Rudimentary font rasterisation at runtime with STB

This commit is contained in:
2016-06-29 03:17:03 +10:00
parent 76d6dfcf2f
commit e03d3fd14a
11 changed files with 253 additions and 25 deletions
+12 -2
View File
@@ -6,8 +6,8 @@
//choose to load assets outside of WorldTraveller!
#include <stdlib.h>
void updateBufferObject(Renderer *const renderer, RenderQuad *const quads,
const i32 numQuads)
INTERNAL void updateBufferObject(Renderer *const renderer,
RenderQuad *const quads, const i32 numQuads)
{
// TODO(doyle): We assume that vbo and vao are assigned
const i32 numVertexesInQuad = 4;
@@ -34,6 +34,8 @@ void worldTraveller_gameInit(GameState *state)
asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
asset_loadTTFont("C:/Windows/Fonts/Arial.ttf");
glCheckError();
state->state = state_active;
@@ -334,6 +336,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
V3(0, 0, 0), worldTex);
Texture *font = asset_getTexture(texlist_font);
v4 fontTexRect = V4(0.0f, 1.0f, 1.0f, 0.0);
RenderQuad fontQuad = renderer_createDefaultQuad(fontTexRect);
updateBufferObject(&state->renderer, &fontQuad, 1);
renderer_object(&state->renderer, V2(128.0f, 128.0f),
V2(CAST(f32)font->width, CAST(f32)font->height), 0.0f,
V3(0, 0, 0), font);
// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
Entity *const hero = &state->entityList[state->heroIndex];
texNdcFactor = 1.0f / CAST(f32) hero->tex->width;