win32 drawing text
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306
src/render/render_opengl.c
Normal file
306
src/render/render_opengl.c
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typedef struct rn_shader_t rn_shader_t;
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struct rn_shader_t {
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u32 pipeline;
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u32 fshader;
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u32 vshader;
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};
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typedef struct rn_vertex_t rn_vertex_t;
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struct rn_vertex_t {
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v2f32_t pos;
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v2f32_t tex;
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v4f32_t color;
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};
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typedef enum {
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rn_cmd_kind_null,
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rn_cmd_kind_clear,
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rn_cmd_kind_quad,
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rn_cmd_kind_set_clip,
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} rn_cmd_kind_t;
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typedef struct rn_cmd_t rn_cmd_t;
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struct rn_cmd_t {
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rn_cmd_t *next;
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rn_cmd_kind_t kind;
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union {
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v4f32_t color;
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r2f32_t rect;
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struct { rn_vertex_t *vertex; u32 len; };
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};
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};
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typedef struct rn_state_t rn_state_t;
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struct rn_state_t {
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rn_font_t main_font;
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rn_shader_t shader2d;
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v2f32_t window_size;
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rn_cmd_t *first_cmd;
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rn_cmd_t *last_cmd;
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rn_vertex_t *vertices;
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u32 len;
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u32 cap;
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u32 vao;
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u32 vbo;
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};
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rn_state_t rn_state;
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rn_shader_t rn_create_shader(char *glsl_vshader, char *glsl_fshader) {
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rn_shader_t 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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fatalf("failed to create vertex shader: %s", message);
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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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fatalf("failed to create fragment shader: %s", message);
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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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void gl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *user) {
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if (severity == GL_DEBUG_SEVERITY_HIGH || severity == GL_DEBUG_SEVERITY_MEDIUM) {
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fatalf("opengl message: %s", message);
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} else {
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debugf("opengl message: %s", message);
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}
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}
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void rn_begin(v2f32_t window_size) {
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rn_state.window_size = window_size;
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}
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void rn_init(ma_arena_t *perm) {
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rn_state.cap = 1024*64;
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rn_state.vertices = ma_push_array(perm, rn_vertex_t, rn_state.cap);
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{
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ma_temp_t scratch = ma_begin_scratch1(perm);
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s8_t font_data = rn_get_default_font(tcx.temp);
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rn_atlas_t *atlas = rn_create_atlas(scratch.arena, (v2i32_t){2048, 2048});
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u32 font_size = 100;
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rn_state.main_font = rn_create_font(perm, font_data, atlas, font_size);
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GLint filter = GL_NEAREST;
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// if (StyleFontFilter == 1) filter = GL_LINEAR;
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glCreateTextures(GL_TEXTURE_2D, 1, &atlas->texture_id);
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glTextureParameteri(atlas->texture_id, GL_TEXTURE_MIN_FILTER, filter);
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glTextureParameteri(atlas->texture_id, GL_TEXTURE_MAG_FILTER, filter);
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glTextureParameteri(atlas->texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(atlas->texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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rn_state.main_font.texture_id = atlas->texture_id;
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ma_end_scratch(scratch);
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}
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glDebugMessageCallback(&gl_debug_callback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glCreateBuffers(1, &rn_state.vbo);
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glNamedBufferStorage(rn_state.vbo, rn_state.cap * sizeof(rn_vertex_t), 0, GL_DYNAMIC_STORAGE_BIT);
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glCreateVertexArrays(1, &rn_state.vao);
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GLint vbuf_index = 0;
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glVertexArrayVertexBuffer(rn_state.vao, vbuf_index, rn_state.vbo, 0, sizeof(struct rn_vertex_t));
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GLint a_pos = 0;
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glVertexArrayAttribFormat(rn_state.vao, a_pos, 2, GL_FLOAT, GL_FALSE, offsetof(struct rn_vertex_t, pos));
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glVertexArrayAttribBinding(rn_state.vao, a_pos, vbuf_index);
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glEnableVertexArrayAttrib(rn_state.vao, a_pos);
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GLint a_tex = 1;
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glVertexArrayAttribFormat(rn_state.vao, a_tex, 2, GL_FLOAT, GL_FALSE, offsetof(struct rn_vertex_t, tex));
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glVertexArrayAttribBinding(rn_state.vao, a_tex, vbuf_index);
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glEnableVertexArrayAttrib(rn_state.vao, a_tex);
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GLint a_color = 2;
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glVertexArrayAttribFormat(rn_state.vao, a_color, 4, GL_FLOAT, GL_FALSE, offsetof(struct rn_vertex_t, color));
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glVertexArrayAttribBinding(rn_state.vao, a_color, vbuf_index);
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glEnableVertexArrayAttrib(rn_state.vao, a_color);
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char *glsl_vshader =
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"#version 450 core\n"
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"layout(location=0) uniform vec2 U_InvHalfScreenSize;\n"
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"layout(location=0) in vec2 VPos;\n"
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"layout(location=1) in vec2 VTex;\n"
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"layout(location=2) in vec4 VColor;\n"
