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Handle tabs
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@ -14,7 +14,7 @@ import (
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)
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const floatsPerGlyph = 11
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const maxGlyphsPerBatch = 16384
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const MaxGlyphsPerBatch = 16384
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type GlyphRend struct {
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Atlas *FontAtlas
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@ -24,7 +24,7 @@ type GlyphRend struct {
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InstancedBuf buffers.Buffer
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GlyphMat *materials.Material
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GlyphCount int32
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GlyphCount uint32
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//NOTE: Because of the sad realities (bugs?) of CGO, passing an array in a struct
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//to C explodes (Go pointer to Go pointer error) even though passing the same array
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//allocated inside the function is fine (Go potentially can't detect what's happening properly).
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@ -35,6 +35,8 @@ type GlyphRend struct {
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ScreenWidth int32
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ScreenHeight int32
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SpacesPerTab uint
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}
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//DrawTextOpenGLAbs prepares text that will be drawn on the next GlyphRend.Draw call.
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@ -57,20 +59,25 @@ func (gr *GlyphRend) DrawTextOpenGLAbs(text string, screenPos *gglm.Vec3, color
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pos := screenPos.Clone()
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advanceF32 := float32(gr.Atlas.Advance)
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lineHeightF32 := float32(gr.Atlas.LineHeight)
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scale := gglm.NewVec2(advanceF32, lineHeightF32)
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buffIndex := gr.GlyphCount * floatsPerGlyph
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for i := 0; i < len(rs); i++ {
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r := rs[i]
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g := gr.Atlas.Glyphs[r]
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if r == '\n' {
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screenPos.SetY(screenPos.Y() - lineHeightF32)
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pos = screenPos.Clone()
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continue
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} else if r == ' ' {
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pos.SetX(pos.X() + advanceF32)
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pos.AddX(advanceF32)
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continue
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} else if r == '\t' {
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pos.AddX(advanceF32 * float32(gr.SpacesPerTab))
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continue
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}
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scale := gglm.NewVec2(advanceF32, lineHeightF32)
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g := gr.Atlas.Glyphs[r]
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//See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
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//The uvs coming in make it so that glyphs are sitting on top of the baseline (no descent) and with horizontal bearing applied.
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@ -80,33 +87,34 @@ func (gr *GlyphRend) DrawTextOpenGLAbs(text string, screenPos *gglm.Vec3, color
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drawPos.SetY(drawPos.Y() - g.Descent)
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//Add the glyph information to the vbo
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startIndex := gr.GlyphCount * floatsPerGlyph
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//UV
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gr.GlyphVBO[startIndex+0] = g.U
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gr.GlyphVBO[startIndex+1] = g.V
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gr.GlyphVBO[buffIndex+0] = g.U
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gr.GlyphVBO[buffIndex+1] = g.V
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//Color
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gr.GlyphVBO[startIndex+2] = color.R()
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gr.GlyphVBO[startIndex+3] = color.G()
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gr.GlyphVBO[startIndex+4] = color.B()
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gr.GlyphVBO[startIndex+5] = color.A()
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gr.GlyphVBO[buffIndex+2] = color.R()
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gr.GlyphVBO[buffIndex+3] = color.G()
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gr.GlyphVBO[buffIndex+4] = color.B()
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gr.GlyphVBO[buffIndex+5] = color.A()
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//Model Pos
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gr.GlyphVBO[startIndex+6] = roundF32(drawPos.X())
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gr.GlyphVBO[startIndex+7] = roundF32(drawPos.Y())
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gr.GlyphVBO[startIndex+8] = drawPos.Z()
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gr.GlyphVBO[buffIndex+6] = roundF32(drawPos.X())
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gr.GlyphVBO[buffIndex+7] = roundF32(drawPos.Y())
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gr.GlyphVBO[buffIndex+8] = drawPos.Z()
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//Model Scale
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gr.GlyphVBO[startIndex+9] = scale.X()
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gr.GlyphVBO[startIndex+10] = scale.Y()
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gr.GlyphVBO[buffIndex+9] = scale.X()
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gr.GlyphVBO[buffIndex+10] = scale.Y()
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gr.GlyphCount++
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pos.SetX(pos.X() + advanceF32)
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pos.AddX(advanceF32)
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//If we fill the buffer we issue a draw call
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if gr.GlyphCount == maxGlyphsPerBatch {
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if gr.GlyphCount == MaxGlyphsPerBatch {
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gr.Draw()
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buffIndex = 0
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} else {
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buffIndex += floatsPerGlyph
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}
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}
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}
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@ -121,7 +129,7 @@ func (gr *GlyphRend) Draw() {
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gr.InstancedBuf.Bind()
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gr.GlyphMat.Bind()
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gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), gr.GlyphCount)
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gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), int32(gr.GlyphCount))
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gr.GlyphCount = 0
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}
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@ -200,8 +208,9 @@ func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) {
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func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, screenHeight int32) (*GlyphRend, error) {
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gr := &GlyphRend{
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GlyphCount: 0,
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GlyphVBO: make([]float32, floatsPerGlyph*maxGlyphsPerBatch),
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GlyphCount: 0,
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GlyphVBO: make([]float32, floatsPerGlyph*MaxGlyphsPerBatch),
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SpacesPerTab: 4,
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}
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//Create glyph mesh
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