Added text rendering to show fps
This commit is contained in:
10
Makefile
10
Makefile
@@ -1,15 +1,16 @@
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CC := g++
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CFLAGS := -std=c++17 -O3
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LDFLAGS := -ldl -lglfw
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INCLUDES := -I/usr/include/freetype2/ -I/usr/include/libpng16
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ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o
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$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o $(LDFLAGS) $(CFLAGS)
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ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o text.o
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$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o text.o /usr/lib/x86_64-linux-gnu/libfreetype.so $(LDFLAGS) $(CFLAGS)
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glad.o: glad.c
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$(CC) -c -o glad.o glad.c $(CFLAGS)
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ghostland.o: ghostland.cpp
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$(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS)
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$(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS) $(INCLUDES)
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stb_image.o: stb_image.c
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$(CC) -c -o stb_image.o stb_image.c $(CFLAGS)
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@@ -26,5 +27,8 @@ shader.o: shader.cpp shader.h
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ghost.o: ghost.cpp ghost.h
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$(CC) -c -o ghost.o ghost.cpp $(CFLAGS)
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text.o: text.cpp text.h
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$(CC) -c -o text.o text.cpp $(CFLAGS) $(INCLUDES)
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clean:
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rm -f *.o ghostland
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@@ -2,6 +2,7 @@
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#include <stdio.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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@@ -17,6 +18,7 @@
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#include "player.h"
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#include "shader.h"
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#include "ghost.h"
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#include "text.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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@@ -172,7 +174,7 @@ int main(int argc, char *argv[])
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}
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glEnable(GL_DEPTH_TEST);
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//glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -314,6 +316,14 @@ int main(int argc, char *argv[])
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(ghost_data);
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// do stuff for text
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int text_program;
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if (init_text(&text_program) < 0) {
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printf("Failed to load text module!\n");
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glfwTerminate();
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return -1;
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}
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// TODO move these into config file??
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int time_secI = 0, num_frames = 1;
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float time_sec;
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@@ -333,13 +343,16 @@ int main(int argc, char *argv[])
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ghosts.push_back(new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall));
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}
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player->mouse_callback(window, WINDOWWIDTH/2, WINDOWHEIGHT/2);
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player->mouse_callback(window, WINDOWWIDTH, WINDOWHEIGHT);
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int FPS = -1;
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while (!glfwWindowShouldClose(window))
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{
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float current_frame = static_cast<float>(glfwGetTime());
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int current_frameI = (int)current_frame;
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if (current_frameI != time_secI) {
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if (current_frameI != time_secI) { // show stats every second
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FPS = num_frames;
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glm::vec3 player_pos = player->get_position();
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float yaw, pitch;
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yaw = player->get_yaw();
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@@ -358,7 +371,7 @@ int main(int argc, char *argv[])
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if (trail_sz < trailmax) {
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trail_sz++;
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}
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} else {
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} else { // otherwise increase number of frames
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num_frames++;
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}
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timed = current_frame - last_frame;
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@@ -463,6 +476,15 @@ int main(int argc, char *argv[])
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glDrawArrays(GL_TRIANGLES, 0, (3 + 3 + 2) * 6);
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}
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if (FPS != -1) {
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glUseProgram(text_program);
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projection = glm::ortho(0.0f, static_cast<float>(WINDOWWIDTH), 0.0f, static_cast<float>(WINDOWHEIGHT));
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set_uniform(text_program, projectionC, projection);
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char fps_buff[256];
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sprintf(fps_buff, "FPS: %d", FPS);
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render_text(text_program, std::string(fps_buff), 25.0F, WINDOWHEIGHT - 35.0f, 0.5f, glm::vec3(1.0f, 0.0f, 0.0f));
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}
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player->apply_movement(timed);
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glfwSwapBuffers(window);
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2
maze.txt
2
maze.txt
@@ -1,4 +1,4 @@
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845.0 2.5 -5.0 270.0
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845.0 2.5 -5.0 0.0
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6498
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-0.5 0.0 0.5 0.0 0.0 1.0
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959.5 0.0 0.5 0.0 0.0 1.0
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141
text.cpp
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141
text.cpp
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@@ -0,0 +1,141 @@
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#include <glm/glm.hpp>
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#include <map>
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#include <glad/glad.h>
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#include "text.h"
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#include "shader.h"
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FT_Library ft;
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FT_Face face;
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const char *textcolorC = "textColor";
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unsigned int textVAO, textVBO;
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struct character_t {
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unsigned int texture_id;
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glm::ivec2 size;
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glm::ivec2 bearing;
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unsigned int advance;
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};
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std::map<char, character_t> glyph_to_character;
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int init_text(int *shader) {
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if (FT_Init_FreeType(&ft)) {
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printf("Could not init freetype library.\n");
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return -1;
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}
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if (FT_New_Face(ft, "fonts/LiberationSerif-Regular.ttf", 0, &face)) {
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printf("Could not font face.\n");
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return -1;
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}
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FT_Set_Pixel_Sizes(face, 0, 48);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (unsigned char c = 0; c < 128; c++) {
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if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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printf("Failed to load glyph: %c\n", c);
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return -1;
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}
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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character_t character = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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static_cast<unsigned int>(face->glyph->advance.x),
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};
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glyph_to_character.insert(std::pair<char, character_t>(c, character));
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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// configure textVAO/textVBO for texture quads
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// -----------------------------------
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glGenVertexArrays(1, &textVAO);
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glGenBuffers(1, &textVBO);
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glBindVertexArray(textVAO);
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glBindBuffer(GL_ARRAY_BUFFER, textVBO);
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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), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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*shader = create_shader_program("textshader.glsl", "textfragshader.glsl");
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if (*shader < 0) {
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printf("Got error compiling text shader!\n");
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return -1;
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}
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return 0;
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}
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void render_text(int shader, std::string text, float x, float y, float scale, glm::vec3 color) {
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set_uniform(shader, textcolorC, color);
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(textVAO);
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++) {
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character_t ch = glyph_to_character[*c];
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float xpos = x + ch.bearing.x * scale;
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float ypos = y - (ch.size.y - ch.bearing.y) * scale;
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float w = ch.size.x * scale;
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float h = ch.size.y * scale;
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float vertices[24] = {
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xpos, ypos + h, 0.0f, 0.0f,
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xpos, ypos, 0.0f, 1.0f,
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xpos + w, ypos, 1.0f, 1.0f,
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xpos, ypos + h, 0.0f, 0.0f,
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xpos + w, ypos, 1.0f, 1.0f,
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xpos + w, ypos + h, 1.0f, 0.0f,
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};
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glBindTexture(GL_TEXTURE_2D, ch.texture_id);
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glBindBuffer(GL_ARRAY_BUFFER, textVBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (2 + 2) * 6, vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, (2 + 2) * 6);
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x += (ch.advance >> 6) * scale;
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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13
text.h
Normal file
13
text.h
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@@ -0,0 +1,13 @@
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#ifndef TEXT_H
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#define TEXT_H
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#include <stdio.h>
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#include <string>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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int init_text(int *shader);
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void render_text(int shader, std::string text, float x, float y, float scale, glm::vec3 color);
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#endif
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12
textfragshader.glsl
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12
textfragshader.glsl
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@@ -0,0 +1,12 @@
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#version 460 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(textColor, 1.0) * sampled;
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}
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11
textshader.glsl
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11
textshader.glsl
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@@ -0,0 +1,11 @@
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#version 460 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0f, 1.0);
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TexCoords = vertex.zw;
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}
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