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https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
implemented overlays and text, need depth configuration
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@@ -0,0 +1,102 @@
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#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<glad.h>
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#include<glfw3.h>
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#include<iostream>
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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,string entry){
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string basePath="/home/dominykas/c++/FSim/text.";
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shader=new Shader(basePath+"vert",basePath+"frag");
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FT_Library ft;
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FT_Face face;
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if(FT_Init_FreeType(&ft))
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cout<<"Couldn't init Freetype\n";
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if(FT_New_Face(ft,fontPath.c_str(),0,&face))
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cout<<"Could not load font\n";
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FT_Set_Pixel_Sizes(face,0,96);
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glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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for(u32 i=0;i<128;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.texture=new Texture(face,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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characters.push_back(c);
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}
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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setText(entry);
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}
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Text::~Text(){}
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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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shader->use();
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shader->setVec4(color,"color");
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shader->setVec2(Vector2(width,height),"screen");
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Vector3 origin=node->getPosition();
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for(int i=0;i<entry.length();i++){
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Glyph ch;
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bool foundChar=false;
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for(Glyph c : characters)
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if(entry.c_str()[i]==c.ch){
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ch=c;
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foundChar=true;
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}
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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+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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};
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origin.x+=(ch.advance>>6)*scale;
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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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ch.texture->select();
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glDrawArrays(GL_TRIANGLES,0,6);
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}
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}
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void Text::setText(string 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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}
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