test
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57a289e86d
commit
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@ -16,12 +16,5 @@ out vec4 finalColor;
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void main()
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{
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// // Texel color fetching from texture sampler
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vec4 texelColor0 = texture(texture0, fragTexCoord);
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// vec4 texelColor1 = texture(texture1, fragTexCoord);
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// float x = fract(fragTexCoord.s);
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// float final = smoothstep(divider - 0.1, divider + 0.1, x);
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finalColor = vec4(1, 1, 1, texelColor0.r);//xelColor0;//vec4(1, 1, 0.0, 1.0);
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finalColor = vec4(0.5, 0.5, 0.5, 1.0);
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}
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27
assets/text.frag
Normal file
27
assets/text.frag
Normal file
@ -0,0 +1,27 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 vertexPos;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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uniform float divider = 0.5;
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out vec4 finalColor;
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void main()
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{
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// // Texel color fetching from texture sampler
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vec4 texelColor0 = texture(texture0, fragTexCoord);
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// vec4 texelColor1 = texture(texture1, fragTexCoord);
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// float x = fract(fragTexCoord.s);
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// float final = smoothstep(divider - 0.1, divider + 0.1, x);
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finalColor = vec4(1, 1, 1, texelColor0.r);//xelColor0;//vec4(1, 1, 0.0, 1.0);
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}
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@ -251,8 +251,6 @@ pub const Font = struct {
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std.log.info("aah it's wrong!! idk how to handle the error rn!!", .{});
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}
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std.log.debug("RunGlyph: {}", .{RunGlyph});
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// glyph : *Glyph = table_find_pointer(*text.font.glyphs, RunGlyph.Id);
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if (self.glyphs.getPtr(RunGlyph.Id)) |glyph| {
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var v0 = rl.Vector2.zero();
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@ -297,7 +295,6 @@ pub const Font = struct {
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rl.gl.rlTexCoord2f(st1.x, st1.y); rl.gl.rlVertex2f(p1.x, p1.y);
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rl.gl.rlTexCoord2f(st1.x, st0.y); rl.gl.rlVertex2f(p1.x, p0.y);
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} else {
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std.log.debug("x_offset: {}", .{x_offset});
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x_offset += @floatFromInt(ft.mulFix(RunGlyph.AdvanceX, @intCast(self.face.size().metrics().x_scale)) >> 6);
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y_offset += @floatFromInt(ft.mulFix(RunGlyph.AdvanceY, @intCast(self.face.size().metrics().y_scale)) >> 6);
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continue;
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@ -48,7 +48,8 @@ pub fn main() !void {
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var f = try font.Font.init("assets/fonts/Vollkorn/static/Vollkorn-Regular.ttf", 48, allocator);
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defer f.deinit(allocator);
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font.shader = try rl.loadShader(null, "assets/test.frag");
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font.shader = try rl.loadShader(null, "assets/text.frag");
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const test_shader = try rl.loadShader(null, "assets/test.frag");
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// const img = rl.genImageColor(32, 32, .blank);
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// const tx = try rl.loadTextureFromImage(img);
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@ -180,32 +181,36 @@ pub fn main() !void {
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rl.beginDrawing();
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// rl.beginShaderMode(shader);
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// f.render_text(
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// "Hello, Sa ilor!",
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// rl.Vector2.init(400, 400),
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// true,
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// rl.Color.white,
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// rl.Color.blank,
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// false,
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// true
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// );
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f.render_text(
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"Hello, Sa ilor!",
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rl.Vector2.init(400, 400),
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true,
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rl.Color.white,
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rl.Color.blank,
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false,
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true
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);
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rl.beginShaderMode(test_shader);
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rl.gl.rlBegin(rl.gl.rl_quads);
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// rl.gl.rlBegin(rl.gl.rl_triangles);
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// {
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// const topLeft : rl.Vector2 = .{ .x = 0.0, .y = 0.0 };
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{
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const topLeft : rl.Vector2 = .{ .x = 0.0, .y = 0.0 };
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// const topRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = 0.0 };
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// const bottomLeft : rl.Vector2 = .{ .x = 0.0, .y = @floatFromInt(rl.getScreenHeight()) };
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// const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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// rl.gl.rlTexCoord2f(0.0, 0.0);
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rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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rl.gl.rlVertex2f(topLeft.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, topLeft.y);
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//rl.gl.rlTexCoord2f(0.0, 0.0);
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// rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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// rl.gl.rlTexCoord2f(0.0, 1.0);
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//rl.gl.rlTexCoord2f(0.0, 1.0);
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// rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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// rl.gl.rlTexCoord2f(1.0, 0.0);
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//rl.gl.rlTexCoord2f(1.0, 0.0);
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// rl.gl.rlVertex2f(topRight.x, topRight.y);
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// rl.gl.rlTexCoord2f(1.0, 0.0);
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@ -214,10 +219,10 @@ pub fn main() !void {
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// rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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// rl.gl.rlTexCoord2f(1.0, 1.0);
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// rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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// }
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}
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// rl.gl.rlEnd();
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// rl.endShaderMode();
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rl.gl.rlEnd();
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rl.endShaderMode();
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// f.texture.drawPro(
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// .{.x = 0, .y = 0, .width = 4096, .height = 4096},
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