Added texture mapped font rendering.

This commit is contained in:
Marvin Blum
2016-08-07 00:32:16 +02:00
parent ed39081300
commit 3c1fb484b9
6 changed files with 290 additions and 169 deletions

View File

@@ -5,4 +5,4 @@
* limit FPS * limit FPS
* fullscreen * fullscreen
* simple access to default resources like GetTex() * simple access to default resources like GetTex()
* text rendering + font loading * ~~text rendering + font loading~~

View File

@@ -0,0 +1,113 @@
[
{"char":"a", "x": 0, "y": 0, "offset": 0},
{"char":"b", "x": 1, "y": 0, "offset": 0},
{"char":"c", "x": 2, "y": 0, "offset": 0},
{"char":"d", "x": 3, "y": 0, "offset": 0},
{"char":"e", "x": 4, "y": 0, "offset": 0},
{"char":"f", "x": 5, "y": 0, "offset": 0},
{"char":"g", "x": 6, "y": 0, "offset": 0},
{"char":"h", "x": 7, "y": 0, "offset": 0},
{"char":"i", "x": 8, "y": 0, "offset": 0},
{"char":"j", "x": 9, "y": 0, "offset": 0},
{"char":"k", "x": 10, "y": 0, "offset": 0},
{"char":"l", "x": 11, "y": 0, "offset": 0},
{"char":"m", "x": 12, "y": 0, "offset": 0},
{"char":"n", "x": 13, "y": 0, "offset": 0},
{"char":"o", "x": 14, "y": 0, "offset": 0},
{"char":"p", "x": 15, "y": 0, "offset": 0},
{"char":"q", "x": 16, "y": 0, "offset": 0},
{"char":"r", "x": 17, "y": 0, "offset": 0},
{"char":"s", "x": 18, "y": 0, "offset": 0},
{"char":"t", "x": 19, "y": 0, "offset": 0},
{"char":"u", "x": 20, "y": 0, "offset": 0},
{"char":"v", "x": 21, "y": 0, "offset": 0},
{"char":"w", "x": 22, "y": 0, "offset": 0},
{"char":"x", "x": 23, "y": 0, "offset": 0},
{"char":"y", "x": 24, "y": 0, "offset": 0},
{"char":"z", "x": 25, "y": 0, "offset": 0},
{"char":"A", "x": 0, "y": 0, "offset": 0},
{"char":"B", "x": 1, "y": 0, "offset": 0},
{"char":"C", "x": 2, "y": 0, "offset": 0},
{"char":"D", "x": 3, "y": 0, "offset": 0},
{"char":"E", "x": 4, "y": 0, "offset": 0},
{"char":"F", "x": 5, "y": 0, "offset": 0},
{"char":"G", "x": 6, "y": 0, "offset": 0},
{"char":"H", "x": 7, "y": 0, "offset": 0},
{"char":"I", "x": 8, "y": 0, "offset": 0},
{"char":"J", "x": 9, "y": 0, "offset": 0},
{"char":"K", "x": 10, "y": 0, "offset": 0},
{"char":"L", "x": 11, "y": 0, "offset": 0},
{"char":"M", "x": 12, "y": 0, "offset": 0},
{"char":"N", "x": 13, "y": 0, "offset": 0},
{"char":"O", "x": 14, "y": 0, "offset": 0},
{"char":"P", "x": 15, "y": 0, "offset": 0},
{"char":"Q", "x": 16, "y": 0, "offset": 0},
{"char":"R", "x": 17, "y": 0, "offset": 0},
{"char":"S", "x": 18, "y": 0, "offset": 0},
{"char":"T", "x": 19, "y": 0, "offset": 0},
{"char":"U", "x": 20, "y": 0, "offset": 0},
{"char":"V", "x": 21, "y": 0, "offset": 0},
{"char":"W", "x": 22, "y": 0, "offset": 0},
{"char":"X", "x": 23, "y": 0, "offset": 0},
{"char":"Y", "x": 24, "y": 0, "offset": 0},
{"char":"Z", "x": 25, "y": 0, "offset": 0},
{"char":"0", "x": 26, "y": 0, "offset": 0},
{"char":"1", "x": 27, "y": 0, "offset": 0},
{"char":"2", "x": 28, "y": 0, "offset": 0},
{"char":"3", "x": 29, "y": 0, "offset": 0},
