mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
feat: add text class
This commit is contained in:
@@ -94,6 +94,7 @@ add_executable(${PROJECT_NAME}
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src/tools/font.cpp
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src/tools/log.cpp
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src/tools/perlin_noise.cpp
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src/ui/text.cpp
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src/window.cpp
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)
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@@ -2,6 +2,7 @@
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#include <Cubed/config.hpp>
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#include <Cubed/shader.hpp>
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#include <Cubed/ui/text.hpp>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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@@ -45,6 +46,13 @@ private:
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std::unordered_map<std::size_t, Shader> m_shaders;
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std::vector<GLuint> m_vao;
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std::vector<Vertex2D> m_ui;
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Text m_version_text;
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Text m_fps_text;
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Text m_player_pos_text;
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void init_text();
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void render_outline();
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void render_sky();
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void render_text();
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@@ -8,6 +8,8 @@
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#include <string>
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#include <unordered_map>
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#include <Cubed/config.hpp>
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struct Character {
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glm::vec2 uv_min;
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glm::vec2 uv_max;
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@@ -23,8 +25,8 @@ public:
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Font();
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~Font();
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static void render_text(const Shader& shader, const std::string& text, float x, float y, float scale, const glm::vec3& color);
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static std::vector<Vertex2D> vertices(const std::string& text, float x = 0.0f, float y = 0.0f, float scale = 1.0f);
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static GLuint text_texture();
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private:
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FT_Library m_ft;
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FT_Face m_face;
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@@ -32,7 +34,7 @@ private:
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float m_texture_width = 64;
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float m_texture_height = 64;
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GLuint m_text_texture;
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static inline GLuint m_text_texture;
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std::unordered_map<char8_t, Character> m_characters;
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void load_character(char8_t c);
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65
include/Cubed/ui/color.hpp
Normal file
65
include/Cubed/ui/color.hpp
Normal file
@@ -0,0 +1,65 @@
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#pragma once
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#include <Cubed/tools/cubed_assert.hpp>
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#include <glm/glm.hpp>
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enum class Color {
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BLACK,
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WHITE,
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RED,
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GREEN,
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BLUE,
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YELLOW,
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CYAN,
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MAGENTA,
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GRAY,
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ORANGE,
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PURPLE,
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PINK,
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BROWN
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};
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inline constexpr glm::vec4 color_value(Color color) {
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using glm::vec4;
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switch (color) {
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case Color::BLACK:
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return vec4{0.0f, 0.0f, 0.0f, 1.0f};
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case Color::WHITE:
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return vec4{1.0f, 1.0f, 1.0f, 1.0f};
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case Color::RED:
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return vec4{1.0f, 0.0f, 0.0f, 1.0f};
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case Color::GREEN:
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return vec4{0.0f, 1.0f, 0.0f, 1.0f};
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case Color::BLUE:
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return vec4{0.0f, 0.0f, 1.0f, 1.0f};
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case Color::YELLOW:
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return vec4{1.0f, 1.0f, 0.0f, 1.0f};
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case Color::CYAN:
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return vec4{0.0f, 1.0f, 1.0f, 1.0f};
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case Color::MAGENTA:
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return vec4{1.0f, 0.0f, 1.0f, 1.0f};
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case Color::GRAY:
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return vec4{0.5f, 0.5f, 0.5f, 1.0f};
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case Color::ORANGE:
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return vec4{1.0f, 0.647f, 0.0f, 1.0f};
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case Color::PURPLE:
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return vec4{0.502f, 0.0f, 0.502f, 1.0f};
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case Color::PINK:
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return vec4{1.0f, 0.753f, 0.769f, 1.0f};
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case Color::BROWN:
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return vec4{0.647f, 0.165f, 0.165f, 1.0f};
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default:
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CUBED_ASSERT_MSG(false, "Unknown Color");
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return vec4{1.0f, 1.0f, 1.0f, 1.0f};
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}
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}
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inline glm::vec4 rgb255_to_float(int r, int g, int b, int a) {
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float nr = static_cast<float>(r) / 255.0f;
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float ng = static_cast<float>(g) / 255.0f;
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float nb = static_cast<float>(b) / 255.0f;
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float na = static_cast<float>(a) / 255.0f;
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return glm::vec4{nr, ng, nb, na};
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}
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46
include/Cubed/ui/text.hpp
Normal file
46
include/Cubed/ui/text.hpp
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@@ -0,0 +1,46 @@
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include <Cubed/config.hpp>
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#include <Cubed/ui/color.hpp>
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class Shader;
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class Text {
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public:
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Text();
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Text(std::string_view str, glm::vec2 pos = glm::vec2{0.0f, 0.0f}, Color color = Color::BLACK);
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~Text();
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Text& color(Color color);
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//Text& color(const glm::vec4& color, int pos);
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Text& position(float x, float y);
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Text& scale(float s);
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static void set_loc(const Shader& shader);
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Text& text(std::string_view str);
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void render();
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private:
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float m_scale = 1.0f;
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glm::vec2 m_pos{0.0f, 0.0f};
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std::string m_name;
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std::string m_text;
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glm::vec4 m_color{1.0f, 1.0f, 1.0f, 1.0f};
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glm::mat4 m_model_matrix;
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std::vector<Vertex2D> m_vertices;
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GLuint m_vbo = 0;
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static inline GLuint m_color_loc = 0;
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static inline GLuint m_mv_loc = 0;
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void update_vertices();
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void upload_to_gpu();
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};
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@@ -104,6 +104,8 @@ void Renderer::init() {
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glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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init_text();
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}
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const Shader& Renderer::get_shader(const std::string& name) const {
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@@ -112,6 +114,23 @@ const Shader& Renderer::get_shader(const std::string& name) const {
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return it->second;
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}
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void Renderer::init_text() {
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const auto& shader = get_shader("text");
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Text::set_loc(shader);
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m_version_text
