implemented unicode support and generation of font atlas texture

This commit is contained in:
2023-12-11 23:00:31 +02:00
committed by Illusion
parent 29adeb37ea
commit 3f4f9c5103
11 changed files with 2064 additions and 59 deletions
+2
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@@ -1,2 +1,4 @@
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#define STB_DS_IMPLEMENTATION
#include "stb_ds.h"
+1895
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File diff suppressed because it is too large Load Diff
+1 -1
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@@ -3,7 +3,7 @@ CC=gcc
CFLAGS=-Wall -Wextra -O3 -pedantic -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb -I3rdparty/fmod/include CFLAGS=-Wall -Wextra -O3 -pedantic -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb -I3rdparty/fmod/include
OBJ=main.o x11.o cudoku.o shader.o font.o helper.o audio.o timer.o ui.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o OBJ=main.o x11.o cudoku.o shader.o font.o helper.o audio.o timer.o ui.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
LDFLAGS=`pkg-config --libs x11 freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod LDFLAGS=`pkg-config --libs x11 freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod
DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h 3rdparty/fmod/include/fmod.h DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h 3rdparty/stb/stb_ds.h 3rdparty/fmod/include/fmod.h
%.o: %.c $(DEPS) %.o: %.c $(DEPS)
$(CC) -c -o $@ $< $(CFLAGS) $(CC) -c -o $@ $< $(CFLAGS)
+7 -7
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@@ -29,7 +29,7 @@ static const int quad_indices[] = {
static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f}; static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
static const char *win_text = "You won!"; static const wide_str *win_text = U"You won!";
static const char *help_texts[HELP_TEXT_SIZE] = { static const char *help_texts[HELP_TEXT_SIZE] = {
"F1 - Toggle help", "F1 - Toggle help",
@@ -52,7 +52,7 @@ void draw_win() {
Color bg_color = {233.f, 84.f, 32.f, 200.f}; Color bg_color = {233.f, 84.f, 32.f, 200.f};
Color text_color = {237.f, 225.f, 215.f, 255.f}; Color text_color = {237.f, 225.f, 215.f, 255.f};
UIConstraints constraints; UIConstraints constraints = {0};
/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
/* set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
/* set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED); */ /* set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED); */
@@ -61,13 +61,13 @@ void draw_win() {
Alignment align = ALIGN_CENTER; Alignment align = ALIGN_CENTER;
int font_size = 72.0f; int font_size = 72.0f;
Sizef text_size = calculate_text_size(win_text, font_size); /* Sizef text_size = calculate_text_size(win_text, font_size); */
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED); /* set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED); */
set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED); /* set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED); */
set_rotation_constraint(&constraints, get_time() * 50.f); /* set_rotation_constraint(&constraints, 0); */
/* UIConstraints circle_const; */ /* UIConstraints circle_const; */
/* set_x_constraint(&circle_const, 50, UI_CONSTRAINT_FIXED); */ /* set_x_constraint(&circle_const, 50, UI_CONSTRAINT_FIXED); */
@@ -76,7 +76,7 @@ void draw_win() {
/* set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED); */ /* set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED); */
/* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */ /* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */
draw_quad(constraints, &bg_color, 0.0, align); /* draw_quad(constraints, &bg_color, 0.0, align); */
/* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */ /* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */
/* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */ /* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */
/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
+8
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@@ -70,6 +70,14 @@ Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, floa
return result; return result;
} }
uint wide_str_len(const wide_str *text) {
uint len = 0;
for (uint i = 0; text[i] != '\0'; i++) {
len++;
}
return len;
}
int max(int a, int b) { int max(int a, int b) {
return a > b ? a : b; return a > b ? a : b;
} }
+5
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@@ -1,13 +1,18 @@
#pragma once #pragma once
#include <stdlib.h>
#include "z_math.h" #include "z_math.h"
typedef unsigned int wide_str;
Matrix4x4 identity(); Matrix4x4 identity();
void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier); void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier);
