Return to project, refactoring
This commit is contained in:
158
src/render/font.cpp
Normal file
158
src/render/font.cpp
Normal file
@@ -0,0 +1,158 @@
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struct Glyph {
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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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struct Font {
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Array<Glyph> glyphs;
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uint32_t first_char, last_char;
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uint32_t texture_id;
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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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struct Atlas {
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uint8_t *bitmap;
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Vec2I size;
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Vec2 inverse_size;
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int xcursor;
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int ycursor;
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int32_t biggest_height;
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Rect2 white_texture_bounding_box;
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uint32_t texture_id;
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};
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Atlas CreateAtlas(Allocator allocator, Vec2I size) {
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Atlas result = {};
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result.size = size;
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result.inverse_size.x = 1.f / (float)result.size.x;
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result.inverse_size.y = 1.f / (float)result.size.y;
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result.bitmap = AllocArray(allocator, uint8_t, size.x * size.y);
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// Add a whitebox first for rectangle rendering
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for (int y = 0; y < 16; y++) {
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for (int x = 0; x < 16; x++) {
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uint8_t *dst = result.bitmap + x + y * result.size.x;
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*dst = 0xff;
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}
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}
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result.white_texture_bounding_box = {
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{ 2.f * result.inverse_size.x, 2.f / (float)result.size.y},
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{14.f * result.inverse_size.x, 14.f / (float)result.size.y}
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};
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result.xcursor += 16;
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result.biggest_height += 16;
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return result;
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}
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Rect2 PackBitmap(Atlas *atlas, uint8_t *bitmap, int width, int height) {
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// Packing into a texture atlas
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// @Inefficient The algorithm is a simplest thing I had in mind, first we advance
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// through the atlas in X packing consecutive glyphs. After we get to the end of the row
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// we advance to the next row by the Y size of the biggest packed glyph. If we get to the
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// end of atlas and fail to pack everything the app panics.
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int spacing = 4;
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if (atlas->xcursor + width > atlas->size.x) {
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if (atlas->ycursor + height < atlas->size.y) {
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atlas->xcursor = 0;
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atlas->ycursor += atlas->biggest_height + spacing;
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} else {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Font loading error!", "Error while packing a font into atlas. Atlas size for this font scale is a bit too small", NULL);
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}
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}
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uint8_t *src = bitmap;
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for (int y = atlas->ycursor; y < atlas->ycursor + height; y += 1) {
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for (int x = atlas->xcursor; x < atlas->xcursor + width; x += 1) {
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uint8_t *dst = atlas->bitmap + x + y * atlas->size.x;
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*dst = *src++;
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}
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}
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Vec2 size = {(float)width * atlas->inverse_size.x, (float)height * atlas->inverse_size.y};
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Vec2 pos = {(float)atlas->xcursor * atlas->inverse_size.x, (float)atlas->ycursor * atlas->inverse_size.y};
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Rect2 result = {pos.x, pos.y, pos.x + size.x, pos.y + size.y};
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atlas->xcursor += width + spacing;
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if (height > atlas->biggest_height) {
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atlas->biggest_height = height;
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}
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return result;
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}
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Font CreateFont(Atlas *atlas, int32_t size, String path) {
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Allocator allocator = GetSystemAllocator();
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Scratch scratch;
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Font result = {};
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result.glyphs.allocator = allocator;
