Files
cudoku/ui.c
T

716 lines
22 KiB
C

#include <stdio.h>
#include <math.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <freetype/ftmm.h>
#include <X11/Xlib.h>
#include <glad/glx.h>
#include "cudoku.h"
#include "shader.h"
#include "audio.h"
#include "ui.h"
#include "x11.h"
#define FONT_PIXEL_SIZE 128
Display *display;
Window window;
Context zephr_context;
Shader font_shader;
Shader ui_shader;
unsigned int font_vao;
unsigned int ui_vao;
unsigned int font_instance_vbo;
unsigned int ui_vbo;
int init_fonts(const char *font_path) {
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
return -1;
}
FT_Face face;
if (FT_New_Face(ft, font_path, 0, &face)) {
return -2;
}
// sets the variable font to be bold
/* if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { */
/* printf("[INFO] Got a variable font\n"); */
/* 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_Done_MM_Var(ft, mm); */
/* } */
FT_Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
int pen_x = 0, pen_y = 0;
/* FT_UInt glyph_idx; */
/* FT_ULong c = FT_Get_First_Char(face, &glyph_idx); */
uint tex_width = 0, tex_height = 0;
for (uint i = 32; i < 128; i++) {
if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
}
/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
tex_width += face->glyph->bitmap.width + 1;
tex_height = max(tex_height, face->glyph->bitmap.rows);
}
printf("[INFO] Texture size: %d,%d\n", tex_width, tex_height);
char *pixels = (char *)calloc(tex_width * tex_height, 1);
for (uint i = 32; i < 128; i++) {
/* while (glyph_idx) { */
if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
}
/* 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 };
zephr_context.font.characters[i] = character;
pen_x += bmp->width + 1;
/* c = FT_Get_Next_Char(face, c, &glyph_idx); */
}
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, tex_width,
tex_height, 0, GL_RED, GL_UNSIGNED_BYTE,
pixels);
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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
zephr_context.font.atlas_texture_id = texture;
glBindTexture(GL_TEXTURE_2D, 0);
FT_Done_Face(face);
FT_Done_FreeType(ft);
free(pixels);
return 0;
}
int init_ui(const char* font_path, Size window_size) {
uint font_vbo;
uint font_ebo;
zephr_context.window_size = window_size;
zephr_context.projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f);
zephr_context.texts.instance_count = 0;
zephr_context.texts.instance_capacity = 16;
zephr_context.texts.instance_data = malloc(sizeof(TextInstance) * zephr_context.texts.instance_capacity);
int res = init_fonts(font_path);
if (res == -1) {
printf("[ERROR]: could not initialize freetype library\n");
return 1;
} else if (res == -2) {
printf("[ERROR]: could not load font file: \"%s\"\n", font_path);
return 1;
}
font_shader = create_shader("shaders/font.vert", "shaders/font.frag");
ui_shader = create_shader("shaders/ui.vert", "shaders/ui.frag");
glGenVertexArrays(1, &font_vao);
glGenVertexArrays(1, &ui_vao);
glGenBuffers(1, &font_vbo);
glGenBuffers(1, &font_instance_vbo);
glGenBuffers(1, &font_ebo);
glGenBuffers(1, &ui_vbo);
float quad_vertices[4][2] = {
{0.0, 1.0}, // top left
{1.0, 1.0}, // top right
{1.0, 0.0}, // bottom right
{0.0, 0.0}, // bottom left
};
int quad_indices[6] = {
0, 1, 2,
2, 3, 0
};
glBindVertexArray(font_vao);
// font quad vbo
glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 2, quad_vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
// font instance vbo
glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)0);
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribIPointer(2, 1, GL_INT, sizeof(TextInstance), (void *)sizeof(Vec4f));
glVertexAttribDivisor(2, 1);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 2 + sizeof(int)));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 3 + sizeof(int)));
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 4 + sizeof(int)));
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
// font ebo
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
use_shader(font_shader);
for (int i = 32; i < 128; i++) {
for (int j = 0; j < 4; j++) {
char text[32];
