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359 lines
10 KiB
Go
359 lines
10 KiB
Go
// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module ft
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import stbi
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import glm
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import gl
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#flag -I @VROOT/thirdparty/freetype
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#flag @VROOT/thirdparty/freetype/libfreetype.a
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#flag darwin -lpng -lbz2 -lz
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#flag linux -I/usr/include/freetype2
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#flag linux -I.
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#include "ft2build.h"
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#include FT_FREETYPE_H
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struct GG {
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shader gl.Shader
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// use_ortho bool
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width int
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height int
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VAO u32
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rect_vao u32
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rect_vbo u32
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line_vao u32
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line_vbo u32
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VBO u32
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chars []gg.Character
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utf_runes []string
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utf_chars []gg.Character
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text_ctx *GG
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face Face
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scale int // retina = 2 , normal = 1
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}
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struct Character {
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texture_id u32
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size Vec2
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bearing Vec2
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advance u32
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}
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// jfn ft_load_char(face FT_Face, code FT_ULong) Character {
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// fn ft_load_char(_face voidptr, _code voidptr) Character {
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fn ft_load_char(_face Face, code i64) Character {
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// #FT_Face face = *(FT_Face*)(_face); FT_ULong code = *(FT_ULong*)(code);
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# FT_Face face = *((FT_Face*)_face.cobj);
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# if (FT_Load_Char(face, code, FT_LOAD_RENDER))
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{
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println('freetype: Failed to load Glyph')
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exit(1)
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}
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// Generate texture
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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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# 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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// Set texture options
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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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// Now store character for later use
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ch := Character{}
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# ch.texture_id=texture ;
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# ch.size = gg__vec2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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# ch.bearing = gg__vec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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# ch.advance = face->glyph->advance.x;
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return ch
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}
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pub fn new_context_text(cfg Cfg, scale int) *GG {
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// Can only have text in ortho mode
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if !cfg.use_ortho {
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return &GG{text_ctx: 0}
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}
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mut width := cfg.width * scale
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mut height := cfg.height * scale
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font_size := cfg.font_size * scale
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// exit('fs=$font_size')
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// if false {
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// retina
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// width = width * 2// scale// 2
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// height = height * 2// scale// 2
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// font_size *= scale// 2
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// }
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/*
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gl.viewport(0, 0, width, height)
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*/
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// gl.enable(GL_CULL_FACE) // TODO NEED CULL?
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gl.enable(GL_BLEND)
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return &GG{}
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// return &GG{}
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# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader := gl.new_shader('text')
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shader.use()
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projection := glm.ortho(0, width, 0, height)// 0 at BOT
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// projection_new := ortho(0, width, 0, height)// 0 at BOT
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// projection := gl.ortho(0, width,height,0) // 0 at TOP
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shader.set_mat4('projection', projection)
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// FREETYPE
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# FT_Library ft;
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// All functions return a value different than 0 whenever an error occurred
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# if (FT_Init_FreeType(&ft))
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println('ERROR::FREETYPE: Could not init FreeType Library')
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// Load font as face
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// face := FT_Face{}
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mut font_path := 'RobotoMono-Regular.ttf'
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if !os.file_exists(font_path) {
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exePath := os.getexepath()
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exeDir := os.basedir(exePath)
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println('Trying to load from $exeDir')
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font_path = '${exeDir}/RobotoMono-Regular.ttf'
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}
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if !os.file_exists(font_path) {
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println('failed to load RobotoMono-Regular.ttf')
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exit(1)
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}
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# FT_Face face;
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# if (FT_New_Face(ft, font_path.str, 0, &face))
