mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 06:40:28 +00:00
403 lines
8.5 KiB
Go
403 lines
8.5 KiB
Go
package goga
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/*
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import (
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"core"
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"dp"
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"encoding/json"
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"geo"
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"github.com/go-gl/gl/v4.5-core/gl"
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"io/ioutil"
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"util"
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)
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const (
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char_padding = 2
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)
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// Returns a new renderable text object.
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func NewText(font *Font, text string) *Text {
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t := &Text{id: core.NextId()}
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t.text = text
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t.index = dp.NewVBO(gl.ELEMENT_ARRAY_BUFFER)
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t.vertex = dp.NewVBO(gl.ARRAY_BUFFER)
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t.texCoord = dp.NewVBO(gl.ARRAY_BUFFER)
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t.vao = dp.NewVAO()
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t.SetText(font, text)
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t.Size = geo.Vec2{1, 1}
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t.Scale = geo.Vec2{1, 1}
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t.Visible = true
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return t
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}
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type Character struct {
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char byte
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min, max, size geo.Vec2
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offset float64
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}
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type Font struct {
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Tex *dp.Tex
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tileSize float64
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CharPadding geo.Vec2
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Space, Tab, Line float64
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chars []Character
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}
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type jsonChar struct {
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Char string
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X, Y, Offset float64
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}
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// Creates a new font from texture. Characters must be added afterwards.
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// The characters must be placed within a grid,
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// the second parameter describes the width and height of one tile in pixel.
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func NewFont(tex *dp.Tex, tileSize int) *Font {
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font := &Font{}
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font.Tex = tex
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font.tileSize = float64(tileSize)
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font.CharPadding = geo.Vec2{0.05, 0.05}
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font.Space = 0.3
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font.Tab = 1.2
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font.Line = 1
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font.chars = make([]Character, 0)
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return font
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}
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// Loads characters from JSON file.
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// Format:
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//
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// [
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// {
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// "char": "a",
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// "x": 0,
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// "y": 0,
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// "offset": 0
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// },
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// ...
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// ]
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//
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// Where x and y start in the upper left corner of the texture, both of type int.
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// Offset is optional and can be used to move a character up or down (relative to others).
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// If cut is set to true, the characters will be true typed.
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func (f *Font) LoadFromJson(path string, cut bool) error {
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// load file content
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content, err := ioutil.ReadFile(path)
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if err != nil {
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return err
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}
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// read json
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chars := make([]jsonChar, 0)
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if err = json.Unmarshal(content, &chars); err != nil {
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return err
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}
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f.extractChars(chars, cut)
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return nil
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}
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func (f *Font) extractChars(chars []jsonChar, cut bool) {
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for _, char := range chars {
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if len(char.Char) != 1 {
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continue
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}
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var min, max, size geo.Vec2
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if !cut {
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min = geo.Vec2{char.X * f.tileSize, char.Y * f.tileSize}
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max = geo.Vec2{min.X + f.tileSize, min.Y + f.tileSize}
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size = geo.Vec2{1, 1}
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} else {
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min, max, size = f.cutChar(int(char.X), int(char.Y))
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}
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f.chars = append(f.chars, Character{char.Char[0], min, max, size, char.Offset})
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}
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}
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func (f *Font) cutChar(x, y int) (geo.Vec2, geo.Vec2, geo.Vec2) {
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minX := int(f.Tex.GetSize().X)
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minY := int(f.Tex.GetSize().Y)
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maxX := 0
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maxY := 0
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rgba := f.Tex.GetRGBA()
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for ry := y * int(f.tileSize); ry < (y+1)*int(f.tileSize); ry++ {
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for rx := x * int(f.tileSize); rx < (x+1)*int(f.tileSize); rx++ {
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_, _, _, a := rgba.At(rx, ry).RGBA()
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if a == 0 {
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continue
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}
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if rx < minX {
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minX = rx
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} else if rx > maxX {
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maxX = rx
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}
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if ry < minY {
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minY = ry
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} else if ry > maxY {
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maxY = ry
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}
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}
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}
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minX -= char_padding
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maxX += char_padding
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minY -= char_padding
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maxY += char_padding
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texSize := f.Tex.GetSize()
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min := geo.Vec2{float64(minX) / texSize.X, float64(maxY) / texSize.Y}
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max := geo.Vec2{float64(maxX) / texSize.X, float64(minY) / texSize.Y}
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// size
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size := geo.Vec2{float64(maxX-minX) / f.tileSize, float64(maxY-minY) / f.tileSize}
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return min, max, size
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}
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func (f *Font) getChar(char byte) *Character {
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for _, character := range f.chars {
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if character.char == char {
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return &character
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}
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}
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return nil
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}
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type Text struct {
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*Actor
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*Pos2D
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id int
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text string
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bounds geo.Vec2
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index, vertex, texCoord *dp.VBO
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vao *dp.VAO
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}
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// Deletes GL buffers bound to this text.
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func (t *Text) Drop() {
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t.index.Drop()
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t.vertex.Drop()
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t.texCoord.Drop()
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t.vao.Drop()
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}
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// Sets the given string as text and (re)creates buffers.