snprintf(text, 32, "texcoords[%d]", (i - 32) * 4 + j);
set_vec2f(font_shader, text, zephr_context.font.characters[i].tex_coords[j].x, zephr_context.font.characters[i].tex_coords[j].y);
}
}
glBindVertexArray(ui_vao);
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return 0;
}
// Has to be called after calling init_zephr()
void make_window_non_resizable() {
x11_make_window_non_resizable(display, window, zephr_context.window_size.width, zephr_context.window_size.height);
}
int init_zephr(const char* font_path, const char* window_title, Size window_size, Color *clear_color) {
int res = audio_init();
if (res != 0) {
printf("[ERROR]: failed to initialize audio\n");
return 1;
}
res = init_x11(&display, &window, window_title, window_size.width, window_size.height);
if (res < 0) return 1;
res = init_ui(font_path, (Size){ .width = window_size.width, .height = window_size.height });
if (res != 0) {
printf("[ERROR]: failed to initialize ui\n");
return 1;
}
if (clear_color) {
zephr_context.clear_color = *clear_color;
} else {
zephr_context.clear_color = (Color){0.0, 0.0, 0.0, 1.0};
}
get_screen_size(display, &zephr_context.screen_size.width, &zephr_context.screen_size.height);
start_internal_timer();
return 0;
}
void deinit_zephr() {
close_x11(&display, &window);
audio_close();
}
bool zephr_should_quit() {
// TODO: input events
// TODO: window events
// TODO: ui update??
while (XPending(display)) {
XEvent xev;
XNextEvent(display, &xev);
if (xev.type == ConfigureNotify) {
XConfigureEvent xce = xev.xconfigure;
if (xce.width != zephr_context.window_size.width || xce.height != zephr_context.window_size.height) {
zephr_context.window_size = (Size){ .width = xce.width, .height = xce.height };
zephr_context.projection = orthographic_projection_2d(0.f, xce.width, xce.height, 0.f);
resize_x11_window(display, window);
/* set_scale_factor(xce.width, xce.height, &x_scale, &y_scale); */
}
} else if (xev.type == KeyPress) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape ||
(XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) {
zephr_context.should_quit = true;
break;
} else {
/* handle_keypress(xev, &game); */
}
} else if (xev.type == ButtonPress) {
/* if (xev.xbutton.button == Button1) { */
/* int x = xev.xbutton.x; */
/* int y = xev.xbutton.y; */
/* do_selection(&game, x, y, width, height, x_scale, y_scale); */
/* } */
}
}
float r = zephr_context.clear_color.r;
float g = zephr_context.clear_color.g;
float b = zephr_context.clear_color.b;
float a = zephr_context.clear_color.a;
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
/* update_ui(); */
audio_update();
return zephr_context.should_quit;
}
// example of how to batch all text drawing in one drawcall
// this should be called at the end of the frame
void zephr_batch_text_draw() {
glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(TextInstance) * zephr_context.texts.instance_count, zephr_context.texts.instance_data, GL_DYNAMIC_DRAW);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, zephr_context.texts.instance_count);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
zephr_context.texts.instance_count = 0;
memset(zephr_context.texts.instance_data, 0, sizeof(TextInstance) * zephr_context.texts.instance_count);
}
void zephr_swap_buffers() {
glXSwapBuffers(display, window);
}
Size zephr_get_window_size() {
return zephr_context.window_size;
}
Sizef calculate_text_size(const char *text, int font_size) {
float scale = (float)font_size / FONT_PIXEL_SIZE;
Sizef size = { .width = 0, .height = 0 };
int w = 0;
int h = 0;
int max_bearing_h = 0;
// NOTE: I don't like looping through the characters twice, but it's fine for now
for (int i = 0; text[i] != '\0'; i++) {
Character ch = zephr_context.font.characters[(uint)text[i]];
max_bearing_h = max(max_bearing_h, ch.bearing.height);
}
for (int i = 0; text[i] != '\0'; i++) {
Character ch = zephr_context.font.characters[(uint)text[i]];
w += ch.advance / 64;
// remove bearing of first character
if (i == 0 && strlen(text) > 1) {
w -= ch.bearing.width;
}
// remove the trailing width of the last character
if (i == strlen(text) - 1) {
