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ugui/text_rendering/ren.c

826 lines
20 KiB

#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_video.h>
#include <ctype.h>
#include <grapheme.h>
#include <stdio.h>
#include "util.h"
#include "font.h"
#include "ren.h"
#define GLERR(x) \
{ \
int a = glGetError(); \
if (a != GL_NO_ERROR) \
printf("(%s:%d %s:%s) glError: 0x%x %s\n", \
__FILE__, __LINE__, __func__, x, a, glerr[a&0xff]); \
}
#define GL(f) f; GLERR(#f)
#define REN_RET(a,b) {ren_errno = b; return a;}
enum REN_ERR {
REN_SUCCESS = 0,
REN_ERRNO,
REN_INVAL,
REN_VERTEX,
REN_FRAGMENT,
REN_PROGRAM,
REN_COMPILE,
REN_LINK,
REN_TEXTURE,
REN_CONTEXT,
REN_GLEW,
REN_FONT,
REN_BUFFER,
REN_UNIFORM,
};
// TODO: make a macro for enum-associated string arrays
const char * ren_err_msg[] = {
[REN_SUCCESS] = "Success",
[REN_ERRNO] = "Look at errno",
[REN_INVAL] = "Invalid or NULL arguments",
[REN_VERTEX] = "Failed to create opengl vertex shader",
[REN_FRAGMENT] = "Failed to create opengl fragment shader",
[REN_PROGRAM] = "Failed to create opengl program",
[REN_COMPILE] = "Failed to compile shaders",
[REN_LINK] = "Failed to link shaders",
[REN_TEXTURE] = "Failed to create texture",
[REN_CONTEXT] = "Failed to create SDL OpenGL context",
[REN_GLEW] = "GLEW Error",
[REN_FONT] = "Font Error",
[REN_BUFFER] = "Failed to create opengl buffer",
[REN_UNIFORM] = "Failed to get uniform location",
};
#define ELEM(x) [x&0xff] = #x,
const char *glerr[] = {
ELEM(GL_INVALID_ENUM)
ELEM(GL_INVALID_VALUE)
ELEM(GL_INVALID_OPERATION)
ELEM(GL_OUT_OF_MEMORY)
};
#undef ELEM
// different stacks
#include "generic_stack.h"
STACK_DECL(vtstack, struct v_text)
STACK_DECL(vcstack, struct v_col)
struct ren_font {
struct font_atlas *font;
GLuint texture;
};
struct {
SDL_GLContext *gl;
struct ren_font *fonts;
int fonts_no;
GLuint font_prog;
GLuint box_prog;
GLuint font_buffer;
GLuint box_buffer;
GLint viewsize_loc;
GLint box_viewsize_loc;
GLint texturesize_loc;
struct vtstack font_stack;
struct vcstack box_stack;
int width, height;
int s_x, s_y, s_w, s_h;
int tabsize;
} ren = {0};
static int ren_errno;
// print shader compilation errors
static int shader_compile_error(GLuint shader, const char *path)
{
GLint status;
GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status))
if (status != GL_FALSE)
return 0;
GLint log_length;
GL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length))
GLchar *log_str = emalloc((log_length + 1)*sizeof(GLchar));
GL(glGetShaderInfoLog(shader, log_length, NULL, log_str))
const char *shader_type_str = NULL;
GLint shader_type;
GL(glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type))
switch(shader_type) {
case GL_VERTEX_SHADER: shader_type_str = "vertex"; break;
case GL_GEOMETRY_SHADER: shader_type_str = "geometry"; break;
case GL_FRAGMENT_SHADER: shader_type_str = "fragment"; break;
}
fprintf(stderr, "Compile failure in %s shader %s:\n%s\n", shader_type_str, path, log_str);
efree(log_str);
return -1;
}
// print shader link errors
static int shader_link_error(GLuint prog)
{
GLint status;
GL(glGetProgramiv(prog, GL_LINK_STATUS, &status))
if (status != GL_FALSE)
return 0;
GLint log_length;
GL(glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &log_length))
GLchar *log_str = emalloc((log_length + 1)*sizeof(GLchar));
GL(glGetProgramInfoLog(prog, log_length, NULL, log_str))
fprintf(stderr, "Linker failure: %s\n", log_str);
efree(log_str);
return -1;
}
static GLuint shader_compile(const char *path, const char *shader, GLuint type)
{
GLuint s;
