719 lines
18 KiB
Go
719 lines
18 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 gg
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import stbi
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import glm
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import gl
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#flag darwin -I/usr/local/Cellar/freetype/2.10.0/include/freetype2
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#flag -lfreetype
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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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#include "glad.h"
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struct Vec2 {
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x int
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y int
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}
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import const (
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GL_STATIC_DRAW
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GL_FLOAT
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GL_FALSE
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GL_UNSIGNED_INT
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GL_INT
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)
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const (
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DEFAULT_FONT_SIZE = 12
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)
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pub fn vec2(x, y int) Vec2 {
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res := Vec2 {
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x: x,
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y: y,
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}
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return res
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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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fn init() {
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println(gl.TEXT_VERT)
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gl.init_glad()
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}
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struct Face {
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cobj voidptr
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kek int
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}
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struct Cfg {
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width int
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height int
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use_ortho int
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retina bool
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font_size int
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}
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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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// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
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pub fn new_context(cfg Cfg) *GG {
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// println('new context orhto=$cfg.use_ortho')
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// # glScissor(0,0,300,300);
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shader := gl.new_shader('simple')
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shader.use()
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if cfg.use_ortho > 0 {
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projection := glm.ortho(0, cfg.width, cfg.height, 0)
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/*
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// for debugging broken tetris in gg.o
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# projection.data[0]=0.010000;
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# projection.data[1]=0.000000;
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# projection.data[2]=0.000000;
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# projection.data[3]=0.000000;
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# projection.data[4]=0.000000;
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# projection.data[5]=-0.005000;
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# projection.data[6]=0.000000;
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# projection.data[7]=0.000000;
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# projection.data[8]=0.000000;
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# projection.data[9]=0.000000;
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# projection.data[10]=1.000000;
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# projection.data[11]=0.000000;
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# projection.data[12]=-1.000000;
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# projection.data[13]=1.000000;
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# projection.data[14]=0.000000;
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# projection.data[15]=1.000000;
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*/
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// projection_new := ortho(0, width, height, 0)
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// println('\nORTHO OLD=')
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# for (int i=0;i<16;i++) printf("%d=%f ",i, projection.data[i]);
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// println('\n\n!ORTHO NEW=')
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// # for (int i=0;i<16;i++) printf("%d=%f ",i, projection_new[i]);
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// println('\n\n')
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println('setting o')
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shader.set_mat4('projection', projection)
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}
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else {
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// TODO move to function (allow volt functions to return arrrays without allocations)
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// i := glm.identity3()
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shader.set_mat4('projection', glm.identity())
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}
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VAO := gl.gen_vertex_array()
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println('new gg context VAO=$VAO')
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VBO := gl.gen_buffer()
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mut scale := 1
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if cfg.retina {
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scale = 2
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}
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mut ctx := &GG {
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shader: shader,
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width: cfg.width,
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height: cfg.height,
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VAO: VAO,
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VBO: VBO,
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// /line_vao: gl.gen_vertex_array()
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// /line_vbo: gl.gen_buffer()
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text_ctx: new_context_text(cfg, scale),
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scale: scale
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// use_ortho: use_ortho
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}
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// ctx.init_rect_vao()
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return ctx
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}
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pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 float, c gx.Color) {
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// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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vertices := [
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x1, y1, 0,
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x2, y2, 0,
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x3, y3, 0,
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] !
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
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// but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs
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// (nor VBOs) when it's not directly necessary.
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// gl.bind_vertex_array(uint(0))
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// gl.bind_vertex_array(ctx.VAO)
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gl.draw_arrays(GL_TRIANGLES, 0, 3)
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}
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pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 float, c gx.Color) {
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 1)
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vertices := [
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x1, y1, 0, 0, 0, 0, 1, 1,
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x2, y2, 0, 0, 0, 0, 1, 0,
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x3, y3, 0, 0, 0, 0, 0, 0,
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] !