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.position(0.0f, 100.0f)
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.scale(0.8f)
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.color(Color::WHITE)
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.text("Version: v0.0.1-Debug");
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m_fps_text
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.position(0.0f, 50.0f)
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.text("FPS: 0");
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m_player_pos_text
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.position(0.0f, 150.0f)
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.scale(0.8f)
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.text("x: 0.00 y: 0.00 z: 0.00");
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}
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void Renderer::render() {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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@@ -192,15 +211,15 @@ void Renderer::render_text() {
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m_proj_loc = shader.loc("projection");
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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Font::render_text(shader, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
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Font::render_text(shader, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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m_fps_text.text(std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))});
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const auto& player = m_world.get_player("TestPlayer");
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const auto& pos = player.get_player_pos();
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std::string player_pos = std::format("x: {:.2f} y: {:.2f} z: {:.2f}", pos.x, pos.y, pos.z);
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Font::render_text(shader, player_pos, 0.0f, 150.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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m_player_pos_text.text(player_pos);
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m_fps_text.render();
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m_player_pos_text.render();
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m_version_text.render();
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glEnable(GL_DEPTH_TEST);
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}
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@@ -7,9 +7,9 @@ layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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uniform mat4 projection;
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uniform mat4 mv_matrix;
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void main(void) {
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gl_Position = projection * vec4(pos, 0.0, 1.0);
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gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0);
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tc = texCoord;
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tex_layer = int(layer);
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}
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@@ -1,12 +1,10 @@
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#include <Cubed/config.hpp>
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#include <Cubed/shader.hpp>
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#include <Cubed/tools/font.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/shader_tools.hpp>
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Font::Font() {
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if (FT_Init_FreeType(&m_ft)) {
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@@ -24,9 +22,7 @@ Font::~Font() {
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FT_Done_Face(m_face);
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FT_Done_FreeType(m_ft);
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for (const auto& [key, character] : m_characters) {
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glDeleteTextures(1, &m_text_texture);
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}
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glDeleteTextures(1, &m_text_texture);
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}
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void Font::load_character(char8_t c) {
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@@ -36,6 +32,7 @@ void Font::load_character(char8_t c) {
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}
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const auto& width = m_face->glyph->bitmap.width;
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const auto& height = m_face->glyph->bitmap.rows;
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
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glTexSubImage3D(
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GL_TEXTURE_2D_ARRAY,
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0,
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@@ -90,13 +87,9 @@ void Font::setup_font_character() {
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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}
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void Font::render_text(const Shader& shader, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
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std::vector<Vertex2D> Font::vertices(const std::string &text, float x, float y, float scale) {
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static Font font;
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glUniform3f(shader.loc("textColor"), color.x, color.y, color.z);
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glActiveTexture(GL_TEXTURE0);
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std::vector<Vertex2D> vertices;
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for (char8_t c : text) {
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@@ -122,22 +115,10 @@ void Font::render_text(const Shader& shader, const std::string& text, float x, f
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x += (ch.advance >> 6) * scale;
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}
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex2D), vertices.data(), GL_STATIC_DRAW);
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glBindTexture(GL_TEXTURE_2D_ARRAY, font.m_text_texture);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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glDeleteBuffers(1, &vbo);
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return vertices;
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}
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GLuint Font::text_texture() {
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return m_text_texture;
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}
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90
src/ui/text.cpp
Normal file
90
src/ui/text.cpp
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@@ -0,0 +1,90 @@
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#include <Cubed/ui/text.hpp>
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#include <Cubed/shader.hpp>
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#include <Cubed/tools/font.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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Text::Text() {
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}
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Text::Text(std::string_view str, glm::vec2 pos, Color color) {
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m_text.assign(str);
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m_pos = pos;
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m_color = color_value(color);
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update_vertices();
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}
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Text::~Text() {
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if (m_vbo != 0) {
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glDeleteBuffers(1, &m_vbo);
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}
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}
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Text& Text::color(Color color) {
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m_color = color_value(color);
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return *this;
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}
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Text& Text::position(float x, float y) {
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m_pos = glm::vec2{x, y};
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return *this;
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}
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Text& Text::scale(float s) {
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m_scale = s;
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return *this;
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}
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void Text::set_loc(const Shader& shader) {
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m_color_loc = shader.loc("textColor");
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m_mv_loc = shader.loc("mv_matrix");
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}
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Text& Text::text(std::string_view str) {
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m_text.assign(str);
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update_vertices();
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return *this;
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}
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void Text::render() {
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CUBED_ASSERT_MSG(!m_vertices.empty(), "Text String Not Set");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, Font::text_texture());
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CUBED_ASSERT_MSG(m_color_loc, "m_color_loc is null");
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m_model_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(m_pos.x, m_pos.y, 0.0f)) *
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glm::scale(glm::mat4(1.0f), glm::vec3(m_scale, m_scale, 1.0f));
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glUniform3f(m_color_loc, m_color.x, m_color.y, m_color.z);
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_model_matrix));
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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}
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void Text::update_vertices() {
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m_vertices = Font::vertices(m_text);
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upload_to_gpu();
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}
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void Text::upload_to_gpu() {
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if (m_vbo == 0) {
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glGenBuffers(1, &m_vbo);
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}
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CUBED_ASSERT_MSG(m_vbo, "Vbo Is Not Gen");
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex2D), m_vertices.data(), GL_DYNAMIC_DRAW);
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}
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