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String file = ReadFile(scratch, path);
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if (file.len == 0) {
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file = GetDefaultFont(scratch);
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Assert(file.len != 0);
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}
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stbtt_fontinfo stb_font;
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int success = stbtt_InitFont(&stb_font, (const unsigned char *)file.data, 0);
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if (!success) {
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return result;
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}
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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 = (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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int glyph_count = result.last_char - result.first_char + 1; // + 1 because it's '<=' not '<'
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Reserve(&result.glyphs, glyph_count);
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for (uint32_t ascii_symbol = result.first_char; ascii_symbol <= result.last_char; ascii_symbol++) {
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int width, height, xoff, yoff;
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uint8_t *bitmap = (uint8_t *)stbtt_GetCodepointBitmap(&stb_font, 0, scale, ascii_symbol, &width, &height, &xoff, &yoff);
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defer { stbtt_FreeBitmap(bitmap, 0); };
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int xadvance, left_side_bearing;
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stbtt_GetCodepointHMetrics(&stb_font, ascii_symbol, &xadvance, &left_side_bearing);
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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 = {(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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return result;
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}
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Glyph *GetGlyph(Font *font, uint32_t codepoint) {
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bool is_in_range = codepoint >= font->first_char && codepoint <= font->last_char;
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if (is_in_range) {
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uint32_t index = codepoint - font->first_char;
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return &font->glyphs[index];
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} else {
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uint32_t index = '?' - font->first_char;
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return &font->glyphs[index];
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}
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}
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391
src/render/opengl.cpp
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391
src/render/opengl.cpp
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@@ -0,0 +1,391 @@
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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 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 * 16];
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Rect2 scissor;
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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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Rect2 CurrentScissor;
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Font MainFont;
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Int FontLineSpacing;
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Int FontCharSpacing;
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void BeginFrameRender(float wx, float wy) {
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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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CurrentScissor = Rect0Size(wx, wy);
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}
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void EndFrameRender(float wx, float wy, Color color) {
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glEnable(GL_BLEND);
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glEnable(GL_SCISSOR_TEST);
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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)wx, (GLsizei)wy);
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glScissor(0, 0, (GLsizei)wx, (GLsizei)wy);
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glClearColor(color.r, color.g, color.b, color.a);
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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 / (wx / 2.f);
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float yinverse = 1.f / (wy / 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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Rect2 rect = it->scissor;
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GLint x = (GLint)rect.min.x;
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GLint y = (GLint)rect.min.y;
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GLsizei w = (GLsizei)(rect.max.x - x);
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GLsizei h = (GLsizei)(rect.max.y - y);
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glScissor(x, (GLint)wy - (GLint)rect.max.y, w, h);
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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 GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *user) {
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printf("%s", message);
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if (severity == GL_DEBUG_SEVERITY_HIGH || severity == GL_DEBUG_SEVERITY_MEDIUM) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OpenGL error", message, NULL);
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}
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}
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void InitRender() {
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InitArena(&RenderArena);
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glDebugMessageCallback(&GLDebugCallback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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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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VertexNode2D *AllocVertexNode2D(Allocator allocator, VertexList2D *list) {