{"char":"4", "x": 30, "y": 0, "offset": 0},
{"char":"5", "x": 31, "y": 0, "offset": 0},
{"char":"6", "x": 32, "y": 0, "offset": 0},
{"char":"7", "x": 33, "y": 0, "offset": 0},
{"char":"8", "x": 34, "y": 0, "offset": 0},
{"char":"9", "x": 35, "y": 0, "offset": 0},
{"char":"ö", "x": 36, "y": 0, "offset": 0},
{"char":"ä", "x": 37, "y": 0, "offset": 0},
{"char":"ü", "x": 38, "y": 0, "offset": 0},
{"char":"ß", "x": 39, "y": 0, "offset": 0},
{"char":"Ö", "x": 36, "y": 0, "offset": 0},
{"char":"Ä", "x": 37, "y": 0, "offset": 0},
{"char":"Ü", "x": 38, "y": 0, "offset": 0},
{"char":",", "x": 68, "y": 0, "offset": -0.25},
{"char":";", "x": 69, "y": 0, "offset": 0},
{"char":".", "x": 70, "y": 0, "offset": 0},
{"char":":", "x": 71, "y": 0, "offset": 0},
{"char":"-", "x": 72, "y": 0, "offset": 0},
{"char":"_", "x": 73, "y": 0, "offset": 0},
{"char":"^", "x": 40, "y": 0, "offset": 0},
{"char":"°", "x": 41, "y": 0, "offset": 0},
{"char":"!", "x": 42, "y": 0, "offset": 0},
{"char":"\"", "x": 43, "y": 0, "offset": 0},
{"char":"§", "x": 44, "y": 0, "offset": 0},
{"char":"$", "x": 45, "y": 0, "offset": 0},
{"char":"%", "x": 46, "y": 0, "offset": 0},
{"char":"&", "x": 47, "y": 0, "offset": 0},
{"char":"/", "x": 48, "y": 0, "offset": 0},
{"char":"(", "x": 49, "y": 0, "offset": 0},
{"char":")", "x": 50, "y": 0, "offset": 0},
{"char":"=", "x": 51, "y": 0, "offset": 0},
{"char":"?", "x": 52, "y": 0, "offset": 0},
{"char":"`", "x": 53, "y": 0, "offset": 0},
{"char":"²", "x": 54, "y": 0, "offset": 0},
{"char":"³", "x": 55, "y": 0, "offset": 0},
{"char":"{", "x": 56, "y": 0, "offset": 0},
{"char":"[", "x": 57, "y": 0, "offset": 0},
{"char":"]", "x": 58, "y": 0, "offset": 0},
{"char":"}", "x": 59, "y": 0, "offset": 0},
{"char":"\\", "x": 60, "y": 0, "offset": 0},
{"char":"+", "x": 61, "y": 0, "offset": 0},
{"char":"*", "x": 62, "y": 0, "offset": 0},
{"char":"~", "x": 63, "y": 0, "offset": 0},
{"char":"#", "x": 64, "y": 0, "offset": 0},
{"char":"<", "x": 65, "y": 0, "offset": 0},
{"char":">", "x": 66, "y": 0, "offset": 0},
{"char":"|", "x": 67, "y": 0, "offset": 0},
{"char":"'", "x": 68, "y": 0, "offset": 0},
{"char":"'", "x": 69, "y": 0, "offset": 0}
]

BIN
demo/text/assets/victor.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

View File

@@ -2,45 +2,63 @@ package main
import ( import (
"github.com/DeKugelschieber/go-game" "github.com/DeKugelschieber/go-game"
"github.com/go-gl/gl/v4.5-core/gl"
) )
const ( const (
font_path = "src/github.com/DeKugelschieber/go-game/demo/text/assets/font.png" font_path = "src/github.com/DeKugelschieber/go-game/demo/text/assets/victor.png"
font_json = "src/github.com/DeKugelschieber/go-game/demo/text/assets/victor.json"
) )
type Game struct{} type Game struct{}
func (g *Game) Setup() { func (g *Game) Setup() {
// load texture // load texture
/*_, err := goga.LoadRes(gopher_path) pngLoader, ok := goga.GetLoaderByExt("png").(*goga.PngLoader)
if !ok {