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 (strlen(text) == 1) {
w -= (ch.bearing.width);
}
h = max(h, max_bearing_h - ch.bearing.height + ch.size.height);
}
size.width = (float)w * scale;
size.height = (float)h * scale;
return size;
}
void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_RELATIVE_PIXELS:
case UI_CONSTRAINT_ASPECT_RATIO:
// no-op. fallback to FIXED
case UI_CONSTRAINT_FIXED:
constraints->x = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->x = (value * zephr_context.window_size.width);
break;
}
}
void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_RELATIVE_PIXELS:
case UI_CONSTRAINT_ASPECT_RATIO:
// no-op. fallback to FIXED
case UI_CONSTRAINT_FIXED:
constraints->y = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->y = (value * zephr_context.window_size.height);
break;
}
}
void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_FIXED:
constraints->width = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->width = (value * zephr_context.window_size.width);
break;
case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->width = zephr_context.window_size.width / (float)zephr_context.screen_size.width * value;
break;
case UI_CONSTRAINT_ASPECT_RATIO:
constraints->width = constraints->height * value;
break;
}
}
void set_height_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_FIXED:
constraints->height = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->height = (value * zephr_context.window_size.height);
break;
case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->height = zephr_context.window_size.height / (float)zephr_context.screen_size.height * value;
break;
case UI_CONSTRAINT_ASPECT_RATIO:
constraints->height = constraints->width * value;
break;
}
}
void set_rotation_constraint(UIConstraints *constraints, float angle_d) {
constraints->rotation = angle_d;
}
void apply_constraints(UIConstraints constraints, Vec2f *pos, Sizef *size) {
*pos = (Vec2f){constraints.x, constraints.y};
*size = (Sizef){constraints.width, constraints.height};
}
void apply_alignment(Alignment align, Vec2f *pos, Sizef size) {
switch (align) {
case ALIGN_TOP_LEFT:
pos->x = pos->x;
pos->y = pos->y;
break;
case ALIGN_TOP_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f;
pos->y = pos->y;
break;
case ALIGN_TOP_RIGHT:
pos->x += zephr_context.window_size.width - size.width;
pos->y = pos->y;
break;
case ALIGN_BOTTOM_LEFT:
pos->x = pos->x;
pos->y += zephr_context.window_size.height - size.height;
break;
case ALIGN_BOTTOM_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f;
pos->y += zephr_context.window_size.height - size.height;
break;
case ALIGN_BOTTOM_RIGHT:
pos->x += zephr_context.window_size.width - size.width;
pos->y += zephr_context.window_size.height - size.height;
break;
case ALIGN_LEFT_CENTER:
pos->x = pos->x;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f;
break;
case ALIGN_RIGHT_CENTER:
pos->x += zephr_context.window_size.width - size.width;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f;
break;
case ALIGN_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f;
break;
}
}
void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align) {
use_shader(ui_shader);
if (color) {
set_vec4f(ui_shader, "aColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
} else {
set_vec4f(ui_shader, "aColor", 0.f, 0.f, 0.f, 1.f);
}
set_float(ui_shader, "uiWidth", constraints.width);
set_float(ui_shader, "uiHeight", constraints.height);
set_float(ui_shader, "borderRadius", border_radius);
set_mat4f(ui_shader, "projection", (float *)zephr_context.projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, &pos, size);
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints.rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(font_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[6][4] = {
// bottom left tri
{0, 0 + size.height, 0.0, 1.0},
{0, 0, 0.0, 0.0},
{0 + size.width, 0, 1.0, 0.0},
// top right tri
{0, 0 + size.height, 0.0, 1.0},
{0 + size.width, 0, 1.0, 0.0},
{0 + size.width, 0 + size.height, 1.0, 1.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void draw_circle(UIConstraints constraints, Color *color, Alignment align) {