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func (t *Text) SetText(font *Font, text string) {
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t.text = text
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indices := make([]uint32, len(text)*6)
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vertices := make([]float32, len(text)*8)
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texCoords := make([]float32, len(text)*8)
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chars := 0
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// create indices
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var index uint32 = 0
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for i := 0; i < len(text)*6; i += 6 {
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indices[i] = index
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indices[i+1] = index + 1
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indices[i+2] = index + 2
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indices[i+3] = index + 1
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indices[i+4] = index + 2
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indices[i+5] = index + 3
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index += 4
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}
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// create vertices/texCoords
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index = 0
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offset := geo.Vec2{}
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var width, height float64
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for i := 0; i < len(text)*8 && int(index) < len(text); i += 8 {
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c := font.getChar(text[index])
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index++
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// whitespace and new line
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if text[index-1] == ' ' {
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offset.X += font.Space
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i -= 8
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continue
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}
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if text[index-1] == '\n' {
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offset.X = 0
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offset.Y -= font.Line
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i -= 8
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continue
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}
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if text[index-1] == '\t' {
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offset.X += font.Tab
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i -= 8
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continue
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}
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// character not found
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if c == nil {
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i -= 8
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continue
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}
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// usual character
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vertices[i] = float32(offset.X)
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vertices[i+1] = float32(offset.Y + c.offset)
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vertices[i+2] = float32(offset.X + c.size.X)
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vertices[i+3] = float32(offset.Y + c.offset)
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vertices[i+4] = float32(offset.X)
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vertices[i+5] = float32(offset.Y + c.size.Y + c.offset)
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vertices[i+6] = float32(offset.X + c.size.X)
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vertices[i+7] = float32(offset.Y + c.size.Y + c.offset)
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texCoords[i] = float32(c.min.X)
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texCoords[i+1] = float32(c.min.Y)
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texCoords[i+2] = float32(c.max.X)
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texCoords[i+3] = float32(c.min.Y)
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texCoords[i+4] = float32(c.min.X)
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texCoords[i+5] = float32(c.max.Y)
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texCoords[i+6] = float32(c.max.X)
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texCoords[i+7] = float32(c.max.Y)
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offset.X += c.size.X + font.CharPadding.X
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chars++
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if offset.X > width {
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width = offset.X
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}
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if offset.Y*-1+font.Line > height {
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height = offset.Y*-1 + font.Line
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}
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}
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t.bounds = geo.Vec2{width, height}
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// fill GL buffer
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t.index.Fill(gl.Ptr(indices[:chars*6]), 4, chars*6, gl.STATIC_DRAW)
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t.vertex.Fill(gl.Ptr(vertices[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
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t.texCoord.Fill(gl.Ptr(texCoords[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
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util.CheckGLError()
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}
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func (t *Text) GetId() int {
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return t.id
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}
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// Returns the text as string.
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func (t *Text) GetText() string {
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return t.text
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}
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// Returns bounds of text, which is the size of characters.
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func (t *Text) GetBounds() geo.Vec2 {
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return geo.Vec2{t.bounds.X * t.Size.X * t.Scale.X, t.bounds.Y * t.Size.Y * t.Scale.Y}
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}
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type TextRenderer struct {
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Pos2D
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Shader *dp.Shader
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Camera *Camera
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Font *Font
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Color geo.Vec4
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texts []*Text
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}
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// Creates a new text renderer using given shader, camera and font.
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// If shader and/or camera are nil, the default one will be used.
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func NewTextRenderer(shader *dp.Shader, camera *Camera, font *Font) *TextRenderer {
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renderer := &TextRenderer{}
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renderer.Shader = shader
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renderer.Camera = camera
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renderer.Font = font
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renderer.Color = geo.Vec4{1, 1, 1, 1}
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renderer.texts = make([]*Text, 0)
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renderer.Size = geo.Vec2{1, 1}
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renderer.Scale = geo.Vec2{1, 1}
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return renderer
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}
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// Prepares a text for rendering.
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func (r *TextRenderer) Prepare(text *Text) {
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text.vao = dp.NewVAO()
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text.vao.Bind()
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r.Shader.EnableVertexAttribArrays()
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text.index.Bind()
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text.vertex.Bind()
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text.vertex.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_VERTEX_ATTRIB), 2, gl.FLOAT, false, 0)
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text.texCoord.Bind()
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text.texCoord.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_TEXCOORD_ATTRIB), 2, gl.FLOAT, false, 0)
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text.vao.Unbind()
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}
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// Adds text to the renderer.
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func (r *TextRenderer) Add(text *Text) {
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r.texts = append(r.texts, text)
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}
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// Returns text by ID.
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func (r *TextRenderer) Get(id int) *Text {
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for _, text := range r.texts {
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if text.GetId() == id {
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return text
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}
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}
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return nil
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}
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// Removes text from renderer by ID.
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func (r *TextRenderer) Remove(id int) *Text {
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for i, text := range r.texts {
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if text.GetId() == id {
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r.texts = append(r.texts[:i], r.texts[i+1:]...)
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return text
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}
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}
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return nil
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}
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// Removes all sprites.
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func (r *TextRenderer) Clear() {
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r.texts = make([]*Text, 0)
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}
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// Renders sprites.
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func (r *TextRenderer) Render() {
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r.Shader.Bind()
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r.Shader.SendMat3(TEXTRENDERER_ORTHO, *geo.MultMat3(r.Camera.CalcOrtho(), r.CalcModel()))
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r.Shader.SendUniform1i(TEXTRENDERER_TEX, 0)
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r.Shader.SendUniform4f(TEXTRENDERER_COLOR, float32(r.Color.X), float32(r.Color.Y), float32(r.Color.Z), float32(r.Color.W))
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r.Font.Tex.Bind()
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for i := range r.texts {
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if !r.texts[i].Visible {
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continue
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}
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r.texts[i].vao.Bind()
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r.Shader.SendMat3(TEXTRENDERER_MODEL, *r.texts[i].CalcModel())
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gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil)
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}
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}
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*/
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