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// # if (FT_New_Face(ft, "/Library/Fonts/Courier New.ttf", 0, &face))
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// # if (FT_New_Face(ft, "/System/Library/Fonts/Apple Color Emoji.ttc", 0, &face))
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{
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println('freetyp: Failed to load font')
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exit(1)
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}
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// Set size to load glyphs as
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# FT_Set_Pixel_Sizes(face, 0, font_size) ;
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// Disable byte-alignment restriction
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# glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Gen texture
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// Load first 128 characters of ASCII set
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mut chars := []gg.Character{}
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f := Face {
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cobj: 0
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}
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# f.cobj = &face;
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// # for (GLubyte c = 0; c < 128; c++)
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for c := 0; c < 128; c++ {
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// ch := Character{}
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// ch:=ft_load_char(face, c)
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// # ch =gg__ft_load_char(&face, &c);
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// ////////////////////////////////
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mut ch := ft_load_char(f, i64(c))
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// s := utf32_to_str(uint(0x043f))
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// s := 'п'
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// ch = ft_load_char(f, s.utf32_code())
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// # ch = gg__ft_load_char(f, 0x043f); // RUS P
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// # unsigned long c = FT_Get_Char_Index(face, 0x043f );
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// # printf("!!!!!!!!! %lu\n", c);
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// # c = FT_Get_Char_Index(face, 0xd0bf );
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// # printf("!!!!!!!!! %lu\n", c);
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// # ch = gg__ft_load_char(f, 0xd0bf) ; // UTF 8
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chars << ch
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}
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ch := Character{}
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// # ch = gg__ft_load_char(f, 0x0000043f);
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// # ch = gg__ft_load_char(f, 128169);
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// chars.push(ch)
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// Configure VAO
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VAO := gl.gen_vertex_array()
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println('new gg text context VAO=$VAO')
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VBO := gl.gen_buffer()
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gl.bind_vao(VAO)
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gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
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// # glBufferData(GL_ARRAY_BUFFER, sizeof(GLf32) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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// # glVertexAttribPointer(0, 4, GL_FLOAT,false, 4 * sizeof(GLf32), 0);
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// # glBindVertexArray(0);
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mut ctx := &GG {
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shader: shader,
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width: width,
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height: height,
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scale: scale
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VAO: VAO,
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VBO: VBO,
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chars: chars,
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face: f
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text_ctx: 0
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}
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ctx.init_utf8_runes()
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return ctx
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}
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// A dirty hack to implement rendering of cyrillic letters.
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// All UTF-8 must be supported.
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fn (ctx mut GG) init_utf8_runes() {
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s := '≈йцукенгшщзхъфывапролджэячсмитьбюЙЦУКЕНГШЩЗХЪФЫВАПРОЛДЖЭЯЧСМИТЬБЮ'
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println(s)
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us := s.ustring()
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for i := 0; i < us.len; i++ {
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_rune := us.at(i)
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ch := ft_load_char(ctx.face, _rune.utf32_code())
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// ctx.utf_rune_map.set(rune, ch)
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ctx.utf_runes << _rune
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ctx.utf_chars << ch
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}
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}
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// fn (ctx &GG) render_text(text string, x, y, scale f32, color gx.Color) {
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pub fn (ctx &GG) draw_text(_x, _y int, text string, cfg gx.TextCfg) {
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// dont draw non ascii for now
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/*
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for i := 0; i < text.len; i++ {
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c := text[i]
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if int(c) > 128 {
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// ctx.text_ctx._draw_text(_x, _y, '[NON ASCII]', cfg)
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// return
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}
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}
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*/
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// # glScissor(0,0,300,300);
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utext := text.ustring_tmp()
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// utext := text.ustring()
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ctx.text_ctx._draw_text(_x, _y, utext, cfg)
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// utext.free()
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// # glScissor(0,0,ctx->width*2,ctx->height*2);
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// gl.disable(GL_SCISSOR_TEST)// TODO
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// #free(text.str);
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}
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fn (ctx &GG) draw_text_fast(_x, _y int, text ustring, cfg gx.TextCfg) {
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ctx.text_ctx._draw_text(_x, _y, text, cfg)
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}
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// TODO HACK with second text context
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// fn (ctx &GG) _draw_text(_x, _y int, text string, cfg gx.TextCfg) {
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fn (ctx &GG) _draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
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/*