float radius = 0.f;
if (constraints.width > constraints.height) {
radius = constraints.height / 2.f;
} else {
radius = constraints.width / 2.f;
}
draw_quad(constraints, color, radius, align);
}
void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
use_shader(ui_shader);
if (color) {
set_vec4f(ui_shader, "aColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
} else {
set_vec4f(ui_shader, "aColor", 0.f, 0.f, 0.f, 1.f);
}
set_mat4f(ui_shader, "projection", (float *)zephr_context.projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, &pos, size);
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints.rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(font_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[3][4] = {
{0 + size.width, 0, 0.0, 0.0},
{0, 0, 0.0, 0.0},
{0 + size.width / 2, 0 + size.height, 0.0, 0.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) {
use_shader(font_shader);
if (color) {
set_vec4f(font_shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
} else {
set_vec4f(font_shader, "textColor", 0.f, 0.f, 0.f, 1.f);
}
set_mat4f(font_shader, "projection", (float *)zephr_context.projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = {0};
apply_constraints(constraints, &pos, &size);
Sizef text_size = calculate_text_size(text, FONT_PIXEL_SIZE);
float font_scale = (float)font_size / FONT_PIXEL_SIZE * size.width;
apply_alignment(alignment, &pos, (Sizef){ text_size.width * font_scale, text_size.height * font_scale });
Matrix4x4 model = identity();
apply_scale(&model, (Sizef){font_scale, font_scale});
apply_translation(&model, (Vec2f){-text_size.width * font_scale / 2.f, -text_size.height * font_scale / 2.f});
apply_rotation(&model, to_radians(constraints.rotation));
apply_translation(&model, (Vec2f){text_size.width *font_scale / 2.f, text_size.height * font_scale / 2.f});
apply_translation(&model, pos);
int max_bearing_h = 0;
for (int i = 0; (i < text[i]) != '\0'; i++) {
Character ch = zephr_context.font.characters[(int)text[i]];
max_bearing_h = max(max_bearing_h, ch.bearing.height);
}
float first_char_bearing_w = zephr_context.font.characters[(int)text[0]].bearing.width;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
glBindVertexArray(font_vao);
if (zephr_context.texts.instance_count + strlen(text) >= zephr_context.texts.instance_capacity) {
zephr_context.texts.instance_capacity *= 2;
TextInstance* new_ptr = realloc(zephr_context.texts.instance_data, sizeof(TextInstance) * zephr_context.texts.instance_capacity);
if (!new_ptr) {
printf("Failed to reallocate memory for text instances\n");
exit(1);
} else {
zephr_context.texts.instance_data = new_ptr;
}
}
// we use the original text and character sizes in the loop and then we just
// scale up or down the model matrix to get the desired font size.
// this way everything works out fine and we get to transform the text using the
// model matrix
int c = 0;
int x = 0;
while (text[c] != '\0') {
Character ch = zephr_context.font.characters[(int)text[c]];
// 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
float xpos = (x + (ch.bearing.width - first_char_bearing_w));
float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height};
zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].tex_coords_index = (int)text[c] - 32;
memcpy(zephr_context.texts.instance_data[c + zephr_context.texts.instance_count].model, model.m, sizeof(float[4][4]));
x += (ch.advance >> 6);
c++;
}
zephr_context.texts.instance_count += strlen(text);
}
/* enum Element { */
/* Rect, */
/* Circle, */
/* }; */
/* struct UIElement { */
/* Vec2 pos; */
/* Size size; */
/* Color *color; */
/* enum Element type; */
/* }; */
/* struct UIText { */
/* Vec2 pos; */
/* float scale; */
/* Color *color; */
/* const char* text; */
/* }; */
/* struct UIElement *create_element(Vec2 pos, Size size, Color *color, enum Element type) { */
/* struct UIElement *element = malloc(sizeof(struct UIElement)); */
/* element->pos = pos; */
/* element->size = size; */
/* element->color = color; */
/* element->type = type; */
/* return element; */
/* } */