add GLTexture class; use from Font::Glyph
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@ -58,14 +58,6 @@ namespace jes
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m_loaded = false;
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}
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Font::Glyph::~Glyph()
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{
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if (m_loaded)
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{
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glDeleteTextures(1, &m_texture_id);
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}
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}
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bool Font::Glyph::load(FT_Face face, FT_ULong char_code)
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{
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if (FT_Load_Char(face, char_code, FT_LOAD_RENDER) != 0)
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@ -84,24 +76,30 @@ namespace jes
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width);
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}
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glGenTextures(1, &m_texture_id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture_id);
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m_texture = new GLTexture();
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m_texture->create(width, height);
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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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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, texture);
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delete[] texture;
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float s = 1.0 / (width * 2);
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float t = 1.0 / (height * 2);
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float s_min = 0.5 / m_texture->get_width();
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float s_max = (width - 0.5) / m_texture->get_width();
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float t_min = 0.5 / m_texture->get_height();
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float t_max = (height - 0.5) / m_texture->get_height();
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GLfloat box[4][4] = {
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{(GLfloat)left, (GLfloat)(top - height), s, t},
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{(GLfloat)(left + width - 1), (GLfloat)(top - height), 1 - s, t},
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{(GLfloat)left, (GLfloat)(top - 1), s, 1 - t},
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{(GLfloat)(left + width - 1), (GLfloat)(top - 1), 1 - s, 1 - t},
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{(GLfloat)left, (GLfloat)(top - height),
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s_min, t_min},
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{(GLfloat)(left + width - 1), (GLfloat)(top - height),
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s_max, t_min},
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{(GLfloat)left, (GLfloat)(top - 1),
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s_min, t_max},
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{(GLfloat)(left + width - 1), (GLfloat)(top - 1),
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s_max, t_max},
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};
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glGenBuffers(1, &m_vbo_id);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
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@ -6,6 +6,7 @@
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#include FT_FREETYPE_H
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#include "gl3w.h"
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#include <unordered_map>
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#include "GLTexture.h"
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namespace jes
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{
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@ -16,12 +17,11 @@ namespace jes
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{
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public:
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Glyph();
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~Glyph();
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bool load(FT_Face face, FT_ULong char_code);
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int get_advance() { return m_advance; }
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void render()
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{
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glBindTexture(GL_TEXTURE_2D, m_texture_id);
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m_texture->bind();
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
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@ -30,7 +30,7 @@ namespace jes
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protected:
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bool m_loaded;
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int m_advance;
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GLuint m_texture_id;
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GLTextureRef m_texture;
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GLuint m_vbo_id;
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};
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typedef Ref<Glyph> GlyphRef;
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43
src/gui/GLTexture.cc
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43
src/gui/GLTexture.cc
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@ -0,0 +1,43 @@
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#include "GLTexture.h"
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#include <iostream>
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using namespace std;
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namespace jes
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{
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GLTexture::GLTexture()
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{
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glGenTextures(1, &m_id);
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m_width = 0u;
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m_height = 0u;
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}
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GLTexture::~GLTexture()
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{
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glDeleteTextures(1, &m_id);
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}
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uint32_t GLTexture::next_power_of_2(uint32_t n)
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{
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n--;
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n |= n >> 1u;
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n |= n >> 2u;
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n |= n >> 4u;
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n |= n >> 8u;
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n |= n >> 16u;
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n++;
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return n;
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}
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void GLTexture::create(unsigned int width, unsigned int height)
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{
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m_width = width = next_power_of_2(width);
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m_height = height = next_power_of_2(height);
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uint8_t * d = new uint8_t[width * height];
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memset(d, 0, width * height);
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bind();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, d);
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delete[] d;
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}
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}
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29
src/gui/GLTexture.h
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29
src/gui/GLTexture.h
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@ -0,0 +1,29 @@
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#ifndef GLTEXTURE_H
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#define GLTEXTURE_H
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#include "jes/Ref.h"
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#include "gl3w.h"
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#include <stdint.h>
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namespace jes
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{
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class GLTexture
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{
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public:
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GLTexture();
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~GLTexture();
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GLuint get_id() { return m_id; }
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void bind() { glBindTexture(GL_TEXTURE_2D, m_id); }
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static uint32_t next_power_of_2(uint32_t n);
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void create(unsigned int width, unsigned int height);
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unsigned int get_width() { return m_width; }
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unsigned int get_height() { return m_height; }
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protected:
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GLuint m_id;
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unsigned int m_width;
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unsigned int m_height;
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};
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typedef Ref<GLTexture> GLTextureRef;
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}
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#endif
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