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if utext.s.contains('on_seg') {
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println('\nat(0)')
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println(utext.runes)
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firstc := utext.at(0)
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println('drawtext "$utext.s" len=$utext.s.len ulen=$utext.len x=$_x firstc=$firstc')
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if firstc != ' ' {
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exit(1)
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}
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}
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*/
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// println('scale=$ctx.scale size=$cfg.size')
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if cfg.align == gx.ALIGN_RIGHT {
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width := utext.len * 7
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_x -= width + 10
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}
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x := f32(_x) * ctx.scale// f32(2)
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// println('y=$_y height=$ctx.height')
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// _y = _y * int(ctx.scale) //+ 26
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_y = _y * int(ctx.scale) + ((cfg.size * ctx.scale) / 2) + 5 * ctx.scale
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y := f32(ctx.height - _y)
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color := cfg.color
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// Activate corresponding render state
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ctx.shader.use()
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ctx.shader.set_color('textColor', color)
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# glActiveTexture(GL_TEXTURE0);
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gl.bind_vao(ctx.VAO)
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// Iterate through all characters
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// utext := text.ustring()
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for i := 0; i < utext.len; i++ {
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_rune := utext.at(i)
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// println('$i => $_rune')
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mut ch := Character{}
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if _rune.len == 1 {
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idx := _rune[0]
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if idx < 0 || idx >= ctx.chars.len {
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println('BADE RUNE $_rune')
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continue
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}
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ch = ctx.chars[_rune[0]]
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}
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else if _rune.len > 1 {
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// TODO O(1) use map
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for j := 0; j < ctx.utf_runes.len; j++ {
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rune_j := ctx.utf_runes[j]
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// if string_eq(ctx.utf_runes[j], rune) {
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if rune_j==_rune {
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ch = ctx.utf_chars[j]
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break
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}
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}
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}
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if ch.size.x == 0 {
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// continue
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}
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// mut c := int(text[i])
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// c = 128
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// s := 'A'
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// c := int(s[0])
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// ch := ctx.chars[c]
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xpos := x + f32(ch.bearing.x) * 1
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ypos := y - f32(ch.size.y - ch.bearing.y) * 1
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w := f32(ch.size.x) * 1
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h := f32(ch.size.y) * 1
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// Update VBO for each character
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# GLfloat vertices[6][4] = {
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# { xpos, ypos + h, 0.0, 0.0 },
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# { xpos, ypos, 0.0, 1.0 },
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# { xpos + w, ypos, 1.0, 1.0 },
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# { xpos, ypos + h, 0.0, 0.0 },
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# { xpos + w, ypos, 1.0, 1.0 },
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# { xpos + w, ypos + h, 1.0, 0.0 }
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# };
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// t := glfw.get_time()
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// Render glyph texture over quad
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// t1 := glfw.get_time()
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# glBindTexture(GL_TEXTURE_2D, ch.texture_id);
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// Update content of VBO memory
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gl.bind_buffer(GL_ARRAY_BUFFER, ctx.VBO)
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// t2 := glfw.get_time()
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// # glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
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# glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
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// t3 := glfw.get_time()
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// t4 := glfw.get_time()
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// Render quad
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gl.draw_arrays(GL_TRIANGLES, 0, 6)
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// t5 := glfw.get_time()
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// # if (glfw__get_time() - t > 0.001)
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// {
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// # printf("do_text = %f '%s' \n", glfw__get_time() - t, text.str);
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// # printf("t1=%f, t2=%f, t3=%f, t4=%f, t5=%f\n\n\n", t1-t, t2-t1, t3-t2, t4-t3, t5-t4);
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// }
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// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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// Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
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# x += (ch.advance >> 6) * 1;
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}
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gl.bind_vao(u32(0))
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# glBindTexture(GL_TEXTURE_2D, 0);
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// runes.free()
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// #free(runes.data);
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}
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pub fn (ctx &GG) draw_text_def(x, y int, text string) {
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cfg := gx.TextCfg {
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color: gx.Black,
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size: DEFAULT_FONT_SIZE,
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align: gx.ALIGN_LEFT,
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}
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ctx.draw_text(x, y, text, cfg)
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}
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