bunch of test things

also new camera class
This commit is contained in:
Claire Schwarzer 2026-02-02 03:12:29 +01:00
parent b47c5e27d8
commit 89e47fa56c
10 changed files with 496 additions and 54 deletions

View file

@ -23,6 +23,7 @@ add_executable(Engine2026
engine/texture.h engine/texture.h
engine/mesh.h engine/mesh.h
vendor/glad/glad.c vendor/glad/glad.c
engine/camera.h
) )
target_include_directories(Engine2026 PRIVATE target_include_directories(Engine2026 PRIVATE

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@ -1,4 +1,4 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor; layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord; layout (location = 2) in vec2 aTexCoord;
@ -6,9 +6,14 @@ layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor; out vec3 ourColor;
out vec2 TexCoord; out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() void main()
{ {
gl_Position = vec4(aPos, 1.0); //gl_Position = vec4(aPos, 1.0);
gl_Position = projection * view * model * vec4(aPos, 1.0);
ourColor = aColor; ourColor = aColor;
TexCoord = aTexCoord; TexCoord = aTexCoord;

12
engine/camera.h Normal file
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@ -0,0 +1,12 @@
#ifndef ENGINE2026_CAMERA_H
#define ENGINE2026_CAMERA_H
class Camera
{
public:
Camera();
};
#endif

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@ -1,5 +1,4 @@
#pragma once 
#include <exception> #include <exception>
#include <vector> #include <vector>
#include <glad/glad.h> #include <glad/glad.h>
@ -59,8 +58,9 @@ public:
void Draw() const void Draw() const
{ {
glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount), //glBindVertexArray(VAO);
GL_UNSIGNED_INT, nullptr); //glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount),
// GL_UNSIGNED_INT, nullptr);
} }
}; };

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@ -83,25 +83,57 @@ public:
{ {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
} }
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const void setInt(const std::string &name, int value) const
{ {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value); glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
} }
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const void setFloat(const std::string &name, float value) const
{ {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value); glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
} }
void setVec2(const std::string &name, float v0, float v1) const // ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const
{ {
glUniform2f(glGetUniformLocation(ID, name.c_str()), v0, v1); glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
} }
void setVec3(const std::string &name, float v0, float v1, float v2) const void setVec2(const std::string &name, float x, float y) const
{ {
glUniform3f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2); glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
} }
void setVec4(const std::string &name, float v0, float v1, float v2, float v3) const // ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const
{ {
glUniform4f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2, v3); glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
} }
private: private:

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@ -1,10 +1,9 @@
#pragma once 
#include <iostream> #include <iostream>
#include <glad/glad.h> #include <glad/glad.h>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <stb_image/stb_image.h> #include <stb/stb_image.h>
class Texture class Texture
{ {
@ -48,7 +47,7 @@ public:
void Draw() const void Draw() const
{ {
glActiveTexture(GL_TEXTURE); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ID); glBindTexture(GL_TEXTURE_2D, ID);
} }
}; };

126
main.cpp
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@ -1,4 +1,5 @@
#include <iomanip>
#include <iostream> #include <iostream>
#include <glad/glad.h> #include <glad/glad.h>
@ -6,6 +7,7 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include "stb/stb_easy_font.h"
#include <engine/mesh.h> #include <engine/mesh.h>
#include <engine/shader.h> #include <engine/shader.h>
@ -78,10 +80,52 @@ int main(int argc, char* argv[])
// Load Shader // Load Shader
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag"); Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
std::vector<Vertex> vertices = { std::vector<Vertex> vertices = {
{ 1, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, { -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f },
{ 1, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f }, { 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 0.0f },
{ 0, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f }, { 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 1.0f },
{ 0, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f } { 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 1.0f },
{ -0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f },
// Back face (+z) green-ish
{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
{ 0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
{ -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
// Left face (-x) blue-ish
{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 0.0f },
{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
// Right face (+x) yellow-ish
{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
{ 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
// Bottom face (-y) magenta-ish
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
{ -0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 0.0f },
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
// Top face (+y) cyan-ish
{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f }
}; };
std::vector<unsigned int> indices = { std::vector<unsigned int> indices = {
0, 1, 3, 0, 1, 3,
@ -90,16 +134,6 @@ int main(int argc, char* argv[])
Mesh testMesh(vertices, indices); Mesh testMesh(vertices, indices);
std::vector<Vertex> vertices2 = {
{ 0, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.6f, 1.0f },
{ 0, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
{ -1, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
{ -1, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }
};
Mesh testMesh2(vertices2, indices);
Texture texture1("assets/wall.jpg"); Texture texture1("assets/wall.jpg");
Texture texture2("assets/awesomeface.png", true); Texture texture2("assets/awesomeface.png", true);
@ -107,25 +141,79 @@ int main(int argc, char* argv[])
shaderTest.setInt("ourTexture", 0); shaderTest.setInt("ourTexture", 0);
shaderTest.setInt("decal", 1); shaderTest.setInt("decal", 1);
glm::vec3 cubePositions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
// Render Loop // Render Loop
double lastTime = 0.0;
int nbFrames = 0;
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
// Calculate FPS
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0) { // Update every second
double fps = nbFrames / (currentTime - lastTime);
std::cout << fps << std::endl;
nbFrames = 0;
lastTime += 1.0;
}
// Input processing // Input processing
processInput(window); processInput(window);
// Rendering // Rendering
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
shaderTest.Use();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1.ID); glBindTexture(GL_TEXTURE_2D, texture1.ID);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2.ID); glBindTexture(GL_TEXTURE_2D, texture2.ID);
testMesh.Draw(); shaderTest.Use();
testMesh2.Draw();
// Test
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
glm::mat4 view = glm::mat4(1.0f);
// note that we're translating the scene in the reverse direction of where we want to move
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
shaderTest.setMat4("model", model);
shaderTest.setMat4("view", view);
shaderTest.setMat4("projection", projection);
//testMesh.Draw();
glBindVertexArray(testMesh.VAO);
for(unsigned int i = 0; i < 10; i++)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
shaderTest.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
// Call events & swap buffers // Call events & swap buffers
glfwSwapBuffers(window); glfwSwapBuffers(window);