// initialize the vertex shader and get the corresponding id
s = GL(glCreateShader(type))
if (!s) REN_RET(0, REN_VERTEX)
// get the shader into opengl
GL(glShaderSource(s, 1, &shader, NULL))
GL(glCompileShader(s))
if (shader_compile_error(s, path))
REN_RET(0, REN_COMPILE)
return s;
}
const char * ren_strerror(void)
{
return ren_err_msg[ren_errno % (sizeof(ren_err_msg)/sizeof(char *))];
}
// compile a vertex shader (vs_path) and a fragment shader (fs_path) into an opengl
// program and return it's index
static GLuint ren_compile_program(const char *vs_path, const char *fs_path)
{
GLuint gl_vertshader, gl_fragshader, prog;
if (!vs_path || !fs_path)
REN_RET(0, REN_INVAL)
char *str = NULL;
dump_file(vs_path, &str, NULL);
if (!str) REN_RET(0, REN_ERRNO)
gl_vertshader = shader_compile(vs_path, str, GL_VERTEX_SHADER);
efree(str);
if (!gl_vertshader)
return 0;
dump_file(fs_path, &str, NULL);
if (!str) REN_RET(0, REN_ERRNO)
gl_fragshader = shader_compile(fs_path, str, GL_FRAGMENT_SHADER);
efree(str);
if (!gl_fragshader)
return 0;
// create the main program object, it is an amalgamation of all shaders
prog = GL(glCreateProgram())
if (!prog) REN_RET(0, REN_PROGRAM)
// attach the shaders to the program (set which shaders are present)
GL(glAttachShader(prog, gl_vertshader))
GL(glAttachShader(prog, gl_fragshader))
// then link the program (basically the linking stage of the program)
GL(glLinkProgram(prog))
if (shader_link_error(prog))
REN_RET(0, REN_LINK)
// after linking the shaders can be detached and the source freed from
// memory since the program is ready to use
GL(glDetachShader(prog, gl_vertshader))
GL(glDetachShader(prog, gl_fragshader))
return prog;
}
static void set_texture_parameters(GLuint type, GLuint wrap_s, GLuint wrap_t, GLuint upscale, GLuint downscale)
{
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, upscale))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, downscale))
}
static GLuint ren_texturergb_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturergba_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturer_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturer_rect(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_RECTANGLE, t))
GL(glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, buf))
// a limitation of recatngle textures is that the wrapping mode is limited
// to either clamp-to-edge or clamp-to-border
set_texture_parameters(GL_TEXTURE_RECTANGLE, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, upscale, downscale);
return t;
}
// FIXME: update only the newly generated character instead of the whole texture
static int update_font_texture(int idx)
{
GL(glUseProgram(ren.font_prog))
GL(glTexSubImage2D(
GL_TEXTURE_RECTANGLE,
0, 0, 0,
ren.fonts[idx].font->width,
ren.fonts[idx].font->height,
GL_RED,
GL_UNSIGNED_BYTE,
ren.fonts[idx].font->atlas))
font_dump(ren.fonts[idx].font, "./atlas.png");
GL(glUseProgram(0));
return 0;
}
// loads a font and returns it's index in the fonts array
static int ren_load_font(int size, const char *path)
{
int idx = ren.fonts_no;
struct font_atlas *f;
ren.fonts = erealloc(ren.fonts, sizeof(struct ren_font)*(idx+1));
ren.fonts[idx].font = font_init();
f = ren.fonts[idx].font;
if (!f)
REN_RET(-1, REN_FONT)
if (!path)
path = DEFAULT_FONT;
if (font_load(f, path, size))
REN_RET(-1, REN_FONT)
font_dump(f, "./atlas.png");
// load font texture (atlas)
ren.fonts[idx].texture = ren_texturer_rect(
(const char *)f->atlas,
f->width,
f->height,
GL_LINEAR, GL_LINEAR);
if (!ren.fonts[idx].texture)
return -1;