panic("Could not get PNG loader")
}
pngLoader.KeepData = true
pngLoader.Filter = gl.NEAREST
_, err := goga.LoadRes(font_path)
if err != nil { if err != nil {
panic(err) panic(err)
} }
// create sprite pngLoader.KeepData = false
tex, err := goga.GetTex("gopher.png") pngLoader.Filter = gl.LINEAR
// create font
tex, err := goga.GetTex("victor.png")
if err != nil { if err != nil {
panic(err) panic(err)
} }
sprite := goga.NewSprite(tex) font := goga.NewFont(tex, 16)
renderer, ok := goga.GetSystemByName("spriteRenderer").(*goga.SpriteRenderer)
if err := font.FromJson(font_json, true); err != nil {
panic(err)
}
// setup renderer
renderer, ok := goga.GetSystemByName("textRenderer").(*goga.TextRenderer)
if !ok { if !ok {
panic("Could not find renderer") panic("Could not find renderer")
} }
renderer.Add(sprite.Actor, sprite.Pos2D, sprite.Tex) renderer.Font = font
culling, ok := goga.GetSystemByName("culling2d").(*goga.Culling2D) // create and add text
text := goga.NewText(font, "Hello, World!_")
if !ok { text.Size = goga.Vec2{16, 16}
panic("Could not find culling") text.Pos = goga.Vec2{20, 20}
} renderer.Prepare(text)
renderer.Add(text.Actor, text.Pos2D, text.TextComponent)
culling.Add(sprite.Actor, sprite.Pos2D)*/
} }
func (g *Game) Update(delta float64) {} func (g *Game) Update(delta float64) {}

View File

@@ -230,6 +230,7 @@ func initGoga(width, height int) {
AddSystem(NewModelRenderer(nil, nil, false)) AddSystem(NewModelRenderer(nil, nil, false))
AddSystem(NewCulling2D(0, 0, width, height)) AddSystem(NewCulling2D(0, 0, width, height))
AddSystem(NewKeyframeRenderer(nil, nil)) AddSystem(NewKeyframeRenderer(nil, nil))
AddSystem(NewTextRenderer(nil, nil, nil)) // font must be set outside!
} }
func cleanup() { func cleanup() {

301
text.go
View File

@@ -1,6 +1,15 @@
package goga package goga
import () import (
"encoding/json"
"github.com/go-gl/gl/v4.5-core/gl"
"io/ioutil"
)
const (
char_padding = 2
text_renderer_name = "textRenderer"
)
type character struct { type character struct {
char byte char byte
@@ -8,6 +17,11 @@ type character struct {
offset float64 offset float64
} }
type jsonChar struct {
Char string
X, Y, Offset float64
}
// Font represents a texture mapped font. // Font represents a texture mapped font.
// It can be loaded from JSON together with a texture. // It can be loaded from JSON together with a texture.
type Font struct { type Font struct {
@@ -18,11 +32,10 @@ type Font struct {
chars []character chars []character
} }
// Text is an actor representing text rendered as texture mapped font. // Renderable text component.
// Each Text has a position and its own buffers. // Use together with Text and create using NewText().
type Text struct { type TextComponent struct {
*Actor Color Vec4
*Pos2D
text string text string
bounds Vec2 bounds Vec2
@@ -30,6 +43,14 @@ type Text struct {
vao *VAO vao *VAO
} }
// Text is an actor representing text rendered as texture mapped font.
