WIP2: Text/texture rendering
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ebe6aa8d9a
commit
9d23bbc39e
222
src/Renderer.zig
222
src/Renderer.zig
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@ -8,18 +8,24 @@ const Self = @This();
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window: sdl.Window,
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context: sdl.gl.Context,
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//color_loc: u32,
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buffer: gl.Buffer,
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color: [4]f32,
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color: [4]f32 = .{ 0, 0, 0, 0 },
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test_counter: usize = 0,
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// There's a vbo for each shader program
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vbo: [nPrograms][max_objects]f32 = .{.{0.0} ** max_objects} ** nPrograms,
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vbo_index: [nPrograms]usize = .{0} ** nPrograms,
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vbo: [max_objects]f32 = .{0.0} ** max_objects,
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//colors: [max_objects][4]f32 = .{[4]f32{ 0.0, 0.0, 0.0, 1.0 }} ** max_objects,
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vbo_index: usize = 0,
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// The index of the program is the enum converted to int
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programs: [nPrograms]gl.Program = .{undefined} ** nPrograms,
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const max_objects: usize = 16384;
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const shaderProgram = enum {
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color,
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texture,
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};
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const nPrograms = std.meta.fields(shaderProgram).len;
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fn glGetProcAddress(p: []const u8, proc: [:0]const u8) ?*const anyopaque {
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_ = p;
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return sdl.c.SDL_GL_GetProcAddress(@ptrCast([*c]const u8, proc));
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@ -43,57 +49,30 @@ pub fn init() !Self {
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.{ .context = .opengl, .vis = .shown },
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);
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const proc: []const u8 = undefined;
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try gl.loadExtensions(proc, glGetProcAddress);
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const ctx = try sdl.gl.createContext(window);
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sdl.gl.setSwapInterval(.immediate) catch {
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std.debug.print("WARNING: Unable to configure the swap interval.\n", .{});
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};
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const proc: []const u8 = undefined;
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try gl.loadExtensions(proc, glGetProcAddress);
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gl.enable(.blend);
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gl.blendFunc(.src_alpha, .one_minus_src_alpha);
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// Shader stuff
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var mvp_loc: u32 = undefined;
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const program = gl.Program.create();
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{
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const vs = gl.Shader.create(.vertex);
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defer vs.delete();
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const fs = gl.Shader.create(.fragment);
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defer fs.delete();
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var buf = gl.Buffer.gen();
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buf.bind(.array_buffer);
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vs.source(1, &.{@embedFile("shaders/vector.vs")});
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fs.source(1, &.{@embedFile("shaders/fragment.fs")});
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var renderer = Self{ .window = window, .context = ctx, .buffer = buf };
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vs.compile();
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fs.compile();
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program.attach(vs);
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defer program.detach(vs);
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program.attach(fs);
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defer program.detach(fs);
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program.link();
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mvp_loc = program.uniformLocation("mvp").?;
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}
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program.use();
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// Get the matrix that converts coordinates to 1:1 on the screen from the OpenGL default
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{
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const wsize = window.getSize();
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const xunit = @intToFloat(f32, wsize.width);
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const yunit = @intToFloat(f32, wsize.height);
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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gl.uniformMatrix4fv(mvp_loc, false, &.{ortho.fields});
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// Load the shader programs according to the names in the enum
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inline for (std.meta.fields(shaderProgram)) |programEnum| {
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renderer.programs[programEnum.value] = renderer.loadProgram(programEnum.name);
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}
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var vertex_array = gl.VertexArray.gen();
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vertex_array.bind();
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const buf = gl.Buffer.gen();
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buf.bind(.array_buffer);
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gl.vertexAttribPointer(0, 2, .float, false, @sizeOf(f32) * 8, @sizeOf(f32) * 0);
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gl.enableVertexAttribArray(0);
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@ -105,31 +84,74 @@ pub fn init() !Self {
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gl.clearColor(0.91, 0.85, 0.65, 1.00);
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// TODO: See if there's a more optimal solution to this, maybe activating only when necessary
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gl.enable(.blend);
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gl.blendFunc(.src_alpha, .one_minus_src_alpha);
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var text = Texture.fromText("testing123");
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_ = text;
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//text.deinit();
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var text = Text.init("testing123");
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text.deinit();
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return renderer;
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}
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return Self{ .window = window, .context = ctx, .buffer = buf, .color = .{ 0, 0, 0, 0 } };
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fn loadProgram(self: Self, comptime name: []const u8) gl.Program {
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var program = gl.Program.create();