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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// position attribute
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// color attribute
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gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
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gl.enable_vertex_attrib_array(1)
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// texture attribute
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gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
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// /
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// gl.draw_arrays(GL_TRIANGLES, 0, 3)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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}
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fn (ctx &GG) draw_rect(x, y, w, h float, c gx.Color) {
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// println('gg.draw_rect($x,$y,$w,$h)')
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// wrong order
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// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
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// // ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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// good order. counter clock wise
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// ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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// ctx.draw_triangle(x, y, x + w, y + h, x + w, y, c)
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ctx.draw_rect2(x, y, w, h, c)
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}
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/*
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fn (ctx mut GG) init_rect_vao() {
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ctx.rect_vao = gl.gen_vertex_array()
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ctx.rect_vbo = gl.gen_buffer()
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vertices := [
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x + w, y, 0,
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x + w, y + h, 0,
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x, y + h, 0,
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x, y, 0,
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] !
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indices := [
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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] !
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gl.bind_vao(ctx.rect_vao)
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gl.set_vbo(ctx.rect_vbo, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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// ///////
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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}
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*/
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fn (ctx &GG) draw_rect2(x, y, w, h float, c gx.Color) {
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C.glDeleteBuffers(1, &ctx.VAO)
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C.glDeleteBuffers(1, &ctx.VBO)
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 0)
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// 4--1
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// 3--2
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#ifdef linux
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// y += h
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#endif
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vertices := [
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x + w, y, 0,
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x + w, y + h, 0,
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x, y + h, 0,
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x, y, 0,
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] !
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indices := [
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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] !
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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// ///////