// Each Text has a position and its own buffers.
type Text struct {
*Actor
*Pos2D
*TextComponent
}
// The text renderer is a system rendering 2D texture mapped font. // The text renderer is a system rendering 2D texture mapped font.
// It has a 2D position component, to move all texts at once. // It has a 2D position component, to move all texts at once.
type TextRenderer struct { type TextRenderer struct {
@@ -38,74 +59,64 @@ type TextRenderer struct {
Shader *Shader Shader *Shader
Camera *Camera Camera *Camera
Font *Font Font *Font
Color Vec4 // TODO move this to Text?
texts []Text texts []Text
} }
/* // Creates a new font for given texture.
import ( // The tile size specifies the size of one character tile on texture.
"core" // Characters must be added afterwards.
"dp" func NewFont(tex *Tex, tileSize float64) *Font {
"encoding/json" font := Font{}
"geo"
"github.com/go-gl/gl/v4.5-core/gl"
"io/ioutil"
"util"
)
const (
char_padding = 2
)
// Returns a new renderable text object.
func NewText(font *Font, text string) *Text {
t := &Text{id: core.NextId()}
t.text = text
t.index = dp.NewVBO(gl.ELEMENT_ARRAY_BUFFER)
t.vertex = dp.NewVBO(gl.ARRAY_BUFFER)
t.texCoord = dp.NewVBO(gl.ARRAY_BUFFER)
t.vao = dp.NewVAO()
t.SetText(font, text)
t.Size = geo.Vec2{1, 1}
t.Scale = geo.Vec2{1, 1}
t.Visible = true
return t
}
type Character struct {
char byte
min, max, size geo.Vec2
offset float64
}
type Font struct {
Tex *dp.Tex
tileSize float64
CharPadding geo.Vec2
Space, Tab, Line float64
chars []Character
}
type jsonChar struct {
Char string
X, Y, Offset float64
}
// Creates a new font from texture. Characters must be added afterwards.
// The characters must be placed within a grid,
// the second parameter describes the width and height of one tile in pixel.
func NewFont(tex *dp.Tex, tileSize int) *Font {
font := &Font{}
font.Tex = tex font.Tex = tex
font.tileSize = float64(tileSize) font.tileSize = tileSize
font.CharPadding = geo.Vec2{0.05, 0.05} font.CharPadding = Vec2{0.05, 0.05}
font.Space = 0.3 font.Space = 0.3
font.Tab = 1.2 font.Tab = 1.2
font.Line = 1 font.Line = 1
font.chars = make([]Character, 0) font.chars = make([]character, 0)
return font return &font
}
// Returns a new renderable text object.
func NewText(font *Font, textStr string) *Text {
text := Text{}
text.Actor = NewActor()
text.Pos2D = NewPos2D()
text.TextComponent = &TextComponent{}
text.index = NewVBO(gl.ELEMENT_ARRAY_BUFFER)
text.vertex = NewVBO(gl.ARRAY_BUFFER)
text.texCoord = NewVBO(gl.ARRAY_BUFFER)
text.vao = NewVAO()
text.SetText(font, textStr)
text.Color = Vec4{1, 1, 1, 1}
text.Size = Vec2{1, 1}
text.Scale = Vec2{1, 1}
text.Visible = true
return &text
}
// Creates a new text renderer using given shader, camera and font.
// If shader and/or camera are nil, the default one will be used.
func NewTextRenderer(shader *Shader, camera *Camera, font *Font) *TextRenderer {
if shader == nil {
shader = DefaultTextShader
}
if camera == nil {
camera = DefaultCamera
}
renderer := &TextRenderer{}
renderer.Shader = shader
renderer.Camera = camera
renderer.Font = font
renderer.texts = make([]Text, 0)
renderer.Size = Vec2{1, 1}
renderer.Scale = Vec2{1, 1}
return renderer
} }
// Loads characters from JSON file. // Loads characters from JSON file.