void apply_scale(Matrix4x4 *matrix, Sizef scale); void apply_scale(Matrix4x4 *matrix, Sizef scale);
void apply_rotation(Matrix4x4 *model, float angle); void apply_rotation(Matrix4x4 *model, float angle);
void apply_translation(Matrix4x4 *matrix, Vec2f pos); void apply_translation(Matrix4x4 *matrix, Vec2f pos);
Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top); Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top);
uint wide_str_len(const wide_str *text);
int max(int a, int b); int max(int a, int b);
float maxf(float a, float b); float maxf(float a, float b);
float clampf(float value, float min, float max); float clampf(float value, float min, float max);
+1 -1
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@@ -4,7 +4,7 @@
#include <time.h> #include <time.h>
#include <glad/glx.h> #include <glad/glx.h>
#include "3rdparty/stb/stb_image.h" #include <stb_image.h>
#include "cudoku.h" #include "cudoku.h"
#include "ui.h" #include "ui.h"
+10
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@@ -5,7 +5,17 @@ out vec4 FragColor;
uniform sampler2D text; uniform sampler2D text;
uniform vec4 textColor; uniform vec4 textColor;
const float smoothness = 0.05;
const float outlineDistance = 0.50;
const vec4 outlineColor = vec4(0.0, 0.0, 0.0, 1.0);
void main() { void main() {
//float distance = texture(text, v_TexCoords).r;
//float outlineFactor = smoothstep(0.5 - smoothness, 0.5 + smoothness, distance);
//vec4 color = mix(outlineColor, textColor, outlineFactor);
//float alpha = smoothstep(outlineDistance - smoothness, outlineDistance + smoothness, distance);
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, v_TexCoords).r); vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, v_TexCoords).r);
FragColor = textColor * sampled; FragColor = textColor * sampled;
//FragColor = vec4(color.rgb, textColor.a * alpha);
} }
+18 -2
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@@ -1,4 +1,20 @@
- maybe force the window to be a specific resolution - maybe force the window to be a specific resolution
- border decorations for shapes - border decorations for shapes
- look into SDF/vector text - remove the hardcoded 1920 and 1080 values when applying relative pixel constraints
- unicode support? and replace them with the screen's currently active resolution
text rendering improvements
- [x] unicode support (allows for non-ascii characters)
- [x] atlas texture for text glyphs (this means we only load in one texture for all text)
- SDF generation allowing for better text scaling (slower but visually better)
- SDF is too slow if we want to support unicode. it's acceptably fast for ascii only though.
- An alternative is to use MSDF at a much lower pixel height (e.g 16) which results in
better scaling than SDF (almost perfect) and is fast enough to include unicode.
- Another alternative is using a pre-baked SDF texture atlas. This is the fastest
but it's also the least flexible because we can't load arbitrary fonts
- Maybe also rendering text as vector using bezier curves. Sounds like a lot of work though.
Will probably end up using MSDF (if I can get it to work with C lol)
- instanced rendering for text (this means we only have to do one draw call for all text)
+96 -39
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@@ -6,6 +6,7 @@
#include <freetype/ftmm.h> #include <freetype/ftmm.h>
#include <X11/Xlib.h> #include <X11/Xlib.h>
#include <glad/glx.h> #include <glad/glx.h>
#include <stb_ds.h>
#include "cudoku.h" #include "cudoku.h"
#include "shader.h" #include "shader.h"
@@ -19,7 +20,6 @@ Display *display;
Window window; Window window;
Context zephr_context; Context zephr_context;
Character characters[128];
Shader font_shader; Shader font_shader;
Shader ui_shader; Shader ui_shader;
unsigned int font_vao; unsigned int font_vao;
@@ -40,42 +40,96 @@ int init_fonts(const char *font_path) {
return -2; return -2;
} }
if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { // sets the variable font to be bold
printf("[INFO] Got a variable font\n"); /* if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { */
FT_MM_Var *mm; /* printf("[INFO] Got a variable font\n"); */
FT_Get_MM_Var(face, &mm); /* FT_MM_Var *mm; */
/* FT_Get_MM_Var(face, &mm); */
FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords); /* FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords); */
FT_Done_MM_Var(ft, mm); /* FT_Done_MM_Var(ft, mm); */
} /* } */
FT_Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE); FT_Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (int c = 0; c < 128; c++) { uint max_dim = (1 + (face->size->metrics.height >> 6)) * ceilf(sqrtf(face->num_glyphs));
uint tex_width = 1;
while (tex_width < max_dim) {
tex_width <<= 1;