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
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// /////
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_vao(ctx.rect_vao)
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gl.bind_vao(ctx.VAO)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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C.glDeleteBuffers(1, &ebo)
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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 long) 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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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? MEANS SHIT IS BROKEN?
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gl.enable(GL_BLEND)
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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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font_path = '/var/tmp/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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kek: 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, long(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(GLfloat) * 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(GLfloat), 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 float, 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)
|
||
}
|
||
|
||
// TODO HACK with second text context
|
||
// fn (ctx &GG) _draw_text(_x, _y int, text string, cfg gx.TextCfg) {
|
||
fn (ctx &GG) _draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
|
||
/*
|
||
if utext.s.contains('on_seg') {
|
||
println('\nat(0)')
|
||
println(utext.runes)
|
||
firstc := utext.at(0)
|
||
println('drawtext "$utext.s" len=$utext.s.len ulen=$utext.len x=$_x firstc=$firstc')
|
||
if firstc != ' ' {
|
||
exit(1)
|
||
}
|
||
}
|
||
*/
|
||
// println('scale=$ctx.scale size=$cfg.size')
|
||
if cfg.align == gx.ALIGN_RIGHT {
|
||
width := utext.len * 7
|
||
_x -= width + 10
|
||
}
|
||
x := float(_x) * ctx.scale// float(2)
|
||
// println('y=$_y height=$ctx.height')
|
||
// _y = _y * int(ctx.scale) //+ 26
|
||
_y = _y * int(ctx.scale) + ((cfg.size * ctx.scale) / 2) + 5 * ctx.scale
|
||
y := float(ctx.height - _y)
|
||
color := cfg.color
|
||
// Activate corresponding render state
|
||
ctx.shader.use()
|
||
ctx.shader.set_color('textColor', color)
|
||
# glActiveTexture(GL_TEXTURE0);
|
||
gl.bind_vao(ctx.VAO)
|
||
// Iterate through all characters
|
||
// utext := text.ustring()
|
||
for i := 0; i < utext.len; i++ {
|
||
_rune := utext.at(i)
|
||
// println('$i => $_rune')
|
||
mut ch := Character{}
|
||
if _rune.len == 1 {
|
||
idx := _rune[0]
|
||
if idx < 0 || idx >= ctx.chars.len {
|
||
println('BADE RUNE $_rune')
|
||
continue
|
||
}
|
||
ch = ctx.chars[_rune[0]]
|
||
}
|
||
else if _rune.len > 1 {
|
||
// TODO O(1) use map
|
||
for j := 0; j < ctx.utf_runes.len; j++ {
|
||
rune_j := ctx.utf_runes[j]
|
||
// if string_eq(ctx.utf_runes[j], rune) {
|
||
if rune_j.eq(_rune) {
|
||
ch = ctx.utf_chars[j]
|
||
break
|
||
}
|
||
}
|
||
}
|
||
if ch.size.x == 0 {
|
||
// continue
|
||
}
|
||
// mut c := int(text[i])
|
||
// c = 128
|
||
// s := 'A'
|
||
// c := int(s[0])
|
||
// ch := ctx.chars[c]
|
||
xpos := x + float(ch.bearing.x) * 1
|
||
ypos := y - float(ch.size.y - ch.bearing.y) * 1
|
||
w := float(ch.size.x) * 1
|
||
h := float(ch.size.y) * 1
|
||
// Update VBO for each character
|
||
# GLfloat vertices[6][4] = {
|
||
# { xpos, ypos + h, 0.0, 0.0 },
|
||
# { xpos, ypos, 0.0, 1.0 },
|
||
# { xpos + w, ypos, 1.0, 1.0 },
|
||
# { xpos, ypos + h, 0.0, 0.0 },
|
||
# { xpos + w, ypos, 1.0, 1.0 },
|
||
# { xpos + w, ypos + h, 1.0, 0.0 }
|
||
# };
|
||
// t := glfw.get_time()
|
||
// Render glyph texture over quad
|
||
// t1 := glfw.get_time()
|
||
# glBindTexture(GL_TEXTURE_2D, ch.texture_id);
|
||
// Update content of VBO memory
|
||
gl.bind_buffer(GL_ARRAY_BUFFER, ctx.VBO)
|
||
// t2 := glfw.get_time()
|
||
// # glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
|
||
# glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
|
||
// t3 := glfw.get_time()
|
||
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
|
||
// t4 := glfw.get_time()
|
||
// Render quad
|
||
gl.draw_arrays(GL_TRIANGLES, 0, 6)
|
||
// t5 := glfw.get_time()
|
||
// # if (glfw__get_time() - t > 0.001)
|
||
// {
|
||