@@ -124,7 +135,7 @@ func NewFont(tex *dp.Tex, tileSize int) *Font {
// Where x and y start in the upper left corner of the texture, both of type int. // Where x and y start in the upper left corner of the texture, both of type int.
// Offset is optional and can be used to move a character up or down (relative to others). // Offset is optional and can be used to move a character up or down (relative to others).
// If cut is set to true, the characters will be true typed. // If cut is set to true, the characters will be true typed.
func (f *Font) LoadFromJson(path string, cut bool) error { func (f *Font) FromJson(path string, cut bool) error {
// load file content // load file content
content, err := ioutil.ReadFile(path) content, err := ioutil.ReadFile(path)
@@ -150,21 +161,22 @@ func (f *Font) extractChars(chars []jsonChar, cut bool) {
continue continue
} }
var min, max, size geo.Vec2 var min, max, size Vec2
if !cut { if !cut {
min = geo.Vec2{char.X * f.tileSize, char.Y * f.tileSize} min = Vec2{char.X * f.tileSize, char.Y * f.tileSize}
max = geo.Vec2{min.X + f.tileSize, min.Y + f.tileSize} max = Vec2{min.X + f.tileSize, min.Y + f.tileSize}
size = geo.Vec2{1, 1} size = Vec2{1, 1}
} else { } else {
min, max, size = f.cutChar(int(char.X), int(char.Y)) min, max, size = f.cutChar(int(char.X), int(char.Y))
} }
f.chars = append(f.chars, Character{char.Char[0], min, max, size, char.Offset}) f.chars = append(f.chars, character{char.Char[0], min, max, size, char.Offset})
} }
} }
func (f *Font) cutChar(x, y int) (geo.Vec2, geo.Vec2, geo.Vec2) { func (f *Font) cutChar(x, y int) (Vec2, Vec2, Vec2) {
// find min/max corners of character on texture
minX := int(f.Tex.GetSize().X) minX := int(f.Tex.GetSize().X)
minY := int(f.Tex.GetSize().Y) minY := int(f.Tex.GetSize().Y)
maxX := 0 maxX := 0
@@ -193,22 +205,21 @@ func (f *Font) cutChar(x, y int) (geo.Vec2, geo.Vec2, geo.Vec2) {
} }
} }
// add padding
minX -= char_padding minX -= char_padding
maxX += char_padding maxX += char_padding
minY -= char_padding minY -= char_padding
maxY += char_padding maxY += char_padding
texSize := f.Tex.GetSize() texSize := f.Tex.GetSize()
min := geo.Vec2{float64(minX) / texSize.X, float64(maxY) / texSize.Y} min := Vec2{float64(minX) / texSize.X, float64(maxY) / texSize.Y}
max := geo.Vec2{float64(maxX) / texSize.X, float64(minY) / texSize.Y} max := Vec2{float64(maxX) / texSize.X, float64(minY) / texSize.Y}
size := Vec2{float64(maxX-minX) / f.tileSize, float64(maxY-minY) / f.tileSize}
// size
size := geo.Vec2{float64(maxX-minX) / f.tileSize, float64(maxY-minY) / f.tileSize}
return min, max, size return min, max, size
} }
func (f *Font) getChar(char byte) *Character { func (f *Font) getChar(char byte) *character {
for _, character := range f.chars { for _, character := range f.chars {
if character.char == char { if character.char == char {
return &character return &character
@@ -218,20 +229,8 @@ func (f *Font) getChar(char byte) *Character {
return nil return nil
} }
type Text struct { // Deletes GL buffers bound to this text component.
