mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
delay text rendering until end of frame which renders ALL text in one draw call
This commit is contained in:
Vendored
-2
@@ -1,4 +1,2 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#define STB_DS_IMPLEMENTATION
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#include "stb_ds.h"
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Vendored
-1895
File diff suppressed because it is too large
Load Diff
@@ -59,14 +59,14 @@ void draw_win() {
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/* set_height_constraint(&constraints, window.height, UI_CONSTRAINT_FIXED); */
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Alignment align = ALIGN_TOP_LEFT;
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int font_size = 84.0f;
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int font_size = 72.0f;
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Sizef text_size = calculate_text_size(win_text, font_size);
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/* Sizef text_size = calculate_text_size(win_text, font_size); */
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
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/* set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED); */
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/* set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED); */
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/* set_rotation_constraint(&constraints, 0); */
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/* UIConstraints circle_const; */
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@@ -76,7 +76,7 @@ void draw_win() {
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/* set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED); */
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/* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */
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draw_quad(constraints, &bg_color, 0.0, align);
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/* draw_quad(constraints, &bg_color, 0.0, align); */
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/* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */
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/* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */
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/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
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@@ -89,15 +89,6 @@ void draw_win() {
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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/* set_rotation_constraint(&constraints, 0); */
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draw_text(win_text, font_size, constraints, &text_color, align);
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/* for (int i = 0; i < 100; i++) { */
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/* int x = rand() % window.width; */
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/* int y = rand() % window.height; */
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/* set_x_constraint(&constraints, x, UI_CONSTRAINT_FIXED); */
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/* set_y_constraint(&constraints, y, UI_CONSTRAINT_FIXED); */
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/* draw_text(win_text, font_size, constraints, &text_color, align); */
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/* } */
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}
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void set_scale_factor(int width, int height, float *x, float *y) {
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@@ -203,6 +203,8 @@ int main(int argc, char *argv[]) {
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/* float x = clampf(500.0f * timer_elapsed(&my_time), 0.0, window_size.width - size.width); */
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/* draw_text("Bruh", 1.0f, (Vec2){0.0, size.height}, &(Color){255.f, 0.f, 0.f, 255.f}); */
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zephr_batch_text_draw();
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zephr_swap_buffers();
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}
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/* while (!quit) { */
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+1
-1
@@ -4,10 +4,10 @@ layout (location = 0) in vec2 vertex;
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// per instance
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layout (location = 1) in vec4 offset;
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layout (location = 2) in int tex_index;
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layout (location = 3) in mat4 model; // this takes locations 3,4,5,6
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out vec2 v_TexCoords;
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uniform mat4 projection;
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uniform mat4 model;
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// buffer for all the 96 ascii characters' texcoords
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uniform vec2 texcoords[96 * 4];
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@@ -1,5 +1,6 @@
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- maybe force the window to be a specific resolution
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- border decorations for shapes
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- "premade" (but also customizable) ui elements (buttons, text boxes, etc) with instanced rendering
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- maybe force the window to be a specific resolution (for cudoku only? or all games?)
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- border decorations for shapes (maybe. or maybe only for ui elements)
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- remove the hardcoded 1920 and 1080 values when applying relative pixel constraints
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and replace them with the screen's currently active resolution
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@@ -28,17 +29,3 @@ text rendering improvements
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instances of text in one draw call without exceeding any buffer limits. Of course this does mean that if we were to support
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unicode we'd have to make the uniform array bigger and its size dynamic. So unicode is dropped for now
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text tests / iGPU / Non-instaned rendering
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- 10 texts / 72 font size
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0.8-0.9ms per frame (1200-1300fps)
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- 100 texts / 48 font size
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1.2-1.3ms per frame (770-830fps)
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- 1000 texts / 28 font size
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9-9.5ms per frame (105-110fps)
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- 10000 texts / 9 font size
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80-85ms per frame (12-13fps)
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@@ -6,7 +6,6 @@
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#include <freetype/ftmm.h>
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#include <X11/Xlib.h>
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#include <glad/glx.h>
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#include <stb_ds.h>
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#include "cudoku.h"
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#include "shader.h"
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@@ -19,11 +18,6 @@
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Display *display;
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Window window;
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typedef struct InstanceData {
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Vec4f position;
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int tex_coords_index;
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} InstanceData;
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Context zephr_context;
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Shader font_shader;
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Shader ui_shader;
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@@ -32,8 +26,6 @@ unsigned int ui_vao;
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unsigned int font_instance_vbo;
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unsigned int ui_vbo;
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// TODO: instanced rendering of ui elements
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int init_fonts(const char *font_path) {
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FT_Library ft;
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if (FT_Init_FreeType(&ft)) {
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@@ -60,17 +52,10 @@ int init_fonts(const char *font_path) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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/* uint max_dim = (1 + (face->size->metrics.height >> 6)) * ceilf(sqrtf(face->num_glyphs)); */
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/* uint tex_width = 1; */
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/* while (tex_width < max_dim) { */
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/* tex_width <<= 1; */
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/* } */
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/* uint tex_height = tex_width; */
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int pen_x = 0, pen_y = 0;
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FT_UInt glyph_idx;
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FT_ULong c = FT_Get_First_Char(face, &glyph_idx);
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/* FT_UInt glyph_idx; */
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/* FT_ULong c = FT_Get_First_Char(face, &glyph_idx); */
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uint tex_width = 0, tex_height = 0;
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for (uint i = 32; i < 128; i++) {
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@@ -166,6 +151,9 @@ int init_ui(const char* font_path, Size window_size) {