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VertexNode2D *node = AllocType(allocator, VertexNode2D);
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SLL_QUEUE_ADD(list->first, list->last, node);
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return node;
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}
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void SetScissor(Rect2 rect) {
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CurrentScissor = rect;
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VertexNode2D *node = Vertices.last;
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if (!node) {
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node = AllocVertexNode2D(RenderArena, &Vertices);
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node->scissor = rect;
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return;
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}
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if (node->scissor != rect && node->count == 0) {
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node->scissor = rect;
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return;
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}
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if (node->scissor != rect) {
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node = AllocVertexNode2D(RenderArena, &Vertices);
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node->scissor = rect;
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return;
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}
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}
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void SetScissor(Rect2I rect) { SetScissor(ToRect2(rect)); }
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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 = AllocVertexNode2D(allocator, list);
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node->scissor = CurrentScissor;
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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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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRect(Rect2 rect, Color color) {
|
||||
PushQuad2D(RenderArena, &Vertices, rect, MainFont.white_texture_bounding_box, color);
|
||||
}
|
||||
void DrawRect(Rect2I rect, Color color) {
|
||||
PushQuad2D(RenderArena, &Vertices, ToRect2(rect), MainFont.white_texture_bounding_box, color);
|
||||
}
|
||||
|
||||
void DrawRectOutline(Rect2 rect, Color color, float thickness = 2) {
|
||||
Rect2 a = CutLeft(&rect, thickness);
|
||||
Rect2 b = CutRight(&rect, thickness);
|
||||
Rect2 c = CutTop(&rect, thickness);
|
||||
Rect2 d = CutBottom(&rect, thickness);
|
||||
PushQuad2D(RenderArena, &Vertices, a, MainFont.white_texture_bounding_box, color);
|
||||
PushQuad2D(RenderArena, &Vertices, b, MainFont.white_texture_bounding_box, color);
|
||||
PushQuad2D(RenderArena, &Vertices, c, MainFont.white_texture_bounding_box, color);
|
||||
PushQuad2D(RenderArena, &Vertices, d, MainFont.white_texture_bounding_box, color);
|
||||
}
|
||||
|
||||
void DrawRectOutline(Rect2I rect, Color color, Int thickness = 2) {
|
||||
DrawRectOutline(ToRect2(rect), color, (float)thickness);
|
||||
}
|
||||
|
||||
Int GetCharSpacing(Font *font, int codepoint = '_') {
|
||||
Glyph *g = GetGlyph(font, codepoint);
|
||||
if (g->xadvance) return (Int)g->xadvance;
|
||||
return (Int)g->size.x;
|
||||
}
|
||||
|
||||
Int GetLineSpacing(Font *font) {
|
||||
Int result = (Int)(font->ascent - font->descent + font->line_gap);
|
||||
return result;
|
||||
}
|
||||
|
||||
Vec2 DrawString(Font *font, String16 string, Vec2 pos, Color color, bool draw = true) {
|
||||
pos.y += GetLineSpacing(font) + font->descent;
|
||||
Vec2 original_pos = pos;
|
||||
For(string) {
|
||||
Glyph *g = GetGlyph(font, it);
|
||||
Rect2 rect = Rect2FromSize(pos + g->offset, g->size);
|
||||
if (draw && it != '\n' && it != ' ' && it != '\t') {
|
||||
PushQuad2D(RenderArena, &Vertices, rect, g->atlas_bounding_box, color);
|
||||
}
|
||||
pos.x += g->xadvance;
|
||||
}
|
||||
Vec2 result = {pos.x - original_pos.x, font->size};
|
||||
return result;
|
||||
}
|
||||
|
||||
#define PI32 3.14159265359f
|
||||
void DrawCircle(Vec2 pos, float radius, Color color) {
|
||||
const int segment_count = 16;
|
||||
const int vertex_count = segment_count * 3;
|
||||
Vec2 points[segment_count + 1];
|
||||
for (int i = 0; i < Lengthof(points); i += 1) {
|
||||
float radians = 2.0f * PI32 * float(i) / float(segment_count);
|
||||
float x = radius * cosf(radians);
|
||||
float y = radius * sinf(radians);
|
||||
points[i] = {x, y};
|
||||
}
|
||||
points[segment_count] = points[0]; // wrap around
|
||||
|
||||
Vertex2D *vertices = AllocVertex2D(RenderArena, &Vertices, vertex_count);
|
||||
int point_i = 0;
|
||||
int segment_i = 0;
|
||||
for (; segment_i < vertex_count; segment_i += 3, point_i += 1) {
|
||||
Rect2 tex = MainFont.white_texture_bounding_box;
|
||||
Vertex2D *it = vertices + segment_i;
|
||||
it[0].color = color;
|
||||
it[1].color = color;
|
||||
it[2].color = color;
|
||||
it[0].tex = {tex.min.x, tex.max.y};
|
||||
it[1].tex = {tex.max.x, tex.max.y};
|
||||
it[2].tex = {tex.min.x, tex.min.y};
|
||||
|
||||
it[0].pos = {pos + points[point_i]};
|
||||
it[1].pos = {pos + points[point_i + 1]};
|
||||
it[2].pos = {pos};
|
||||
}
|
||||
}
|
||||
|
||||
void ReloadFont() {
|
||||
Int size = StyleFontSize;
|
||||
size = ClampBottom((Int)2, size);
|
||||
if (MainFont.texture_id) {
|
||||
glDeleteTextures(1, &MainFont.texture_id);
|
||||
Dealloc(&MainFont.glyphs);
|
||||
MainFont = {};
|
||||
}
|
||||
|
||||
Scratch scratch;
|
||||
Atlas atlas = CreateAtlas(scratch, {2048, 2048});
|
||||
MainFont = CreateFont(&atlas, (uint32_t)size, StyleFont);
|
||||
{
|
||||
GLint filter = GL_NEAREST;
|
||||
if (StyleFontFilter == 1) filter = GL_LINEAR;
|
||||
glCreateTextures(GL_TEXTURE_2D, 1, &atlas.texture_id);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTextureStorage2D(atlas.texture_id, 1, GL_R8, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y);
|
||||
glTextureSubImage2D(atlas.texture_id, 0, 0, 0, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y, GL_RED, GL_UNSIGNED_BYTE, atlas.bitmap);
|
||||
}
|
||||
MainFont.texture_id = atlas.texture_id;
|
||||
FontCharSpacing = GetCharSpacing(&MainFont);
|
||||
FontLineSpacing = GetLineSpacing(&MainFont);
|
||||
}
|
||||
Reference in New Issue
Block a user