305
vendor/stb/stb_easy_font.h vendored Normal file
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@ -0,0 +1,305 @@
// stb_easy_font.h - v1.1 - bitmap font for 3D rendering - public domain
// Sean Barrett, Feb 2015
//
// Easy-to-deploy,
// reasonably compact,
// extremely inefficient performance-wise,
// crappy-looking,
// ASCII-only,
// bitmap font for use in 3D APIs.
//
// Intended for when you just want to get some text displaying
// in a 3D app as quickly as possible.
//
// Doesn't use any textures, instead builds characters out of quads.
//
// DOCUMENTATION:
//
// int stb_easy_font_width(char *text)
// int stb_easy_font_height(char *text)
//
// Takes a string and returns the horizontal size and the
// vertical size (which can vary if 'text' has newlines).
//
// int stb_easy_font_print(float x, float y,
// char *text, unsigned char color[4],
// void *vertex_buffer, int vbuf_size)
//
// Takes a string (which can contain '\n') and fills out a
// vertex buffer with renderable data to draw the string.
// Output data assumes increasing x is rightwards, increasing y
// is downwards.
//
// The vertex data is divided into quads, i.e. there are four
// vertices in the vertex buffer for each quad.
//
// The vertices are stored in an interleaved format:
//
// x:float
// y:float
// z:float
// color:uint8[4]
//
// You can ignore z and color if you get them from elsewhere
// This format was chosen in the hopes it would make it
// easier for you to reuse existing vertex-buffer-drawing code.
//
// If you pass in NULL for color, it becomes 255,255,255,255.
//
// Returns the number of quads.
//
// If the buffer isn't large enough, it will truncate.
// Expect it to use an average of ~270 bytes per character.
//
// If your API doesn't draw quads, build a reusable index
// list that allows you to render quads as indexed triangles.
//
// void stb_easy_font_spacing(float spacing)
//
// Use positive values to expand the space between characters,
// and small negative values (no smaller than -1.5) to contract
// the space between characters.
//
// E.g. spacing = 1 adds one "pixel" of spacing between the
// characters. spacing = -1 is reasonable but feels a bit too
// compact to me; -0.5 is a reasonable compromise as long as
// you're scaling the font up.
//
// LICENSE
//
// See end of file for license information.
//
// VERSION HISTORY
//
// (2020-02-02) 1.1 make everything static so can compile it in more than one src file
// (2017-01-15) 1.0 space character takes same space as numbers; fix bad spacing of 'f'
// (2016-01-22) 0.7 width() supports multiline text; add height()
// (2015-09-13) 0.6 #include <math.h>; updated license
// (2015-02-01) 0.5 First release
//
// CONTRIBUTORS
//
// github:vassvik -- bug report
// github:podsvirov -- fix multiple definition errors
#if 0
// SAMPLE CODE:
//
// Here's sample code for old OpenGL; it's a lot more complicated
// to make work on modern APIs, and that's your problem.
//
void print_string(float x, float y, char *text, float r, float g, float b)
