mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-27 03:53:24 +00:00
183 lines
4.8 KiB
C++
Executable File
183 lines
4.8 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 e, u16 firstChar, u16 lastChar){
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font = (FontAsset*)AssetManager::getSingleton()->getAsset(fontPath);
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setEntry(e);
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//init();
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//applyFont(fontPath, firstChar, lastChar);
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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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void Text::init(){
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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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wstring Text::getEntry(){
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wstring entry;
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for(Character &charac : characters)
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entry += charac.ch;
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return entry;
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}
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void Text::setEntry(wstring entry){
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for(Character &ch : characters)
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delete ch.material;
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characters.clear();
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Vector3 scale = Vector3::VEC_IJK;
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for(wchar_t ch : entry){
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Material *mat = new Material(Root::getSingleton()->getGuiShader());
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mat->addTexUniform("glyphTexture", new Texture(font->path, ch), false, false);
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Character charac = Character(ch, mat);
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int numChars = characters.size();
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if(numChars > 0){
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const FontAsset::Glyph &glyph = font->getGlyph(ch);
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Vector2 currOffset = Vector2::VEC_ZERO;
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if(horizontal)
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currOffset = Vector2::VEC_I * (leftToRight ? 1 : -1) * glyph.size.x * scale.x;
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else
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currOffset = Vector2::VEC_J * glyph.size.y * scale.y;
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charac.offset = characters[numChars - 1].offset + currOffset;
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}
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characters.push_back(charac);
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}
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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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for(u16 i = firstChar; i < lastChar; i++){
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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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*/
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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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/*
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void Text::prepareGlyphs(Glyph glyph, int glyphTexId, Vector2 advanceOffset){
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//Vector3 nodePos = node->getPosition(), scale = node->getScale();
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//Vector2 origin = Vector2(nodePos.x, nodePos.y) + (advanceOffset * scale);
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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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*/
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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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}
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