Audio module, simple text rendering

This commit is contained in:
MihailRis
2022-03-20 23:48:21 +03:00
committed by GitHub
parent e96fd909ea
commit 1770acbfef
15 changed files with 702 additions and 17 deletions
+74 -2
View File
@@ -1,5 +1,8 @@
#include "Batch2D.h"
#include "Mesh.h"
#include "Texture.h"
#include <GL/glew.h>
Batch2D::Batch2D(size_t capacity) : capacity(capacity),
offset(0),
@@ -8,11 +11,80 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity),
2, 2, 4, 0 //null terminator
};
buffer = new float[capacity];
mesh = new Mesh(nullptr, 0, attrs);
buffer = new float[capacity * 8];
mesh = new Mesh(buffer, 0, attrs);
index = 0;
unsigned char pixels[] = {
255, 255, 255, 255,
};
blank = new Texture(pixels, 1, 1);
_texture = nullptr;
}
Batch2D::~Batch2D(){
delete blank;
delete buffer;
delete mesh;
}
void Batch2D::begin(){
_texture = nullptr;
blank->bind();
}
void Batch2D::vertex(float x, float y,
float u, float v,
float r, float g, float b, float a) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch2D::texture(Texture* new_texture){
if (_texture == new_texture)
return;
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
else
new_texture->bind();
}
void Batch2D::rect(float x, float y, float w, float h){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
vertex(x, y, 0, 0, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
vertex(x, y+h, 0, 1, r,g,b,a);
vertex(x, y, 0, 0, r,g,b,a);
vertex(x+w, y, 1, 0, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
}
void Batch2D::rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,
float r, float g, float b, float a){
vertex(x, y, u, v, r,g,b,a);
vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
vertex(x, y+h, u, v+ty, r,g,b,a);
vertex(x, y, u, v, r,g,b,a);
vertex(x+w, y, u+tx, v, r,g,b,a);
vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
}
void Batch2D::render() {
mesh->reload(buffer, index / 8);
mesh->draw(GL_TRIANGLES);
index = 0;
}
+10
View File
@@ -5,6 +5,7 @@
#include <glm/glm.hpp>
class Mesh;
class Texture;
class Batch2D {
float* buffer;
@@ -12,6 +13,10 @@ class Batch2D {
size_t offset;
glm::vec4 color;
Mesh* mesh;
size_t index;
Texture* blank;
Texture* _texture;
void vertex(float x, float y,
float u, float v,
@@ -20,7 +25,12 @@ public:
Batch2D(size_t capacity);
~Batch2D();
void begin();
void texture(Texture* texture);
void rect(float x, float y, float w, float h);
void rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,
float r, float g, float b, float a);
void render();
};
+40
View File
@@ -0,0 +1,40 @@
#include "Font.h"
#include "Texture.h"
#include "Batch2D.h"
Font::Font(Texture* texture) : texture(texture) {
}
Font::~Font(){
delete texture;
}
void Font::draw(Batch2D* batch, std::string text, int x, int y) {
for (char c : text){
float u = (c % 16) / 16.0f;
float v = 1.0f - ((c / 16) / 16.0f) - 1.0f/16.0f;
batch->rect(x, y, 8, 8, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
int gw = 7;
switch (c){
case 'l':
case 'i':
case 'j':
case '|':
case '.':
case ',':
case ':':
case ';':
gw = 3;
break;
case 't':
gw = 5;
break;
case ' ':
gw = 3;
break;
}
x += gw;
}
}
+18
View File
@@ -0,0 +1,18 @@
#ifndef GRAPHICS_FONT_H_
#define GRAPHICS_FONT_H_
#include <string>
class Texture;
class Batch2D;
class Font {
public:
Texture* texture;
Font(Texture* texture);
~Font();
void draw(Batch2D* batch, std::string text, int x, int y);
};
#endif /* GRAPHICS_FONT_H_ */