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zephr_context.window_size = window_size;
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zephr_context.projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f);
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zephr_context.texts.instance_count = 0;
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zephr_context.texts.instance_capacity = 16;
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zephr_context.texts.instance_data = malloc(sizeof(TextInstance) * zephr_context.texts.instance_capacity);
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int res = init_fonts(font_path);
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if (res == -1) {
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@@ -209,11 +197,23 @@ int init_ui(const char* font_path, Size window_size) {
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// font instance vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (void *)0);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)0);
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glVertexAttribDivisor(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(InstanceData), (void *)sizeof(Vec4f));
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(TextInstance), (void *)sizeof(Vec4f));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 2 + sizeof(int)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 3 + sizeof(int)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 4 + sizeof(int)));
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glVertexAttribDivisor(3, 1);
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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// font ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
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@@ -325,9 +325,17 @@ bool zephr_should_quit() {
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// example of how to batch all text drawing in one drawcall
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// this should be called at the end of the frame
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/* void batch_text_draw(&zephr_context.texts) {
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* do something with zephr_context.texts
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}*/
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void zephr_batch_text_draw() {
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TextInstance) * zephr_context.texts.instance_count, zephr_context.texts.instance_data, GL_DYNAMIC_DRAW);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, zephr_context.texts.instance_count);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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zephr_context.texts.instance_count = 0;
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}
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void zephr_swap_buffers() {
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glXSwapBuffers(display, window);
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@@ -621,8 +629,6 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
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apply_translation(&model, pos);
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set_mat4f(font_shader, "model", (float *)model.m);
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int max_bearing_h = 0;
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for (int i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = zephr_context.font.characters[(int)text[i]];
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@@ -635,45 +641,39 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
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glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
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glBindVertexArray(font_vao);
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InstanceData* instance_data = malloc(sizeof(InstanceData) * strlen(text));
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// we use the original text and character sizes in the loop and then we just
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// scale up or down the model matrix to get the desired font size.
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// this way everything works out fine and we get to transform the text using the
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// model matrix
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int c = 0;
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int x = 0;
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/* int line = 0; */
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while (text[c] != '\0') {
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Character ch = zephr_context.font.characters[(int)text[c]];
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// subtract the bearing width of the first character to remove the extra space
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// at the start of the text and move every char to the left by that width
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float xpos = (x + (ch.bearing.width - first_char_bearing_w));
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float ypos = /*(line * text_size.height) + */(text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
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float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
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/* if (text[c] == '\n') { */
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/* line++; */
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/* x = 0; */
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/* c++; */
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/* continue; */
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/* } */
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instance_data[c].position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height};
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instance_data[c].tex_coords_index = (int)text[c] - 32;
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zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height};
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zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].tex_coords_index = (int)text[c] - 32;
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memcpy(zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].model, model.m, sizeof(float[4][4]));
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x += (ch.advance >> 6);
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c++;
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}
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(InstanceData) * strlen(text), instance_data, GL_DYNAMIC_DRAW);
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zephr_context.texts.instance_count += strlen(text);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, strlen(text));
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free(instance_data);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (zephr_context.texts.instance_count >= zephr_context.texts.instance_capacity) {
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zephr_context.texts.instance_capacity *= 2;
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TextInstance* new_ptr = realloc(zephr_context.texts.instance_data, sizeof(TextInstance) * zephr_context.texts.instance_capacity);
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if (!new_ptr) {
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printf("Failed to reallocate memory for text instances\n");
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exit(1);
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} else {
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zephr_context.texts.instance_data = new_ptr;
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}
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}
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}
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/* enum Element { */
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@@ -17,11 +17,24 @@ typedef struct ZephFont {
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unsigned int atlas_texture_id;
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} ZephFont;
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typedef struct {
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typedef struct TextInstance {
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Vec4f position;
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int tex_coords_index;
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float model[4][4];
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} TextInstance;
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typedef struct Text {
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TextInstance *instance_data;
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int instance_count;
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int instance_capacity;
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} Text;
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typedef struct Context {
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bool should_quit;
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Color clear_color;
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Size window_size;
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ZephFont font;
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Text texts;
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Matrix4x4 projection;
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} Context;
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@@ -58,6 +71,7 @@ void deinit_zephr();
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bool zephr_should_quit();
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void zephr_swap_buffers();
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Size zephr_get_window_size();
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void zephr_batch_text_draw();
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void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type);
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void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type);
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void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type);
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