Audio module, simple text rendering
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@@ -1,5 +1,8 @@
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#include "Batch2D.h"
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#include "Mesh.h"
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#include "Texture.h"
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#include <GL/glew.h>
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Batch2D::Batch2D(size_t capacity) : capacity(capacity),
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offset(0),
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@@ -8,11 +11,80 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity),
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2, 2, 4, 0 //null terminator
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};
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buffer = new float[capacity];
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mesh = new Mesh(nullptr, 0, attrs);
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buffer = new float[capacity * 8];
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mesh = new Mesh(buffer, 0, attrs);
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index = 0;
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unsigned char pixels[] = {
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255, 255, 255, 255,
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};
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blank = new Texture(pixels, 1, 1);
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_texture = nullptr;
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}
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Batch2D::~Batch2D(){
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delete blank;
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delete buffer;
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delete mesh;
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}
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void Batch2D::begin(){
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_texture = nullptr;
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blank->bind();
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}
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void Batch2D::vertex(float x, float y,
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float u, float v,
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float r, float g, float b, float a) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = u;
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buffer[index++] = v;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch2D::texture(Texture* new_texture){
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if (_texture == new_texture)
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return;
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_texture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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else
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new_texture->bind();
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}
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void Batch2D::rect(float x, float y, float w, float h){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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vertex(x, y+h, 0, 1, r,g,b,a);
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x+w, y, 1, 0, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a){
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vertex(x, y, u, v, r,g,b,a);
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vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
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vertex(x, y+h, u, v+ty, r,g,b,a);
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vertex(x, y, u, v, r,g,b,a);
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vertex(x+w, y, u+tx, v, r,g,b,a);
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vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
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}
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void Batch2D::render() {
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mesh->reload(buffer, index / 8);
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mesh->draw(GL_TRIANGLES);
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index = 0;
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}
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