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"\n"
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"out gl_PerVertex { vec4 gl_Position; }; // required because of ARB_separate_shader_objects\n"
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"out vec2 FUV;\n"
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"out vec4 FColor;\n"
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"\n"
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"void main() {\n"
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" vec2 pos = VPos * U_InvHalfScreenSize;\n"
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" pos.y = 2 - pos.y; // invert y axis\n"
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" pos -= vec2(1, 1); // convert to 0,1 range\n"
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"\n"
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" gl_Position = vec4(pos, 0, 1);\n"
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" FUV = VTex;\n"
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"\n"
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" FColor = VColor;\n"
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"}\n";
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char *glsl_fshader =
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"#version 450 core\n"
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"\n"
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"in vec2 FUV;\n"
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"in vec4 FColor;\n"
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"\n"
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"layout (binding=0) uniform sampler2D S_Texture;\n"
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"layout (location=0) out vec4 OutColor;\n"
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"\n"
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"void main() {\n"
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" vec4 c = FColor;\n"
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" c.a *= texture(S_Texture, FUV).r;\n"
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" OutColor = c;\n"
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"}\n";
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rn_state.shader2d = rn_create_shader(glsl_vshader, glsl_fshader);
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}
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rn_cmd_t *rn_get_cmd(rn_cmd_kind_t kind) {
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b32 alloc_new = false;
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if (rn_state.last_cmd == NULL) {
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alloc_new = true;
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} else if (rn_state.last_cmd->kind != kind) {
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alloc_new = true;
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}
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rn_cmd_t *result = rn_state.last_cmd;
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if (alloc_new) {
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result = ma_push_type(tcx.temp, rn_cmd_t);
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result->kind = kind;
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SLLQ_APPEND(rn_state.first_cmd, rn_state.last_cmd, result);
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if (rn_cmd_kind_quad) {
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result->vertex = rn_state.vertices + rn_state.len;
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}
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}
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return result;
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}
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rn_vertex_t *rn_push_vertex(rn_cmd_t *cmd, u32 count) {
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rn_vertex_t *result = cmd->vertex + cmd->len;
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cmd->len += count;
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return result;
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}
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void rn_push_quad(r2f32_t rect, r2f32_t tex, v4f32_t color) {
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rn_cmd_t *cmd = rn_get_cmd(rn_cmd_kind_quad);
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rn_vertex_t *v = rn_push_vertex(cmd, 6);
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v[0] = (rn_vertex_t){
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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] = (rn_vertex_t){
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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] = (rn_vertex_t){
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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] = (rn_vertex_t){
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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] = (rn_vertex_t){
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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] = (rn_vertex_t){
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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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}
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void rn_draw_rect(r2f32_t rect, v4f32_t color) {
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rn_push_quad(rect, rn_state.main_font.white_texture_bounding_box, color);
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}
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i64 rn_get_char_spacing(rn_font_t *font, u32 codepoint) {
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rn_glyph_t *g = rn_get_glyph(font, codepoint);
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if (g->xadvance) return (i64)g->xadvance;
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return (i64)g->size.x;
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}
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i64 rn_get_line_spacing(rn_font_t *font) {
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i64 result = (i64)(font->ascent - font->descent + font->line_gap);
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return result;
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}
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v2f32_t rn_base_draw_string(rn_font_t *font, s8_t string, v2f32_t pos, v4f32_t color, b32 draw) {
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pos.y += rn_get_line_spacing(font) + font->descent;
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v2f32_t original_pos = pos;
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for (utf8_iter_t iter = utf8_iterate_ex(string.str, (int)string.len); iter.item; utf8_advance(&iter)) {
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u32 codepoint = iter.item;
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rn_glyph_t *g = rn_get_glyph(font, codepoint);
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r2f32_t rect = r2f32_mindim(v2f32_add(pos, g->offset), g->size);
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if (draw && codepoint != '\n' && codepoint != ' ' && codepoint != '\t') {
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rn_push_quad(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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v2f32_t result = {pos.x - original_pos.x, font->size};
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return result;
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}
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void rn_end(v2f32_t window_size, v4f32_t color) {
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f32 wx = window_size.x;
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f32 wy = window_size.y;
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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(rn_state.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(rn_state.shader2d.vshader, 0, xinverse, yinverse);
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for (rn_cmd_t *it = rn_state.first_cmd; it; it = it->next) {
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if (it->kind == rn_cmd_kind_quad) {
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glNamedBufferSubData(rn_state.vbo, 0, it->len * sizeof(rn_vertex_t), it->vertex);
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glBindVertexArray(rn_state.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, rn_state.main_font.texture_id);
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glDrawArrays(GL_TRIANGLES, 0, it->len);
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} else_is_invalid;
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}
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}
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