{
static char buffer[99999]; // ~500 chars
int num_quads;
num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer));
glColor3f(r,g,b);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 16, buffer);
glDrawArrays(GL_QUADS, 0, num_quads*4);
glDisableClientState(GL_VERTEX_ARRAY);
}
#endif
#ifndef INCLUDE_STB_EASY_FONT_H
#define INCLUDE_STB_EASY_FONT_H
#include <stdlib.h>
#include <math.h>
static struct stb_easy_font_info_struct {
unsigned char advance;
unsigned char h_seg;
unsigned char v_seg;
} stb_easy_font_charinfo[96] = {
{ 6, 0, 0 }, { 3, 0, 0 }, { 5, 1, 1 }, { 7, 1, 4 },
{ 7, 3, 7 }, { 7, 6, 12 }, { 7, 8, 19 }, { 4, 16, 21 },
{ 4, 17, 22 }, { 4, 19, 23 }, { 23, 21, 24 }, { 23, 22, 31 },
{ 20, 23, 34 }, { 22, 23, 36 }, { 19, 24, 36 }, { 21, 25, 36 },
{ 6, 25, 39 }, { 6, 27, 43 }, { 6, 28, 45 }, { 6, 30, 49 },
{ 6, 33, 53 }, { 6, 34, 57 }, { 6, 40, 58 }, { 6, 46, 59 },
{ 6, 47, 62 }, { 6, 55, 64 }, { 19, 57, 68 }, { 20, 59, 68 },
{ 21, 61, 69 }, { 22, 66, 69 }, { 21, 68, 69 }, { 7, 73, 69 },
{ 9, 75, 74 }, { 6, 78, 81 }, { 6, 80, 85 }, { 6, 83, 90 },
{ 6, 85, 91 }, { 6, 87, 95 }, { 6, 90, 96 }, { 7, 92, 97 },
{ 6, 96,102 }, { 5, 97,106 }, { 6, 99,107 }, { 6,100,110 },
{ 6,100,115 }, { 7,101,116 }, { 6,101,121 }, { 6,101,125 },
{ 6,102,129 }, { 7,103,133 }, { 6,104,140 }, { 6,105,145 },
{ 7,107,149 }, { 6,108,151 }, { 7,109,155 }, { 7,109,160 },
{ 7,109,165 }, { 7,118,167 }, { 6,118,172 }, { 4,120,176 },
{ 6,122,177 }, { 4,122,181 }, { 23,124,182 }, { 22,129,182 },
{ 4,130,182 }, { 22,131,183 }, { 6,133,187 }, { 22,135,191 },
{ 6,137,192 }, { 22,139,196 }, { 6,144,197 }, { 22,147,198 },
{ 6,150,202 }, { 19,151,206 }, { 21,152,207 }, { 6,155,209 },
{ 3,160,210 }, { 23,160,211 }, { 22,164,216 }, { 22,165,220 },
{ 22,167,224 }, { 22,169,228 }, { 21,171,232 }, { 21,173,233 },
{ 5,178,233 }, { 22,179,234 }, { 23,180,238 }, { 23,180,243 },
{ 23,180,248 }, { 22,189,248 }, { 22,191,252 }, { 5,196,252 },
{ 3,203,252 }, { 5,203,253 }, { 22,210,253 }, { 0,214,253 },
};
static unsigned char stb_easy_font_hseg[214] = {
97,37,69,84,28,51,2,18,10,49,98,41,65,25,81,105,33,9,97,1,97,37,37,36,
81,10,98,107,3,100,3,99,58,51,4,99,58,8,73,81,10,50,98,8,73,81,4,10,50,
98,8,25,33,65,81,10,50,17,65,97,25,33,25,49,9,65,20,68,1,65,25,49,41,
11,105,13,101,76,10,50,10,50,98,11,99,10,98,11,50,99,11,50,11,99,8,57,
58,3,99,99,107,10,10,11,10,99,11,5,100,41,65,57,41,65,9,17,81,97,3,107,
9,97,1,97,33,25,9,25,41,100,41,26,82,42,98,27,83,42,98,26,51,82,8,41,
35,8,10,26,82,114,42,1,114,8,9,73,57,81,41,97,18,8,8,25,26,26,82,26,82,
26,82,41,25,33,82,26,49,73,35,90,17,81,41,65,57,41,65,25,81,90,114,20,
84,73,57,41,49,25,33,65,81,9,97,1,97,25,33,65,81,57,33,25,41,25,
};
static unsigned char stb_easy_font_vseg[253] = {
4,2,8,10,15,8,15,33,8,15,8,73,82,73,57,41,82,10,82,18,66,10,21,29,1,65,
27,8,27,9,65,8,10,50,97,74,66,42,10,21,57,41,29,25,14,81,73,57,26,8,8,
26,66,3,8,8,15,19,21,90,58,26,18,66,18,105,89,28,74,17,8,73,57,26,21,
8,42,41,42,8,28,22,8,8,30,7,8,8,26,66,21,7,8,8,29,7,7,21,8,8,8,59,7,8,
