work on text

This commit is contained in:
2026-02-22 22:48:26 -06:00
parent ce43c56ea6
commit a5c21ea30d
7 changed files with 480 additions and 162 deletions

View File

@@ -39,59 +39,6 @@ namespace Archimedes {
}
Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
Shader shader(vs, fs, lt);
std::string vss = shader.getVSource();
std::string fss = shader.getFSource();
const char* vsc = vss.c_str();
const char* fsc = fss.c_str();
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vsc, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fsc, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
shader.id = shaderProgram;
return shader;
}
void setupShader(Shader& shader) override {
std::string vss = shader.getVSource();
@@ -141,14 +88,16 @@ namespace Archimedes {
}
RenderTarget createRenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout layout, Shader& s) override {
auto rt = RenderTarget(vb, ia, layout, s);
void setupTexture(Texture& texture) override {
glGenTextures(1, &texture.id);
updateTexture(texture);
}
setupRenderTarget(rt);
return rt;
};
void updateTexture(Texture& texture) override {
glBindTexture(GL_TEXTURE_2D, texture.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture.getWidth(), texture.getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture.getBin());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void setupRenderTarget(RenderTarget& rt) override {
@@ -157,28 +106,87 @@ namespace Archimedes {
glGenBuffers(1, &rt.vertexBuffer.id);
glGenBuffers(1, &rt.indexArray.id);
rt.vertexArray.setActive(true);
rt.vertexBuffer.setActive(true);
rt.indexArray.setActive(true);
if(rt.texture.has_value()) {
glGenTextures(1, &rt.texture.value().id);
rt.texture.value().setActive(true);
}
updateRenderTarget(rt);
rt.setActive(true);
};
void updateRenderTarget(RenderTarget& rt) override {
if(rt.vertexArray.getActive()) {
glBindVertexArray(rt.vertexArray.id);
if(rt.vertexBuffer.getActive()) {
glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
}
if(rt.indexArray.getActive()) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
}
if(rt.texture.has_value()) {
if(rt.texture.value().getActive()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, rt.texture.value().getWidth(), rt.texture.value().getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, rt.texture.value().getBin());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
if(rt.shader.getActive()) {
glUseProgram(rt.shader.id);
}
unsigned int i = 0;
for(LayoutElement e : rt.layout.getElements()) {
switch(e.getType()) {
case LayoutElement::Type::Float:
glVertexAttribPointer(i, e.getCount(), GL_FLOAT, GL_FALSE, e.getStride(), (void*)e.getOffset());
glEnableVertexAttribArray(i);
break;
case LayoutElement::Type::Double:
glVertexAttribPointer(i, e.getCount(), GL_DOUBLE, GL_FALSE, e.getStride(), (void*)e.getOffset());
glEnableVertexAttribArray(i);
break;
case LayoutElement::Type::Int:
glVertexAttribPointer(i, e.getCount(), GL_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
glEnableVertexAttribArray(i);
break;
case LayoutElement::Type::UInt:
glVertexAttribPointer(i, e.getCount(), GL_UNSIGNED_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
glEnableVertexAttribArray(i);
break;
default:
break;
}
i++;
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(rt.vertexArray.id);
glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
glUseProgram(rt.shader.id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
};
void freeRenderTarget(RenderTarget& rt) override {
@@ -186,6 +194,12 @@ namespace Archimedes {
glDeleteVertexArrays(1, &rt.vertexArray.id);
glDeleteBuffers(1, &rt.vertexBuffer.id);
glDeleteBuffers(1, &rt.indexArray.id);
rt.vertexArray.setActive(false);
rt.vertexBuffer.setActive(false);
rt.indexArray.setActive(false);
rt.setActive(false);
};
void draw(
@@ -210,6 +224,18 @@ namespace Archimedes {
unsigned int colorLoc = glGetUniformLocation(rt.shader.id, "color");
glUniform4f(colorLoc, color.r, color.g, color.b, color.a);
if(rt.texture.has_value()) {
if(rt.texture.value().getActive()) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
glUniform1i(glGetUniformLocation(rt.shader.id, "tex"), 0);
}
}
glBindVertexArray(rt.vertexArray.id);
switch(rt.renderMode) {