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@@ -1,5 +1,4 @@
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#include <JGL/FontCache.h>
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#include <iostream>
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using namespace JGL;
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@@ -37,6 +36,7 @@ unsigned int JGL::CachedFont::getFontIndex() {
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return font_index;
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}
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//TODO make this code go faster.
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CachedGlyph* JGL::CachedFont::getGlyph(char c) {
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auto it = glyphs.find(c);
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if (it != glyphs.end())
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@@ -60,11 +60,11 @@ const GLuint* CachedFont::getTexture() {
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return &texture;
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}
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const GLsizei CachedFont::getTextureWidth() const {
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GLsizei CachedFont::getTextureWidth() const {
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return texture_width;
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}
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const GLsizei CachedFont::getTextureHeight() const {
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GLsizei CachedFont::getTextureHeight() const {
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return texture_height;
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}
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29
src/JGL.cpp
29
src/JGL.cpp
@@ -112,10 +112,10 @@ namespace JGL {
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if (wasColorArrayEnabled)
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glEnableClientState(GL_COLOR_ARRAY);
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/*
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//Select whatever texture unit was selected before.
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glActiveTexture(GL_TEXTURE0 + activeTextureUnit);
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*/
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//Put the draw color back how it was before.
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glColor4f(oldColor[0], oldColor[1], oldColor[2], oldColor[3]);
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@@ -123,6 +123,31 @@ namespace JGL {
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inJ2D = false;
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}
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void J2D::DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size) {
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if (!inJ2D)
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ERROR("Attempt to Render J2D element before J2D begin.")
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const std::vector<Vector2> textureCoordinates = {{0,0}, {1, 0}, {1,1}, {0,1}};
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const std::vector<Vector2> vertices = {pos, {pos.x + size.x, pos.y}, {pos.x + size.x, pos.y + size.y}, {pos.x, pos.y + size.y}};
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
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glDrawArrays(GL_QUADS, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void J2D::DrawSprite(GLuint texture, float x, float y, float w, float h) {
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J2D::DrawSprite(texture, {x, y}, {w, h});
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}
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void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
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if (!inJ2D)
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ERROR("Attempt to Render J2D element before J2D begin.")
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6
src/JGL/Color3.cpp
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6
src/JGL/Color3.cpp
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@@ -0,0 +1,6 @@
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#include <JGL/Color3.h>
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namespace JGL
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{
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}
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6
src/JGL/Color4.cpp
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6
src/JGL/Color4.cpp
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@@ -0,0 +1,6 @@
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#include <JGL/Color4.h>
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namespace JGL
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{
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}
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115
src/JGL/Font.cpp
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115
src/JGL/Font.cpp
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@@ -0,0 +1,115 @@
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#include <JGL/Font.h>
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#include <vector>
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#include <string>
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#include <iostream>
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#if __linux__
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#endif
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#if _WIN32
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#endif
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namespace JGL::Detail
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{
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/// ANOTHER Wrapper class to hide FT_Face and it's associated bullshit from user-facing API.
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class FontInternals
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{
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public:
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FT_Face face;
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};
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FT_Library ft;
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std::vector<Font> fonts;
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// TODO: Deprecating this in favor of class model of resource management.