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const vs = gl.Shader.create(.vertex);
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defer vs.delete();
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const fs = gl.Shader.create(.fragment);
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defer fs.delete();
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vs.source(1, &.{@embedFile("shaders/" ++ name ++ ".vert")});
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fs.source(1, &.{@embedFile("shaders/" ++ name ++ ".frag")});
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vs.compile();
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fs.compile();
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program.attach(vs);
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defer program.detach(vs);
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program.attach(fs);
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defer program.detach(fs);
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program.link();
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// Get the matrix that converts coordinates to 1:1 on the screen from the OpenGL default
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if (program.uniformLocation("mvp")) |mvpLocation| {
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const wsize = self.window.getSize();
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const xunit = @intToFloat(f32, wsize.width);
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const yunit = @intToFloat(f32, wsize.height);
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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program.use();
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gl.uniformMatrix4fv(mvpLocation, false, &.{ortho.fields});
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}
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return program;
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}
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pub fn render(self: *Self) void {
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//std.debug.print("Number of rendered elements: {}\n", .{self.test_counter});
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self.test_counter = 0;
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// Render with each of the defined shader programs
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for (self.programs) |_, program_i| {
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self.programs[program_i].use();
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self.buffer.data(f32, &self.vbo, .static_draw);
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self.buffer.data(f32, &(self.vbo[program_i]), .static_draw);
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gl.drawArrays(.triangles, 0, self.vbo_index);
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sdl.gl.swapWindow(self.window);
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gl.clear(.{ .color = true });
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switch (@intToEnum(shaderProgram, program_i)) {
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.color => {
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gl.drawArrays(.triangles, 0, self.vbo_index[program_i]);
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},
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.texture => {
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gl.drawArrays(.triangles, 0, self.vbo_index[program_i]);
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},
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}
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self.vbo_index = 0;
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self.vbo_index[program_i] = 0;
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// Clear the vbo, this really shouldn't be necessary as the index is set to zero,
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// but otherwise it leads to bugs
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self.vbo = .{0.0} ** max_objects;
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self.vbo[program_i] = .{0.0} ** max_objects;
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}
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sdl.gl.swapWindow(self.window);
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gl.clear(.{ .color = true });
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}
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pub fn deinit(self: *Self) void {
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@ -168,8 +190,7 @@ pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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}
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pub fn fillRectangleEx(self: *Self, x: i32, y: i32, w: i32, h: i32, skew_x: i32) void {
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// TODO: Is this still necessary?
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self.test_counter += 1;
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const program_i = @enumToInt(shaderProgram.texture);
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var xf = @intToFloat(f32, x);
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var yf = @intToFloat(f32, y);
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@ -178,29 +199,35 @@ pub fn fillRectangleEx(self: *Self, x: i32, y: i32, w: i32, h: i32, skew_x: i32)
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const skew_x_offset = @intToFloat(f32, skew_x) * hf / 100;
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const i = self.vbo_index;
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const i = self.vbo_index[program_i];
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const vertex_data = [_]f32{
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xf + skew_x_offset, yf, // up-left
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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0.0, 0.0,
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xf + wf + skew_x_offset, yf, // up-right
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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1.0, 0.0,
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xf - skew_x_offset, yf + hf, // down-left
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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0.0, 1.0,
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xf + wf - skew_x_offset, yf + hf, // down-right
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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1.0, 1.0,
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xf + wf + skew_x_offset, yf, // up-right
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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1.0, 0.0,
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xf - skew_x_offset, yf + hf, // down-left
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self.color[0], self.color[1], self.color[2], self.color[3],
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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0.0, 1.0,
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};
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std.mem.copy(f32, self.vbo[i .. i + vertex_data.len], &vertex_data);
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self.vbo_index += vertex_data.len;
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std.mem.copy(f32, self.vbo[program_i][i..], &vertex_data);
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self.vbo_index[program_i] += vertex_data.len;
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}
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fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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@ -216,46 +243,14 @@ pub fn getOutputSize(self: Self) OutputSize {
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};
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}
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const image = [_]u8{
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// 1
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0,0,0,