8,15,29,8,8,14,7,57,43,10,82,7,7,25,42,25,15,7,25,41,15,21,105,105,29,
7,57,57,26,21,105,73,97,89,28,97,7,57,58,26,82,18,57,57,74,8,30,6,8,8,
14,3,58,90,58,11,7,74,43,74,15,2,82,2,42,75,42,10,67,57,41,10,7,2,42,
74,106,15,2,35,8,8,29,7,8,8,59,35,51,8,8,15,35,30,35,8,8,30,7,8,8,60,
36,8,45,7,7,36,8,43,8,44,21,8,8,44,35,8,8,43,23,8,8,43,35,8,8,31,21,15,
20,8,8,28,18,58,89,58,26,21,89,73,89,29,20,8,8,30,7,
};
typedef struct
{
unsigned char c[4];
} stb_easy_font_color;
static int stb_easy_font_draw_segs(float x, float y, unsigned char *segs, int num_segs, int vertical, stb_easy_font_color c, char *vbuf, int vbuf_size, int offset)
{
int i,j;
for (i=0; i < num_segs; ++i) {
int len = segs[i] & 7;
x += (float) ((segs[i] >> 3) & 1);
if (len && offset+64 <= vbuf_size) {
float y0 = y + (float) (segs[i]>>4);
for (j=0; j < 4; ++j) {
* (float *) (vbuf+offset+0) = x + (j==1 || j==2 ? (vertical ? 1 : len) : 0);
* (float *) (vbuf+offset+4) = y0 + ( j >= 2 ? (vertical ? len : 1) : 0);
* (float *) (vbuf+offset+8) = 0.f;
* (stb_easy_font_color *) (vbuf+offset+12) = c;
offset += 16;
}
}
}
return offset;
}
static float stb_easy_font_spacing_val = 0;
static void stb_easy_font_spacing(float spacing)
{
stb_easy_font_spacing_val = spacing;
}
static int stb_easy_font_print(float x, float y, char *text, unsigned char color[4], void *vertex_buffer, int vbuf_size)
{
char *vbuf = (char *) vertex_buffer;
float start_x = x;
int offset = 0;
stb_easy_font_color c = { 255,255,255,255 }; // use structure copying to avoid needing depending on memcpy()
if (color) { c.c[0] = color[0]; c.c[1] = color[1]; c.c[2] = color[2]; c.c[3] = color[3]; }
while (*text && offset < vbuf_size) {
if (*text == '\n') {
y += 12;
x = start_x;
} else {
unsigned char advance = stb_easy_font_charinfo[*text-32].advance;
float y_ch = advance & 16 ? y+1 : y;
int h_seg, v_seg, num_h, num_v;
h_seg = stb_easy_font_charinfo[*text-32 ].h_seg;
v_seg = stb_easy_font_charinfo[*text-32 ].v_seg;
num_h = stb_easy_font_charinfo[*text-32+1].h_seg - h_seg;
num_v = stb_easy_font_charinfo[*text-32+1].v_seg - v_seg;
offset = stb_easy_font_draw_segs(x, y_ch, &stb_easy_font_hseg[h_seg], num_h, 0, c, vbuf, vbuf_size, offset);
offset = stb_easy_font_draw_segs(x, y_ch, &stb_easy_font_vseg[v_seg], num_v, 1, c, vbuf, vbuf_size, offset);
x += advance & 15;
x += stb_easy_font_spacing_val;
}
++text;
}
return (unsigned) offset/64;
}
static int stb_easy_font_width(char *text)
{
float len = 0;
float max_len = 0;
while (*text) {
if (*text == '\n') {
if (len > max_len) max_len = len;
len = 0;
} else {
len += stb_easy_font_charinfo[*text-32].advance & 15;
len += stb_easy_font_spacing_val;
}
++text;
}
if (len > max_len) max_len = len;
return (int) ceil(max_len);
}
static int stb_easy_font_height(char *text)
{
float y = 0;
int nonempty_line=0;
while (*text) {
if (*text == '\n') {
y += 12;
nonempty_line = 0;
} else {
nonempty_line = 1;
}
++text;
}
return (int) ceil(y + (nonempty_line ? 12 : 0));
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/