mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
147 lines
4.0 KiB
C++
Executable File
147 lines
4.0 KiB
C++
Executable File
#include "root.h"
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#include "text.h"
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#include "shader.h"
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#include "texture.h"
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#include "node.h"
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#include "material.h"
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#include "assetManager.h"
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#include "glad.h"
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#include <glfw3.h>
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#include <iostream>
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#include <algorithm>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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using namespace std;
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namespace vb01{
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Text::Text(string fontPath, wstring entry, u16 firstChar, u16 lastChar){
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applyFont(fontPath, firstChar, lastChar);
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setText(entry);
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}
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Text::~Text(){
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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}
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//TODO ensure destruction of textures when unloading the asset
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void Text::applyFont(string fontPath, u16 firstChar, u16 lastChar){
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characters.clear();
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font = (FontAsset*)AssetManager::getSingleton()->getAsset(fontPath);
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FT_Face face = font->face;
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vector<int> keys;
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for (pair<int, Texture*> p : font->glyphTextures)
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keys.push_back(p.first);
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for(u16 i = firstChar; i < lastChar; i++){
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if(FT_Load_Char(face, i, FT_LOAD_RENDER)){
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cout << "Could not load glyph\n";
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continue;
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}
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Glyph c;
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c.ch = i;
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c.size = Vector2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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c.bearing = Vector2(face->glyph->bitmap_left, face->glyph->bitmap_top);
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c.advance = face->glyph->advance.x;
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c.texId = i;
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if(find(keys.begin(), keys.end(), i) == keys.end())
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font->glyphTextures.push_back(make_pair(i, new Texture(face)));
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characters.push_back(c);
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}
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}
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void Text::update(){
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Root *root = Root::getSingleton();
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int width = root->getWidth(), height = root->getHeight();
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material->update();
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Shader *shader = material->getShader();
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shader->setVec2(Vector2(width, height), "screen");
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shader->setVec3(node->getPosition(), "pos");
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Vector2 advanceOffset = Vector2::VEC_ZERO;
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for(int i = (leftToRight ? 0 : entry.length() - 1); (leftToRight ? (i < entry.length()) : (i >= 0)); (leftToRight ? i++ : i--)){
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Glyph *glyphPtr = getGlyph(entry[i]);
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if(!glyphPtr) continue;
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int glyphTexId = -1;
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for(int j = 0; j < font->glyphTextures.size(); j++)
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if(font->glyphTextures[j].first == glyphPtr->texId){
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glyphTexId = j;
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break;
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}
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Glyph glyph = *glyphPtr;
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prepareGlyphs(glyph, glyphTexId, advanceOffset);
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Vector2 size = glyph.size, bearing = glyph.bearing;
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if(horizontal)
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advanceOffset.x += node->getScale().x * (size.x + bearing.x);
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else
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advanceOffset.y += node->getScale().y * size.y;
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}
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}
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void Text::prepareGlyphs(Glyph glyph, int glyphTexId, Vector2 advanceOffset){
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Vector3 nodePos = node->getPosition();
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Vector2 origin = Vector2(nodePos.x, nodePos.y) + (advanceOffset * scale);
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Vector3 scale = node->getScale();
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Vector2 size = Vector2(glyph.size.x * scale.x, glyph.size.y * scale.y);
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Vector2 bearing = Vector2(glyph.bearing.x * scale.x, glyph.bearing.y * scale.y);
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float data[] = {
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origin.x + bearing.x, origin.y - bearing.y, 0, 0,
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origin.x + bearing.x + size.x, origin.y - bearing.y, 1, 0,
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origin.x + bearing.x + size.x, origin.y - bearing.y + size.y, 1, 1,
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origin.x + bearing.x + size.x, origin.y - bearing.y + size.y, 1, 1,
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origin.x + bearing.x, origin.y - bearing.y + size.y, 0, 1,
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origin.x + bearing.x, origin.y - bearing.y, 0, 0
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};
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(data), data);
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int id = 2;
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material->getShader()->setInt(id, "textures[1].pastTexture");
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font->glyphTextures[glyphTexId].second->select(id);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void Text::setText(wstring text){
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this->entry = text;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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Text::Glyph* Text::getGlyph(u16 ch){
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Glyph *glyph = nullptr;
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for(Glyph &g : characters)
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if(g.ch == ch)
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glyph = &g;
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return glyph;
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}
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}
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