*Actor func (t *TextComponent) Drop() {
*Pos2D
id int
text string
bounds geo.Vec2
index, vertex, texCoord *dp.VBO
vao *dp.VAO
}
// Deletes GL buffers bound to this text.
func (t *Text) Drop() {
t.index.Drop() t.index.Drop()
t.vertex.Drop() t.vertex.Drop()
t.texCoord.Drop() t.texCoord.Drop()
@@ -241,7 +240,6 @@ func (t *Text) Drop() {
// Sets the given string as text and (re)creates buffers. // Sets the given string as text and (re)creates buffers.
func (t *Text) SetText(font *Font, text string) { func (t *Text) SetText(font *Font, text string) {
t.text = text t.text = text
indices := make([]uint32, len(text)*6) indices := make([]uint32, len(text)*6)
vertices := make([]float32, len(text)*8) vertices := make([]float32, len(text)*8)
texCoords := make([]float32, len(text)*8) texCoords := make([]float32, len(text)*8)
@@ -263,7 +261,7 @@ func (t *Text) SetText(font *Font, text string) {
// create vertices/texCoords // create vertices/texCoords
index = 0 index = 0
offset := geo.Vec2{} offset := Vec2{}
var width, height float64 var width, height float64
for i := 0; i < len(text)*8 && int(index) < len(text); i += 8 { for i := 0; i < len(text)*8 && int(index) < len(text); i += 8 {
@@ -327,18 +325,14 @@ func (t *Text) SetText(font *Font, text string) {
} }
} }
t.bounds = geo.Vec2{width, height} t.bounds = Vec2{width, height}
// fill GL buffer // fill GL buffer
t.index.Fill(gl.Ptr(indices[:chars*6]), 4, chars*6, gl.STATIC_DRAW) t.index.Fill(gl.Ptr(indices[:chars*6]), 4, chars*6, gl.STATIC_DRAW)
t.vertex.Fill(gl.Ptr(vertices[:chars*8]), 4, chars*8, gl.STATIC_DRAW) t.vertex.Fill(gl.Ptr(vertices[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
t.texCoord.Fill(gl.Ptr(texCoords[:chars*8]), 4, chars*8, gl.STATIC_DRAW) t.texCoord.Fill(gl.Ptr(texCoords[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
util.CheckGLError() CheckGLError()
}
func (t *Text) GetId() int {
return t.id
} }
// Returns the text as string. // Returns the text as string.
@@ -347,87 +341,82 @@ func (t *Text) GetText() string {
} }
// Returns bounds of text, which is the size of characters. // Returns bounds of text, which is the size of characters.
func (t *Text) GetBounds() geo.Vec2 { func (t *Text) GetBounds() Vec2 {
return geo.Vec2{t.bounds.X * t.Size.X * t.Scale.X, t.bounds.Y * t.Size.Y * t.Scale.Y} return Vec2{t.bounds.X * t.Size.X * t.Scale.X, t.bounds.Y * t.Size.Y * t.Scale.Y}
} }
type TextRenderer struct { // Prepares given text for rendering.
Pos2D
Shader *dp.Shader
Camera *Camera
Font *Font
Color geo.Vec4
texts []*Text
}
// Creates a new text renderer using given shader, camera and font.
// If shader and/or camera are nil, the default one will be used.
func NewTextRenderer(shader *dp.Shader, camera *Camera, font *Font) *TextRenderer {
renderer := &TextRenderer{}
renderer.Shader = shader
renderer.Camera = camera
renderer.Font = font
renderer.Color = geo.Vec4{1, 1, 1, 1}
renderer.texts = make([]*Text, 0)
renderer.Size = geo.Vec2{1, 1}
renderer.Scale = geo.Vec2{1, 1}
return renderer
}
// Prepares a text for rendering.