// # printf("do_text = %f '%s' \n", glfw__get_time() - t, text.str);
|
||
// # printf("t1=%f, t2=%f, t3=%f, t4=%f, t5=%f\n\n\n", t1-t, t2-t1, t3-t2, t4-t3, t5-t4);
|
||
// }
|
||
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
||
// Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
|
||
# x += (ch.advance >> 6) * 1;
|
||
}
|
||
gl.bind_vao(u32(0))
|
||
# glBindTexture(GL_TEXTURE_2D, 0);
|
||
// runes.free()
|
||
// #free(runes.data);
|
||
}
|
||
|
||
fn (ctx &GG) draw_text_def(x, y int, text string) {
|
||
cfg := gx.TextCfg {
|
||
color: gx.BLACK,
|
||
size: DEFAULT_FONT_SIZE,
|
||
align: gx.ALIGN_LEFT,
|
||
}
|
||
ctx.draw_text(x, y, text, cfg)
|
||
}
|
||
|
||
fn update() {
|
||
// # ui__post_empty_event();
|
||
}
|
||
|
||
pub fn (c GG) circle(x, y, r int) {
|
||
}
|
||
|
||
fn (c GG) fill_color(color gx.Color) {
|
||
}
|
||
|
||
fn (c GG) fill() {
|
||
}
|
||
|
||
fn (c GG) move_to(x, y int) {
|
||
}
|
||
|
||
fn (c GG) line_to(x, y int) {
|
||
}
|
||
|
||
fn (c GG) stroke_width(size int) {
|
||
}
|
||
|
||
fn (c GG) stroke_color(color gx.Color) {
|
||
}
|
||
|
||
fn (c GG) stroke() {
|
||
}
|
||
|
||
fn (c GG) save() {
|
||
}
|
||
|
||
fn (c GG) restore() {
|
||
}
|
||
|
||
fn (c GG) intersect_scissor(x, y, w, h int) {
|
||
}
|
||
|
||
fn (c GG) translate(x, y int) {
|
||
}
|
||
|
||
fn (c GG) create_font(name, file string) int {
|
||
return 0
|
||
}
|
||
|
||
fn (c GG) text(x, y int, text string) {
|
||
}
|
||
|
||
fn (c GG) text_box(x, y, max int, text string) {
|
||
}
|
||
|
||
fn (c GG) font_face(f string) {
|
||
}
|
||
|
||
fn (c GG) font_size(size int) {
|
||
}
|
||
|
||
fn (c GG) text_align(a int) {
|
||
}
|
||
|
||
pub fn create_image(file string) u32 {
|
||
println('gg create image "$file"')
|
||
if file.contains('twitch') {
|
||
return u32(0)// TODO
|
||
}
|
||
if !os.file_exists(file) {
|
||
println('gg create image no such file "$file"')
|
||
return u32(0)
|
||
}
|
||
texture := gl.gen_texture()
|
||
img := stbi.load(file)
|
||
gl.bind_2d_texture(texture)
|
||
img.tex_image_2d()
|
||
gl.generate_mipmap(GL_TEXTURE_2D)
|
||
img.free()
|
||
// println('gg end')
|
||
return texture
|
||
}
|
||
|
||
pub fn (ctx &GG) draw_line_c(x, y, x2, y2 int, color gx.Color) {
|
||
C.glDeleteBuffers(1, &ctx.VAO)
|
||
C.glDeleteBuffers(1, &ctx.VBO)
|
||
ctx.shader.use()
|
||
ctx.shader.set_color('color', color)
|
||
vertices := [float(x), float(y), float(x2), float(y2)] !
|
||
gl.bind_vao(ctx.VAO)
|
||
gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
|
||
gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
|
||
gl.enable_vertex_attrib_array(0)
|
||
gl.bind_vao(ctx.VAO)
|
||
gl.draw_arrays(GL_LINES, 0, 2)
|
||
}
|
||
|
||
pub fn (c &GG) draw_line(x, y, x2, y2 int) {
|
||
c.draw_line_c(x, y, x2, y2, gx.GRAY)
|
||
}
|
||
|
||
pub fn (c &GG) draw_vertical(x, y, height int) {
|
||
c.draw_line(x, y, x, y + height)
|
||
}
|
||
|
||
// fn (ctx &GG) draw_image(x, y, w, h float, img stbi.Image) {
|
||
pub fn (ctx &GG) draw_image(x, y, w, h float, tex_id u32) {
|
||
// println('DRAW IMAGE $x $y $w $h $tex_id')
|
||
ctx.shader.use()
|
||
// ctx.shader.set_color('color', c)
|
||
ctx.shader.set_int('has_texture', 1)
|
||
// 4--1
|
||
// | |
|
||
// 3--2
|
||
vertices := [
|
||
x + w, y, 0, 1, 0, 0, 1, 1,
|
||
x + w, y + h, 0, 0, 1, 0, 1, 0,
|
||
x, y + h, 0, 0, 0, 1, 0, 0,
|
||
x, y, 0, 1, 1, 0, 0, 1,
|
||
] !
|
||
indices := [
|
||
0, 1, 3,// first triangle
|
||
1, 2, 3// second triangle
|
||
] !
|
||
// VAO := gl.gen_vertex_array()
|
||
// VBO := gl.gen_buffer()
|
||
gl.bind_vao(ctx.VAO)
|
||
gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
|
||
ebo := gl.gen_buffer()
|
||
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
|
||
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0)
|
||
gl.enable_vertex_attrib_array(0)
|
||
gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
|
||
gl.enable_vertex_attrib_array(1)
|
||
gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
|
||
gl.enable_vertex_attrib_array(2)
|
||
gl.bind_2d_texture(u32(tex_id))
|
||
gl.bind_vao(ctx.VAO)
|
||
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
|
||
}
|
||
|
||
pub fn (c &GG) draw_empty_rect(x, y, w, h int, color gx.Color) {
|
||
c.draw_line_c(x, y, x + w, y, color)
|
||
c.draw_line_c(x, y, x, y + h, color)
|
||
c.draw_line_c(x, y + h, x + w, y + h, color)
|
||
c.draw_line_c(x + w, y, x + w, y + h, color)
|
||
}
|
||
|