#include <fcntl.h> // for access(2)
#include <unistd.h> // for access(2)
+#include "bufferbuilder.h"
#include "shaderprogram.h"
-#define BASICTEX_VERT \
- "#version 140\n"\
- "#extension GL_ARB_shading_language_420pack : require\n"\
- "#extension GL_ARB_explicit_attrib_location : require\n"\
- "\n"\
- "layout(std140, binding=0) uniform Viewport\n"\
- "{\n"\
- "\tfloat width;\n"\
- "\tfloat height;\n"\
- "};\n"\
- "\n"\
- "layout(location = 0) in vec2 position;\n"\
- "layout(location = 1) in vec2 tex_coord;\n"\
- "\n"\
- "out vec2 fp_tex_coord;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
- "\tgl_Position.x = (position.x*2/width) - 1;\n"\
- "\tgl_Position.y = 1 - (position.y*2/height);\n"\
- "\tgl_Position.z = 0.0;\n"\
- "\tgl_Position.w = 1.0;\n"\
- "\tfp_tex_coord = tex_coord;\n"\
- "}\n"
-
-#define BASICTEX_FRAG \
- "#version 140\n"\
- "\n"\
- "in vec2 fp_tex_coord;\n"\
- "\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform sampler2D tex;\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\toutput_colour = colour;\n"\
- "\toutput_colour.a = texture(tex, fp_tex_coord).r;\n"\
- "}\n"
+#define BASICTEX_VERT "shaders/basictex_vert.glsl"
+#define BASICTEX_FRAG "shaders/basictex_frag.glsl"
using namespace IPDF;
using namespace std;
int w = bmp->w;
int h = bmp->h;
- GLenum texture_format;
+ GLenum texture_format = GL_RGBA;
switch (bmp->format->BytesPerPixel)
{
case 4: //contains alpha
glEnableVertexAttribArray(1);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(65535);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
glDisable(GL_PRIMITIVE_RESTART);
glDisableVertexAttribArray(1);
glDisable(GL_BLEND);
+ m_debug_font_vertices.Invalidate();
+ m_debug_font_indices.Invalidate();
m_debug_font_vertex_head = 0;
m_debug_font_index_head = 0;
}
{
if (!m_debug_font_atlas) return;
- float *vertexData = (float*)m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true);
- uint16_t *indexData = (uint16_t*)m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true);
+ struct fontvertex
+ {
+ float x, y, s, t;
+ };
+
+ BufferBuilder<fontvertex> vertexData(m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float));
+ BufferBuilder<uint16_t> indexData(m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t));
+
+ size_t baseVertex = m_debug_font_vertex_head/4;
while (*str) {
- if ((m_debug_font_vertex_head*sizeof(float) + 16*sizeof(float) >= m_debug_font_vertices.GetSize() ) ||
- (m_debug_font_index_head*sizeof(uint16_t) + 5*sizeof(uint16_t) >= m_debug_font_indices.GetSize()))
+ if (!vertexData.Free(4) || !indexData.Free(5))
{
m_debug_font_indices.UnMap();
m_debug_font_vertices.UnMap();
DebugFontPrint(str);
return;
}
- if (*str >= 32 && *str < 128) {
+ if (*str >= 32 && (unsigned char)(*str) < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
- *vertexData = q.s0; vertexData++;
- *vertexData = q.t0; vertexData++;
- *vertexData = q.x0; vertexData++;
- *vertexData = q.y0; vertexData++;
- *vertexData = q.s1; vertexData++;
- *vertexData = q.t0; vertexData++;
- *vertexData = q.x1; vertexData++;
- *vertexData = q.y0; vertexData++;
- *vertexData = q.s1; vertexData++;
- *vertexData = q.t1; vertexData++;
- *vertexData = q.x1; vertexData++;
- *vertexData = q.y1; vertexData++;
- *vertexData = q.s0; vertexData++;
- *vertexData = q.t1; vertexData++;
- *vertexData = q.x0; vertexData++;
- *vertexData = q.y1; vertexData++;
-
- *indexData = m_debug_font_vertex_head/4; indexData++;
- *indexData = m_debug_font_vertex_head/4+1; indexData++;
- *indexData = m_debug_font_vertex_head/4+3; indexData++;
- *indexData = m_debug_font_vertex_head/4+2; indexData++;
- *indexData = 65535; indexData++;
+ size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ indexData.Add(65535);
m_debug_font_vertex_head += 16;
m_debug_font_index_head += 5;