func (r *TextRenderer) Prepare(text *Text) { func (r *TextRenderer) Prepare(text *Text) {
text.vao = dp.NewVAO() text.vao = NewVAO()
text.vao.Bind() text.vao.Bind()
r.Shader.EnableVertexAttribArrays() r.Shader.EnableVertexAttribArrays()
text.index.Bind() text.index.Bind()
text.vertex.Bind() text.vertex.Bind()
text.vertex.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_VERTEX_ATTRIB), 2, gl.FLOAT, false, 0) text.vertex.AttribPointer(r.Shader.GetAttribLocation(Default_shader_text_vertex_attrib), 2, gl.FLOAT, false, 0)
text.texCoord.Bind() text.texCoord.Bind()
text.texCoord.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_TEXCOORD_ATTRIB), 2, gl.FLOAT, false, 0) text.texCoord.AttribPointer(r.Shader.GetAttribLocation(Default_shader_text_texcoord_attrib), 2, gl.FLOAT, false, 0)
text.vao.Unbind() text.vao.Unbind()
} }
// Adds text to the renderer. // Frees recources created by text component.
func (r *TextRenderer) Add(text *Text) { // This is called automatically when system gets removed.
r.texts = append(r.texts, text) func (r *TextRenderer) Cleanup() {
}
// Returns text by ID.
func (r *TextRenderer) Get(id int) *Text {
for _, text := range r.texts { for _, text := range r.texts {
if text.GetId() == id { text.Drop()
return text
} }
} }
return nil // Adds text to the renderer.
func (r *TextRenderer) Add(actor *Actor, pos *Pos2D, text *TextComponent) bool {
id := actor.GetId()
for _, text := range r.texts {
if id == text.Actor.GetId() {
return false
}
}
r.texts = append(r.texts, Text{actor, pos, text})
return true
}
// Removes text from renderer.
func (r *TextRenderer) Remove(actor *Actor) bool {
return r.RemoveById(actor.GetId())
} }
// Removes text from renderer by ID. // Removes text from renderer by ID.
func (r *TextRenderer) Remove(id int) *Text { func (r *TextRenderer) RemoveById(id ActorId) bool {
for i, text := range r.texts { for i, text := range r.texts {
if text.GetId() == id { if text.Actor.GetId() == id {
r.texts = append(r.texts[:i], r.texts[i+1:]...) r.texts = append(r.texts[:i], r.texts[i+1:]...)
return text return true
} }
} }
return nil return false
} }
// Removes all sprites. // Removes all texts.
func (r *TextRenderer) Clear() { func (r *TextRenderer) RemoveAll() {
r.texts = make([]*Text, 0) r.texts = make([]Text, 0)
} }
// Renders sprites. // Returns number of texts.
func (r *TextRenderer) Render() { func (r *TextRenderer) Len() int {
return len(r.texts)
}
func (r *TextRenderer) GetName() string {
return text_renderer_name
}
// Renders texts.
func (r *TextRenderer) Update(delta float64) {
r.Shader.Bind() r.Shader.Bind()
r.Shader.SendMat3(TEXTRENDERER_ORTHO, *geo.MultMat3(r.Camera.CalcOrtho(), r.CalcModel())) r.Shader.SendMat3(Default_shader_text_ortho, *MultMat3(r.Camera.CalcOrtho(), r.CalcModel()))
r.Shader.SendUniform1i(TEXTRENDERER_TEX, 0) r.Shader.SendUniform1i(Default_shader_text_tex, 0)
r.Shader.SendUniform4f(TEXTRENDERER_COLOR, float32(r.Color.X), float32(r.Color.Y), float32(r.Color.Z), float32(r.Color.W))
r.Font.Tex.Bind() r.Font.Tex.Bind()
for i := range r.texts { for i := range r.texts {
@@ -436,9 +425,9 @@ func (r *TextRenderer) Render() {
} }
r.texts[i].vao.Bind() r.texts[i].vao.Bind()
r.Shader.SendMat3(TEXTRENDERER_MODEL, *r.texts[i].CalcModel()) r.Shader.SendUniform4f(Default_shader_text_color, float32(r.texts[i].Color.X), float32(r.texts[i].Color.Y), float32(r.texts[i].Color.Z), float32(r.texts[i].Color.W))
r.Shader.SendMat3(Default_shader_text_model, *r.texts[i].CalcModel())
gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil) gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil)
} }
} }
*/