ren.fonts_no = idx+1;
return idx;
}
// returns the index to the ren.fonts array to the font with the correct size
// return -1 on errror
static int ren_get_font(int size)
{
for (int i = 0; i < ren.fonts_no; i++) {
if (ren.fonts[i].font->size == size)
return i;
}
// TODO: add a way to change font family
return ren_load_font(size, NULL);
}
int ren_init(SDL_Window *w)
{
// Initialize OpenGL
if (!w)
REN_RET(-1, REN_INVAL)
// using version 3 does not allow to use glVertexAttribPointer() without
// vertex buffer objects, so use compatibility mode
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
ren.gl = SDL_GL_CreateContext(w);
if (!ren.gl) {
printf("SDL: %s\n", SDL_GetError());
REN_RET(-1, REN_CONTEXT)
}
GL(glEnable(GL_BLEND))
GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA))
GL(glDisable(GL_CULL_FACE))
GL(glDisable(GL_DEPTH_TEST))
GL(glEnable(GL_SCISSOR_TEST))
GL(glEnable(GL_TEXTURE_2D))
GL(glEnable(GL_TEXTURE_RECTANGLE))
GLenum glew_err = glewInit();
if (glew_err != GLEW_OK)
REN_RET(glew_err, REN_GLEW);
// Create stacks
ren.font_stack = vtstack_init();
ren.box_stack = vcstack_init();
// generate the font buffer object
GL(glGenBuffers(1, &ren.font_buffer))
if (!ren.font_buffer) REN_RET(-1, REN_BUFFER)
GL(glGenBuffers(1, &ren.box_buffer))
if (!ren.box_buffer) REN_RET(-1, REN_BUFFER)
// Compile font shaders
ren.font_prog = ren_compile_program(FONT_VERSHADER, FONT_FRAGSHADER);
if (!ren.font_prog) return -1;
// create the uniforms, if the returned value is -1 then the uniform may have
// been optimized away, in any case do not return, just give a warning
ren.viewsize_loc = GL(glGetUniformLocation(ren.font_prog, "viewsize"))
if (ren.viewsize_loc == -1)
printf("uniform %s was optimized away\n", "viewsize");
ren.texturesize_loc = GL(glGetUniformLocation(ren.font_prog, "texturesize"))
if (ren.texturesize_loc == -1)
printf("uniform %s was optimized away\n", "texturesize");
// Compile box shaders
ren.box_prog = ren_compile_program(BOX_VERSHADER, BOX_FRAGSHADER);
if (!ren.box_prog) return -1;
ren.box_viewsize_loc = GL(glGetUniformLocation(ren.box_prog, "viewsize"))
if (ren.box_viewsize_loc == -1)
printf("uniform %s was optimized away\n", "viewsize");
// Finishing touches
ren.tabsize = REN_TABSIZE;
int width, height;
SDL_GetWindowSize(w, &width, &height);
ren_update_viewport(width, height);
GL(glClearColor(0.3f, 0.3f, 0.3f, 0.f))
GL(glClear(GL_COLOR_BUFFER_BIT))
return 0;
}
int ren_clear(void)
{
GL(glScissor(0, 0, ren.width, ren.height))
GL(glClear(GL_COLOR_BUFFER_BIT));
return 0;
}
// idx refers to the fonts array index, this means that when drawing the font stack
// only one font size at the time can be used
static int ren_draw_font_stack(int idx)
{
struct font_atlas *font = ren.fonts[idx].font;
GLuint font_texture = ren.fonts[idx].texture;
GL(glUseProgram(ren.font_prog))
GL(glBindTexture(GL_TEXTURE_RECTANGLE, font_texture))
GL(glViewport(0, 0, ren.width, ren.height))
// this has caused me some trouble, convert from image coordiates to viewport
GL(glScissor(ren.s_x, ren.height-ren.s_y-ren.s_h, ren.s_w, ren.s_h))
GL(glUniform2i(ren.viewsize_loc, ren.width, ren.height))
GL(glUniform2i(ren.texturesize_loc, font->width, font->height))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.font_buffer))
if (vtstack_changed(&ren.font_stack)) {
if (vtstack_size_changed(&ren.font_stack)) {
GL(glBufferData(
GL_ARRAY_BUFFER,
ren.font_stack.idx*sizeof(struct v_text),
ren.font_stack.items,
GL_DYNAMIC_DRAW))
} else {
GL(glBufferSubData(
GL_ARRAY_BUFFER,
0,