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int LoadFont(const std::string &font_path) {
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if (ft == nullptr)
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return -1;
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Font font;
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FT_Face face;
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if (FT_New_Face(ft, font_path.c_str(), 0, &face)) {
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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return -1;
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}
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unsigned int newIndex = 0;
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for (const auto& f : fonts)
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if (f.index >= newIndex)
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newIndex = f.index + 1;
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font.index = newIndex;
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fonts.push_back(font);
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faces.push_back(face);
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std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
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return newIndex;
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}
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bool InitTextEngine() {
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if (FT_Init_FreeType(&ft))
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return true;
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return false;
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}
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void UnloadFont(int font_index) {
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auto iter = fonts.begin();
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while (iter != fonts.end())
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{
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if (iter->index == font_index){
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FT_Done_Face(faces[iter->index]);
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iter = fonts.erase(iter);
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} else ++iter;
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}
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}
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}
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namespace JGL
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{
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Font::Font(std::filesystem::path path)
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{
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if (Detail::ft == nullptr)
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throw new std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
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Font font;
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FT_Face face;
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if (FT_New_Face(Detail::ft, path.c_str(), 0, &face)) {
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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throw new std::runtime_error("Error::FREETYPE: Failed to load font!");
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//return -1;
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}
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unsigned int newIndex = 0;
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for (const auto& f : Detail::fonts)
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if (f.index >= newIndex)
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newIndex = f.index + 1;
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index = newIndex;
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Detail::fonts.push_back(font);
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std::cout << "Loaded font from " << path << " with index " << newIndex << std::endl;
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//return newIndex;
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}
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Font::~Font()
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{
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Detail::UnloadFont(this->index);
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}
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std::vector<Font> Font::GetLoadedFonts() {
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return Detail::fonts;
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}
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Font Font::LoadTTF(std::filesystem::path path)
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{
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return Font(path);
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}
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}
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@@ -1,72 +1,28 @@
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#include <JGL/JGL.h>
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#if __linux__
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#endif
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#if _WIN32
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#endif
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#include <JGL/Font.h>
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#include <JGL/FontCache.h>
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namespace JGL {
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FT_Library ft;
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struct Font {
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int index = 0;
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FT_Face face;
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};
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std::vector<Font> faces;
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int LoadFont(const std::string &font_path) {
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if (ft == nullptr)
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return -1;
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Font font;
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if (FT_New_Face(ft, font_path.c_str(), 0, &font.face)) {
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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return -1;
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}
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unsigned int newIndex = 0;
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for (const auto& f : faces)
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if (f.index >= newIndex)
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newIndex = f.index + 1;
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font.index = newIndex;
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faces.push_back(font);
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std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
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return newIndex;
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}
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bool InitTextEngine() {
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if (FT_Init_FreeType(&ft))
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return true;
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return false;
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}
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void UnloadFont(int font_index) {
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for (int i = 0; i < faces.size(); i++)
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if (faces[i].index == font_index)
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FT_Done_Face(faces[i].face),
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faces.erase(faces.begin() + i);
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}
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FontCache fontCache;
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FontCache fontCache; // <-- Not implemented yet
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void PurgeFontCache() {
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fontCache.purgeCache();
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}
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//TODO multi-texturing for 8x speedup. I tried. We'll come back to it later.
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void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index) {
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void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
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glUseProgram(0); // Fixed-function pipeline.
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Font font{};
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CachedFont* cachedFont = fontCache.getFont(size, font_index);
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CachedFont* cachedFont = fontCache.getFont(size, font.index);
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//Set up the regular font.
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for (const auto &f : faces)
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if (f.index == font_index)
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font = f;
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//for (const auto &f : Font::GetLoadedFonts())
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// if (f.index == font.index)
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// font = f;
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auto face = GetFTFace();
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if (font.face == nullptr)
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return;
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@@ -106,8 +62,8 @@ namespace JGL {
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charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
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}
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fontCache.newFont(texture_id, width, max_height, size, font_index);
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cachedFont = fontCache.getFont(size, font_index);
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fontCache.newFont(texture_id, width, max_height, size, font.index);
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cachedFont = fontCache.getFont(size, font.index);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, max_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
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@@ -173,6 +129,7 @@ namespace JGL {
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};
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auto glyph_texcoords = glyph->getTexCoords();
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//TODO make it like go faster because now the profiler says this is the slowest part.
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vertices.insert(vertices.end(), glyph_vertices.begin(), glyph_vertices.end());
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texcoords.insert(texcoords.end(), glyph_texcoords.begin(), glyph_texcoords.end());
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}
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@@ -183,11 +140,11 @@ namespace JGL {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index) {
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J2D::DrawString(Color4::FromColor3(color, 255), text, x, y, scale, size, font_index);
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void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
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J2D::DrawString(Color4::FromColor3(color, 255), text, x, y, scale, size, font);
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}
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void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, unsigned int font_index) {
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void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, const Font& font) {
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//TODO figure out what the scale should actually be mathematically.
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scale = scale * 0.002f;
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scale = -scale;
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@@ -199,10 +156,10 @@ namespace JGL {
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glUseProgram(0); // Fixed-function pipeline.
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glColor4f(color.r, color.g, color.b, 1.0f);
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Font font;
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for (auto& f : faces)
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if (f.index == font_index)
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font = f;
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//Font font;
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//for (auto& f : Font::GetLoadedFonts())
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// if (f.index == font.index)
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// font = f;
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if (font.face == NULL) {
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std::cout << "null font" << std::endl;
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return;
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