mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add font class and render font function
This commit is contained in:
15
src/app.cpp
15
src/app.cpp
@@ -6,13 +6,6 @@
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#include <exception>
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static double last_time = glfwGetTime();
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static double current_time = glfwGetTime();
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static double delta_time = 0.0f;
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static double fps_time_count = 0.0f;
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static int frame_count = 0;
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static int fps;
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App::App() {
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}
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@@ -163,4 +156,12 @@ int App::start_cubed_application(int argc, char** argv) {
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}
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return 1;
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}
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float App::delte_time() {
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return delta_time;
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}
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float App::get_fps() {
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return fps;
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}
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@@ -1,9 +1,11 @@
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#include <Cubed/app.hpp>
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#include <Cubed/camera.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/renderer.hpp>
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#include <Cubed/tools/cubed_assert.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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@@ -23,6 +25,7 @@ Renderer::~Renderer() {
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glDeleteBuffers(1, &m_outline_indices_vbo);
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glDeleteBuffers(1, &m_sky_vbo);
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glDeleteBuffers(1, &m_ui_vbo);
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glDeleteBuffers(1, &m_text_vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, m_vao.data());
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glDeleteProgram(m_world_program);
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@@ -45,11 +48,15 @@ void Renderer::init() {
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m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
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m_text_program = Shader::create_shader_program("shaders/text_v_shader.glsl", "shaders/text_f_shader.glsl");
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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@@ -57,7 +64,6 @@ void Renderer::init() {
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}, nullptr);
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#endif
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m_vao.resize(NUM_VAO);
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glGenVertexArrays(NUM_VAO, m_vao.data());
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glBindVertexArray(m_vao[0]);
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@@ -91,6 +97,9 @@ void Renderer::init() {
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glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &m_text_vbo);
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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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}
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@@ -118,6 +127,8 @@ void Renderer::render() {
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render_outline();
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render_ui();
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render_text();
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}
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void Renderer::render_outline() {
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@@ -170,6 +181,16 @@ void Renderer::render_sky() {
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}
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void Renderer::render_text() {
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glUseProgram(m_text_program);
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glDisable(GL_DEPTH_TEST);
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m_proj_loc = glGetUniformLocation(m_text_program, "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(m_text_program, m_text_vbo, 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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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::render_ui() {
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glUseProgram(m_ui_program);
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glDisable(GL_DEPTH_TEST);
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12
src/shaders/text_f_shader.glsl
Normal file
12
src/shaders/text_f_shader.glsl
Normal file
@@ -0,0 +1,12 @@
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#version 460
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in vec2 texCoord;
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out vec4 color;
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layout (binding = 0) uniform sampler2D text;
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uniform vec3 textColor;
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void main(void) {
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vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
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color = vec4(textColor, 1.0) * smapled;
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}
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11
src/shaders/text_v_shader.glsl
Normal file
11
src/shaders/text_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
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#version 460
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layout (location = 0) in vec4 vertex;
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out vec2 texCoord;
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uniform mat4 projection;
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void main(void) {
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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texCoord = vec2(vertex.zw);
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}
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112
src/tools/font.cpp
Normal file
112
src/tools/font.cpp
Normal file
@@ -0,0 +1,112 @@
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#include <Cubed/tools/font.hpp>
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#include <Cubed/tools/log.hpp>
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Font::Font() {
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if (FT_Init_FreeType(&m_ft)) {
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LOG::error("FREETYPE: Could not init FreeType Library");
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}
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if (FT_New_Face(m_ft, "assets/fonts/IBMPlexSans-Regular.ttf", 0, &m_face)) {
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LOG::error("FREETYPE: Failed to load font");
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}
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FT_Set_Pixel_Sizes(m_face, 0, 48);
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setup_font_character();
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}
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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, &character.texture_id);
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}
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}
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void Font::load_character(char8_t c) {
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if (FT_Load_Char(m_face, c, FT_LOAD_RENDER)) {
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LOG::error("FREETYTPE: Failed to load Glyph");
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return;
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}
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GLuint 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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m_face->glyph->bitmap.width,
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m_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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m_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 character = {
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texture,
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glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
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glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
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static_cast<GLuint>(m_face->glyph->advance.x)
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};
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m_characters.insert({c, std::move(character)});
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}
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void Font::setup_font_character() {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (char8_t c = 0; c < 128; c++) {
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load_character(c);
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}
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}
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void Font::render_text(GLuint program, GLuint vbo, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
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static Font font;
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z);
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glActiveTexture(GL_TEXTURE0);
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for (char8_t c : text) {
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auto it = font.m_characters.find(c);
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if (it == font.m_characters.end()) {
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LOG::error("Can't find character {}", static_cast<char>(c));
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continue;
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}
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Character& ch = it->second;
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float xpos = x + ch.bearing.x * scale;
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float ypos = 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[6][4] {
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{ xpos, ypos + h, 0.0, 1.0 },
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{ xpos, ypos, 0.0, 0.0 },
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{ xpos + w, ypos, 1.0, 0.0 },
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{ xpos, ypos + h, 0.0, 1.0 },
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{ xpos + w, ypos, 1.0, 0.0 },
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{ xpos + w, ypos + h, 1.0, 1.0 }
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};
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glBindTexture(GL_TEXTURE_2D, ch.texture_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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x += (ch.advance >> 6) * scale;
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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