Changed name and made a TextPassState
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#include "Rendering/TextPass.h"
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TextPass::TextPass()
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{
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}
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void TextPass::Initialize()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
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m_TextProgram->Compile();
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m_TextProgram->Link();
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}
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void TextPass::Update()
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{
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}
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void TextPass::Draw(RenderScene& scene)
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{
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for (auto &job : scene.TextJobs) {
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auto textJob = std::dynamic_pointer_cast<TextJob>(job);
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if (textJob) {
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renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
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}
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}
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}
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void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
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{
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GLfloat penX = 0;
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GLfloat penY = 0;
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GLfloat scale = 1.0/font->FontSize;
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GLfloat stringWidth = 0.f;
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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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stringWidth += (ch.Advance >> 6) * scale;
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}
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if(alignment == TextJob::AlignmentEnum::Center) {
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penX = -stringWidth/2.f;
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} else if (alignment == TextJob::AlignmentEnum::Right) {
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penX = -stringWidth;
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} else {
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penX = 0;
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}
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TextPassState state;
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m_TextProgram->Bind();
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glUniform3f(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), color.x, color.y, color.z);
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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GLfloat xpos = penX + ch.Bearing.x * scale;
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GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
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GLfloat w = ch.Size.x * scale;
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GLfloat h = ch.Size.y * scale;
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GLfloat vertices[6][4] = {
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos, ypos, 0.0, 1.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos + w, ypos + h, 1.0, 0.0 }
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};
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLERROR("Text rendering Error");
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}
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