mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
implemented depth configuration for 2D elements
fixed text offset configuration
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@@ -13,7 +13,7 @@ using namespace std;
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namespace vb01{
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Text::Text(string fontPath,string entry){
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string basePath="/home/dominykas/c++/FSim/text.";
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string basePath="/home/dominykas/c++/vb01/text.";
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shader=new Shader(basePath+"vert",basePath+"frag");
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FT_Library ft;
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@@ -27,7 +27,7 @@ namespace vb01{
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glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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for(u32 i=0;i<15000;i++){
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for(u32 i=0;i<256;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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@@ -56,6 +56,7 @@ namespace vb01{
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shader->use();
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shader->setVec4(color,"color");
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shader->setVec2(Vector2(width,height),"screen");
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shader->setVec3(node->getPosition(),"pos");
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Vector3 origin=node->getPosition();
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for(int i=0;i<entry.length();i++){
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@@ -69,13 +70,13 @@ namespace vb01{
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if(!foundChar)continue;
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Vector2 size=ch.size*scale,bearing=ch.bearing;
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float data[]={
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origin.x+bearing.x,origin.y-bearing.y,0,1,
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origin.x+bearing.x+size.x,origin.y-bearing.y,1,1,
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origin.x+bearing.x+size.x,origin.y-bearing.y+size.y,1,0,
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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,1,0,
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origin.x+bearing.x,origin.y-bearing.y+size.y,0,0,
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origin.x+bearing.x,origin.y-bearing.y,0,1
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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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origin.x+=(ch.advance>>6)*scale;
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glBindVertexArray(VAO);
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