}
uint tex_height = tex_width;
char *pixels = (char *)calloc(tex_width * tex_height, 1);
int pen_x = 0, pen_y = 0;
FT_UInt glyph_idx;
FT_ULong c = FT_Get_First_Char(face, &glyph_idx);
while (glyph_idx) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
printf("[ERROR]: failed to load glyph for char '%c'\n", c); printf("[ERROR]: failed to load glyph for char '0x%lx'\n", c);
}
/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
FT_Bitmap *bmp = &face->glyph->bitmap;
if (pen_x + bmp->width >= tex_width) {
pen_x = 0;
pen_y += (1 + (face->size->metrics.height >> 6));
}
for (uint row = 0; row < bmp->rows; row++) {
for (uint col = 0; col < bmp->width; col++) {
int x = pen_x + col;
int y = pen_y + row;
pixels[y * tex_width + x] = bmp->buffer[row * bmp->pitch + col];
}
}
float atlas_x0 = (float)pen_x / (float)tex_width;
float atlas_y0 = (float)pen_y / (float)tex_height;
float atlas_x1 = (float)(pen_x + bmp->width) / (float)tex_width;
float atlas_y1 = (float)(pen_y + bmp->rows) / (float)tex_height;
Vec2f top_left = (Vec2f){ .x = atlas_x0, .y = atlas_y1 };
Vec2f top_right = (Vec2f){ .x = atlas_x1, .y = atlas_y1 };
Vec2f bottom_right = (Vec2f){ .x = atlas_x1, .y = atlas_y0 };
Vec2f bottom_left = (Vec2f){ .x = atlas_x0, .y = atlas_y0 };
Character character;
character.tex_coords[0] = top_left;
character.tex_coords[1] = top_right;
character.tex_coords[2] = bottom_right;
character.tex_coords[3] = bottom_left;
character.advance = face->glyph->advance.x;
character.size = (Size){ .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
character.bearing = (Size){ .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
hmput(zephr_context.font.characters, c, character);
pen_x += bmp->width + 1;
c = FT_Get_Next_Char(face, c, &glyph_idx);
} }
unsigned int texture; unsigned int texture;
glGenTextures(1, &texture); glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, tex_width,
face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, tex_height, 0, GL_RED, GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer); pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
characters[c].texture_id = texture; zephr_context.font.atlas_texture_id = texture;
characters[c].advance = face->glyph->advance.x;
characters[c].size = (Size){ .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
characters[c].bearing = (Size){ .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
}
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
@@ -213,7 +267,7 @@ Size zephr_get_window_size() {
return zephr_context.window_size; return zephr_context.window_size;
} }
Sizef calculate_text_size(const char *text, int font_size) { Sizef calculate_text_size(const wide_str *text, int font_size) {
float scale = (float)font_size / FONT_PIXEL_SIZE; float scale = (float)font_size / FONT_PIXEL_SIZE;
Sizef size = { .width = 0, .height = 0 }; Sizef size = { .width = 0, .height = 0 };
int w = 0; int w = 0;
@@ -221,27 +275,29 @@ Sizef calculate_text_size(const char *text, int font_size) {
int max_bearing_h = 0; int max_bearing_h = 0;
// NOTE: I don't like looping through the characters twice, but it's fine for now // NOTE: I don't like looping through the characters twice, but it's fine for now
for (uint i = 0; i < strlen(text); i++) { for (uint i = 0; (i < text[i]) != '\0'; i++) {
Character ch = characters[(uint)text[i]]; Character ch = hmget(zephr_context.font.characters, (uint)text[i]);
/* Character ch = characters[(uint)text[i]]; */
max_bearing_h = max(max_bearing_h, ch.bearing.height); max_bearing_h = max(max_bearing_h, ch.bearing.height);
} }
for (uint i = 0; i < strlen(text); i++) { for (uint i = 0; (i < text[i]) != '\0'; i++) {
Character ch = characters[(uint)text[i]]; Character ch = hmget(zephr_context.font.characters, (uint)text[i]);
/* Character ch = characters[(uint)text[i]]; */
w += ch.advance / 64; w += ch.advance / 64;
// remove bearing of first character // remove bearing of first character
if (i == 0 && strlen(text) > 1) { if (i == 0 && wide_str_len(text) > 1) {
w -= ch.bearing.width; w -= ch.bearing.width;
} }
// remove the trailing width of the last character // remove the trailing width of the last character
if (i == strlen(text) - 1) { if (i == wide_str_len(text) - 1) {
w -= ((ch.advance / 64) - (ch.bearing.width + ch.size.width)); w -= ((ch.advance / 64) - (ch.bearing.width + ch.size.width));
} }
// if we only have one character in the text, then remove the bearing width // if we only have one character in the text, then remove the bearing width
if (strlen(text) == 1) { if (wide_str_len(text) == 1) {
w -= (ch.bearing.width); w -= (ch.bearing.width);
} }
@@ -469,7 +525,7 @@ void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
glBindVertexArray(0); glBindVertexArray(0);
} }