ren.font_stack.idx*sizeof(struct v_text),
ren.font_stack.items))
}
}
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
GL(glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
0))
GL(glVertexAttribPointer(
REN_UV_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
(void*)sizeof(vec2_i)))
GL(glEnableVertexAttribArray(REN_VERTEX_IDX))
GL(glEnableVertexAttribArray(REN_UV_IDX))
GL(glDrawArrays(GL_TRIANGLES, 0, ren.font_stack.idx))
GL(glDisableVertexAttribArray(REN_VERTEX_IDX))
GL(glDisableVertexAttribArray(REN_UV_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glBindTexture(GL_TEXTURE_RECTANGLE, 0))
GL(glUseProgram(0))
vtstack_clear(&ren.font_stack);
return 0;
}
static int ren_draw_box_stack(void)
{
GL(glUseProgram(ren.box_prog))
GL(glViewport(0, 0, ren.width, ren.height))
GL(glScissor(0, 0, ren.width, ren.height))
GL(glUniform2i(ren.box_viewsize_loc, ren.width, ren.height))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.box_buffer))
if(vcstack_changed(&ren.box_stack)) {
if (vcstack_size_changed(&ren.box_stack)) {
GL(glBufferData(
GL_ARRAY_BUFFER,
ren.box_stack.idx*sizeof(struct v_col),
ren.box_stack.items,
GL_DYNAMIC_DRAW))
} else {
GL(glBufferSubData(
GL_ARRAY_BUFFER,
0,
ren.box_stack.idx*sizeof(struct v_col),
ren.box_stack.items))
}
}
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
GL(glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_col),
0))
// the color gets normalized
GL(glVertexAttribPointer(
REN_COLOR_IDX,
4,
GL_INT,
GL_TRUE,
sizeof(struct v_col),
(void*)sizeof(vec2_i)))
GL(glEnableVertexAttribArray(REN_VERTEX_IDX))
GL(glEnableVertexAttribArray(REN_COLOR_IDX))
GL(glDrawArrays(GL_TRIANGLES, 0, ren.box_stack.idx))
GL(glDisableVertexAttribArray(REN_VERTEX_IDX))
GL(glDisableVertexAttribArray(REN_COLOR_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glUseProgram(0))
vcstack_clear(&ren.box_stack);
return 0;
}
int ren_update_viewport(int w, int h)
{
ren.width = w;
ren.height = h;
return 0;
}
int ren_set_scissor(int x, int y, int w, int h)
{
ren.s_x = x;
ren.s_y = y;
ren.s_w = w;
ren.s_h = h;
return 0;
}
static int ren_push_glyph(const struct font_glyph *g, int gx, int gy)
{
/* x4,y4 x3,y3
* o-------------+
* |(x,y) /|
* | / |
* | 2 / |
* | / |
* | / |
* | / 1 |
* |/ |
* +-------------+
* x1,y1 x2,y2 */
struct v_text v;
struct font_glyph c;
c = *g;
//printf("g: u=%d v=%d w=%d h=%d a=%d x=%d y=%d\n", c.u, c.v, c.w, c.h, c.a, c.x, c.y);
//printf("v: x=%d y=%d u=%d v=%d\n", v.pos.x, v.pos.y, v.uv.u, v.uv.v);
// x1,y1
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y+c.h },
.uv = { .u = c.u, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x2,y2
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y+c.h },
.uv = { .u = c.u+c.w, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x3,y3
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y },
.uv = { .u = c.u+c.w, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
// x1,y1
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y+c.h },
.uv = { .u = c.u, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x3,y3
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y },
.uv = { .u = c.u+c.w, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
// x4,y4
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y },
.uv = { .u = c.u, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
return 0;
}
static const struct font_glyph * get_glyph(unsigned int code, int idx)
{
const struct font_glyph *g;
int updated;
g = font_get_glyph_texture(ren.fonts[idx].font, code, &updated);
if (!g)
