result.pipeline, GL_FRAGMENT_SHADER_BIT, result.fshader);
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return result;
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}
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#define SLL_QUEUE_ADD_MOD(f, l, n, next) \
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do { \
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(n)->next = 0; \
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if ((f) == 0) { \
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(f) = (l) = (n); \
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} else { \
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(l) = (l)->next = (n); \
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} \
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} while (0)
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#define SLL_QUEUE_ADD(f, l, n) SLL_QUEUE_ADD_MOD(f, l, n, next)
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Vertex2D *AllocVertex2D(Allocator allocator, VertexList2D *list, int count) {
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VertexNode2D *node = list->last;
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if (node == 0 || node->count + count > Lengthof(node->vertices)) {
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node = AllocType(allocator, VertexNode2D);
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SLL_QUEUE_ADD(list->first, list->last, node);
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}
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TotalVertexCount += count;
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Vertex2D *result = node->vertices + node->count;
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node->count += count;
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return result;
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}
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void PushVertex2D(Allocator allocator, VertexList2D *list, Vertex2D *vertices, int count) {
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Vertex2D *result = AllocVertex2D(allocator, list, count);
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for (int i = 0; i < count; i += 1) result[i] = vertices[i];
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}
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void PushQuad2D(Allocator arena, VertexList2D *list, Rect2 rect, Rect2 tex, Color color, float rotation = 0.f, Vec2 rotation_point = {}) {
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Vertex2D *v = AllocVertex2D(arena, list, 6);
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v[0] = {
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{rect.min.x, rect.max.y},
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{ tex.min.x, tex.max.y},
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color
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};
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v[1] = {
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{rect.max.x, rect.max.y},
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{ tex.max.x, tex.max.y},
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color
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};
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v[2] = {
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{rect.min.x, rect.min.y},
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{ tex.min.x, tex.min.y},
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color
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};
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v[3] = {
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{rect.min.x, rect.min.y},
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{ tex.min.x, tex.min.y},
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color
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};
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v[4] = {
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{rect.max.x, rect.max.y},
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{ tex.max.x, tex.max.y},
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color
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};
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v[5] = {
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{rect.max.x, rect.min.y},
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{ tex.max.x, tex.min.y},
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color
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};
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if (rotation != 0.f) {
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float s = sinf(rotation);
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float c = cosf(rotation);
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for (int i = 0; i < 6; i += 1) {
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v[i].pos -= rotation_point;
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v[i].pos = {v[i].pos.x * c + v[i].pos.y * (-s), v[i].pos.x * s + v[i].pos.y * c};
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v[i].pos += rotation_point;
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}
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}
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}
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void DrawRect(Rect2 rect, Color color) {
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PushQuad2D(RenderArena, &Vertices, rect, MainFont.white_texture_bounding_box, color);
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}
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Vec2 DrawString(Font *font, String16 string, Vec2 pos, Color color, bool draw = true) {
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pos.y += font->ascent;
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Vec2 original_pos = pos;
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For(string) {
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Glyph *g = GetGlyph(font, it);
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Rect2 rect = Rect2FromSize(pos + g->offset, g->size);
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if (draw && it != '\n' && it != ' ' && it != '\t') {
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PushQuad2D(RenderArena, &Vertices, rect, g->atlas_bounding_box, color);
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}
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pos.x += g->xadvance;
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}
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Vec2 result = {pos.x - original_pos.x, font->size};
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return result;
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}
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Vec2 GetStringSize(Font *font, String16 string, Vec2 pos, Color color) {
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return DrawString(font, string, pos, color, false);
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}
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Int GetCharSpacing(Font *font) {
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Glyph *g = GetGlyph(font, '_');
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if (g->xadvance) return (Int)g->xadvance;
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return (Int)g->size.x;
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}
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|
||||
void BeginScissor(Rect2 rect) {
|
||||
glScissor((GLint)rect.min.x, (GLint)rect.min.y, (GLsizei)(rect.max.x - rect.min.x), (GLsizei)(rect.max.y - rect.min.y));
|
||||
}
|
||||
|
||||
void EndScissor() {
|
||||
glScissor(0, 0, (GLsizei)WindowSize.x, (GLsizei)WindowSize.y);
|
||||
}
|
||||
|
||||
Rect2 GetScreenRectF() {
|
||||
Rect2 result = {0, 0, WindowSize.x, WindowSize.y};
|
||||
return result;
|
||||
}
|
||||
|
||||
Rect2I GetScreenRectI() {
|
||||
Rect2I result = {0, 0, (Int)WindowSize.x, (Int)WindowSize.y};
|
||||
return result;
|
||||
}
|
||||
Reference in New Issue
Block a user