void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) { void draw_text(const wide_str* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) {
use_shader(font_shader); use_shader(font_shader);
if (color) { if (color) {
set_vec4f(font_shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f); set_vec4f(font_shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
@@ -500,14 +556,16 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
set_mat4f(font_shader, "model", (float *)model.m); set_mat4f(font_shader, "model", (float *)model.m);
int max_bearing_h = 0; int max_bearing_h = 0;
for (uint i = 0; i < strlen(text); i++) { for (uint i = 0; (i < text[i]) != '\0'; i++) {
Character ch = characters[(int)text[i]]; Character ch = hmget(zephr_context.font.characters, text[i]);
/* Character ch = characters[(int)text[i]]; */
max_bearing_h = max(max_bearing_h, ch.bearing.height); max_bearing_h = max(max_bearing_h, ch.bearing.height);
} }
float first_char_bearing_w = characters[(int)text[0]].bearing.width; float first_char_bearing_w = hmget(zephr_context.font.characters, (int)text[0]).bearing.width;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
glBindVertexArray(font_vao); glBindVertexArray(font_vao);
// we use the original text and character sizes in the loop and then we just // we use the original text and character sizes in the loop and then we just
@@ -517,24 +575,23 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
int c = 0; int c = 0;
int x = 0; int x = 0;
while (text[c] != '\0') { while (text[c] != '\0') {
Character ch = characters[(int)text[c]]; Character ch = hmget(zephr_context.font.characters, text[c]);
/* Character ch = characters[(int)text[c]]; */
// subtract the bearing width of the first character to remove the extra space // subtract the bearing width of the first character to remove the extra space
// at the start of the text and move every char to the left by that width // at the start of the text and move every char to the left by that width
float xpos = (x + (ch.bearing.width - first_char_bearing_w)); float xpos = (x + (ch.bearing.width - first_char_bearing_w));
float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h)); float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
float vertices[6][4] = { float vertices[6][4] = {
{xpos, ypos + ch.size.height, 0.0, 1.0}, {xpos, ypos + ch.size.height, ch.tex_coords[0].x, ch.tex_coords[0].y},
{xpos, ypos, 0.0, 0.0}, {xpos, ypos, ch.tex_coords[3].x, ch.tex_coords[3].y},
{xpos + ch.size.width, ypos, 1.0, 0.0}, {xpos + ch.size.width, ypos, ch.tex_coords[2].x, ch.tex_coords[2].y},
{xpos, ypos + ch.size.height, 0.0, 1.0}, {xpos, ypos + ch.size.height, ch.tex_coords[0].x, ch.tex_coords[0].y},
{xpos + ch.size.width, ypos, 1.0, 0.0}, {xpos + ch.size.width, ypos, ch.tex_coords[2].x, ch.tex_coords[2].y},
{xpos + ch.size.width, ypos + ch.size.height, 1.0, 1.0}, {xpos + ch.size.width, ypos + ch.size.height, ch.tex_coords[1].x, ch.tex_coords[1].y},
}; };
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, font_vbo); glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
+15 -3
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@@ -1,20 +1,32 @@
#pragma once #pragma once
#include <stdbool.h> #include <stdbool.h>
#include <stdlib.h>
#include "z_math.h" #include "z_math.h"
typedef struct Character { typedef struct Character {
unsigned int texture_id;
Size size; Size size;
Size bearing; Size bearing;
unsigned int advance; unsigned int advance;
Vec2f tex_coords[4]; // the 4 corners of the character quad
} Character; } Character;
typedef struct Characters {
uint key;
Character value;
} Characters;
typedef struct ZephFont {
Characters *characters;
unsigned int atlas_texture_id;
} ZephFont;
typedef struct { typedef struct {
bool should_quit; bool should_quit;
Color clear_color; Color clear_color;
Size window_size; Size window_size;
ZephFont font;
Matrix4x4 projection; Matrix4x4 projection;
} Context; } Context;
@@ -59,5 +71,5 @@ void set_rotation_constraint(UIConstraints *constraints, float angle_d);
void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align); void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align);
void draw_circle(UIConstraints constraints, Color *color, Alignment align); void draw_circle(UIConstraints constraints, Color *color, Alignment align);
void draw_triangle(UIConstraints constraints, Color *color, Alignment align); void draw_triangle(UIConstraints constraints, Color *color, Alignment align);
void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment align); void draw_text(const uint* text, int font_size, UIConstraints constraints, Color *color, Alignment align);
Sizef calculate_text_size(const char *text, int font_size); Sizef calculate_text_size(const uint *text, int font_size);