REN_RET(NULL, REN_FONT);
if (updated) {
if (update_font_texture(idx))
REN_RET(NULL, REN_TEXTURE);
}
return g;
}
// TODO: reduce repeating patterns in ren_get_text_box() and ren_render_text()
int ren_get_text_box(const char *str, int *rw, int *rh, int size)
{
int w = 0, h = 0, x = 0, y = 0;
const struct font_glyph *g;
size_t off, ret;
uint32_t cp;
int idx = ren_get_font(size);
if (idx < 0)
return -1;
h = y = ren.fonts[idx].font->glyph_max_h;
for (off = 0; (ret = grapheme_decode_utf8(str+off, SIZE_MAX, &cp)) > 0 && cp != 0; off += ret) {
if (iscntrl(cp)) goto skip_get;
if (!(g = get_glyph(cp, idx)))
return -1;
x += g->x + g->a;
// FIXME: generalize this thing
skip_get:
switch (cp) {
case '\t': {
const struct font_glyph *sp = get_glyph(' ', idx);
if (!sp) return -1;
x += (sp->x + sp->a)*ren.tabsize;
}
break;
case '\r':
x = 0;
break;
case '\n':
// TODO: encode and/or store line height
y += ren.fonts[idx].font->glyph_max_h;
x = 0;
break;
default: break;
}
if (x > w) w = x;
if (y > h) h = y;
}
if (rw) *rw = w;
if (rh) *rh = h;
return 0;
}
int ren_render_text(const char *str, int x, int y, int w, int h, int size)
{
const struct font_glyph *g;
size_t ret, off;
uint32_t cp;
int updated, gx = x, gy = y;
int idx = ren_get_font(size);
if (idx < 0)
return -1;
for (off = 0; (ret = grapheme_decode_utf8(str+off, SIZE_MAX, &cp)) > 0 && cp != 0; off += ret) {
// skip special characters that render a box (not present in font)
if (iscntrl(cp)) goto skip_render;
if (!(g = get_glyph(cp, idx)))
return -1;
// only push the glyph if it is inside the bounding box
if (gx <= x+w && gy <= y+h)
ren_push_glyph(g, gx, gy);
// TODO: possible kerning needs to be applied here
// TODO: handle other unicode control characters such as the
// right-to-left isolate (\u2067)
gx += g->x + g->a;
skip_render:
switch (cp) {
case '\t': {
const struct font_glyph *sp = get_glyph(' ', idx);
if (!sp) return -1;
gx += (sp->x + sp->a)*ren.tabsize;
}
break;
case '\r':
gx = x;
break;
case '\n':
gy += ren.fonts[idx].font->glyph_max_h;
gx = x;
break;
default: break;
}
}
ren_set_scissor(x, y, w, h);
ren_draw_font_stack(idx);
return 0;
}
// re-normalize color from 0-255 to 0-0x7fffffff, technically i'm dividing by 256 here
#define RENORM(x) (((unsigned long long)(x)*0x7fffffff)>>8)
#define R(x) (x&0xff)
#define G(x) ((x>>8)&0xff)
#define B(x) ((x>>16)&0xff)
#define A(x) ((x>>24)&0xff)
static int ren_push_box(int x, int y, int w, int h, unsigned int color)
{
/* x4,y4 x3,y3
* o-------------+
* |(x,y) /|
* | / |
* | 2 / |
* | / |
* | / |
* | / 1 |
* |/ |
* +-------------+
* x1,y1 x2,y2 */
struct v_col v;
vec4_i c = {
.r = RENORM(R(color)),
.g = RENORM(G(color)),
.b = RENORM(B(color)),
.a = RENORM(A(color)),
};
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x2, y2
v = (struct v_col){ .pos = { .x = x+w, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x4, y4
v = (struct v_col){ .pos = { .x = x, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
return 0;
}
int ren_render_box(int x, int y, int w, int h, unsigned int color)
{
ren_push_box(x, y, w, h, color);
ren_draw_box_stack();
return 0;
}
int ren_free(void)
{
GL(glUseProgram(0))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glDeleteProgram(ren.box_prog));
GL(glDeleteProgram(ren.font_prog));
GL(glDeleteBuffers(1, &ren.font_buffer))
for (int i = 0; i < ren.fonts_no; i++) {
GL(glDeleteTextures(1, &ren.fonts[i].texture))
font_free(ren.fonts[i].font);
}
SDL_GL_DeleteContext(ren.gl);
vtstack_free(&ren.font_stack);
vcstack_free(&ren.box_stack);
return 0;
}