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255,255,255,
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0,0,0,
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255,255,255,
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// 2
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255,255,255,
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0,0,0,
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255,255,255,
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0,0,0,
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// 1
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0,0,0,
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255,255,255,
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0,0,0,
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255,255,255,
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// 2
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255,255,255,
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0,0,0,
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255,255,255,
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0,0,0,
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};
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const Text = struct {
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const Texture = struct {
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texture: gl.Texture,
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pub fn init(text: [:0]const u8) Text {
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pub fn init(data: [*]const u8, width: usize, height: usize) Texture {
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var tex = gl.genTexture();
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//defer gl.Texture.delete(tex);
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gl.bindTexture(tex, .@"2d");
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var font = sdl.ttf.openFont("res/fonts/MarginaliaRegular-8XlZ.ttf", 200) catch unreachable;
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//defer font.close();
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var surface = font.renderTextBlended(text, sdl.Color.white) catch unreachable;
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const width = @intCast(usize, surface.ptr.w);
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const height = @intCast(usize, surface.ptr.h);
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var newsurf = sdl.c.SDL_ConvertSurfaceFormat(surface.ptr, @enumToInt(sdl.PixelFormatEnum.argb8888), 0) orelse unreachable;
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const data = @ptrCast([*]const u8, newsurf.pixels);
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//defer surface.destroy();
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gl.textureImage2D(.@"2d", 0, .rgba, width, height, .rgba, .unsigned_byte, data);
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gl.texParameter(.@"2d", .wrap_s, .clamp_to_edge);
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@ -263,12 +258,27 @@ const Text = struct {
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gl.texParameter(.@"2d", .min_filter, .linear);
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gl.texParameter(.@"2d", .mag_filter, .linear);
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return Text {
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return Texture{
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.texture = tex,
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};
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}
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pub fn deinit(self: *Text) void {
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_ = self;
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pub fn fromText(text: [:0]const u8) Texture {
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var font = sdl.ttf.openFont("res/fonts/MarginaliaRegular-8XlZ.ttf", 200) catch unreachable;
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defer font.close();
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var surface = font.renderTextBlended(text, sdl.Color.white) catch unreachable;
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defer surface.destroy();
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const width = @intCast(usize, surface.ptr.w);
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const height = @intCast(usize, surface.ptr.h);
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var newsurf = sdl.c.SDL_ConvertSurfaceFormat(surface.ptr, @enumToInt(sdl.PixelFormatEnum.argb8888), 0) orelse unreachable;
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const data = @ptrCast([*]const u8, newsurf.pixels);
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return Texture.init(data, width, height);
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}
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pub fn deinit(self: *Texture) void {
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gl.Texture.delete(self.texture);
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}
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};
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@ -0,0 +1,7 @@
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#version 330 core
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in vec4 color;
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void main(){
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gl_FragColor = color;
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}
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@ -1,16 +1,12 @@
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#version 330 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec4 v_color;
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layout (location = 2) in vec2 texcoord;
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out vec2 Texcoord;
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layout (location = 1) in vec4 vColor;
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out vec4 color;
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uniform mat4 mvp;
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out vec4 color;
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void main() {
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Texcoord = texcoord;
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color = v_color;
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color = vColor;
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gl_Position = mvp * vec4((pos + vec2(0.5, 0.5)), 0, 1);
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}
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@ -1,9 +1,9 @@
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#version 330 core
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in vec2 texcoord;
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in vec4 color;
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in vec2 Texcoord;
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uniform sampler2D tex;
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void main(){
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gl_FragColor = texture(tex, Texcoord) * color;
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gl_FragColor = texture(tex, texcoord) * color;
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}
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@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec4 vColor;
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out vec4 color;
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layout (location = 2) in vec2 vTexcoord;
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out vec2 texcoord;
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uniform mat4 mvp;
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void main() {
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texcoord = vTexcoord;
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color = vColor;
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gl_Position = mvp * vec4((pos + vec2(0.5, 0.5)), 0, 1);
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}
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