static r32 z_ = 0; static r32 r_ = 0.3f; static r32 quad_verts[] = { -r_, -r_, z_, 1.0f, 0, 0, r_, -r_, z_, 1.0f, 1, 0, r_, r_, z_, 1.0f, 1, 1, -r_, r_, z_, 1.0f, 0, 1, }; static u32 quad_indices[] = { 0, 1, 2, 0, 2, 3, }; static String shader_code_vert_win32 = lit_str( "#version 330 core\n" "layout (location = 0) in vec4 coordinates;\n" "layout (location = 1) in vec2 uv;\n" "out vec2 tex_coord;\n" "void main(void) {\n" " gl_Position = coordinates;\n" " tex_coord = uv;\n" "}" ); static String shader_code_vert_wasm = lit_str( "precision highp float;\n" "attribute vec4 coordinates;\n" "attribute vec2 uv;\n" "varying vec2 tex_coord;\n" "void main(void) {\n" " gl_Position = coordinates;\n" " tex_coord = uv;\n" "}"); static String shader_code_frag_win32 = lit_str( "#version 330 core\n" "in vec2 tex_coord;\n" "out vec4 FragColor;\n" "uniform sampler2D texture;\n" "void main(void) {\n" "// FragColor = vec4(1,tex_coord.x,tex_coord.y,1);\n" " FragColor = texture(texture, tex_coord);\n" "}" ); static String shader_code_frag_wasm = lit_str( "precision highp float;\n" "varying vec2 tex_coord;\n" "uniform sampler2D texture;\n" "void main(void) {\n" " gl_FragColor = texture2D(texture, tex_coord);\n" " // vec4(1, tex_coord.x, tex_coord.y, 1);\n" "}"); static u32 pix[] = { 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000, }; void make_quad(Platform_Geometry_Buffer* geo, Platform_Shader* shd, Platform_Texture* tex) { // TODO(PS): TEMP #if defined(PLATFORM_win32) String shader_code_vert = shader_code_vert_win32; String shader_code_frag = shader_code_frag_win32; #elif defined(PLATFORM_wasm) String shader_code_vert = shader_code_vert_wasm; String shader_code_frag = shader_code_frag_wasm; #endif *geo = platform_geometry_buffer_create( quad_verts, 24, quad_indices, 6 ); String attribs[] = { lit_str("coordinates"), lit_str("uv"), }; *shd = platform_shader_create( shader_code_vert, shader_code_frag, attribs, 2, 0, 0 ); platform_vertex_attrib_pointer(*geo, *shd, 4, shd->attrs[0], 6, 0); platform_vertex_attrib_pointer(*geo, *shd, 2, shd->attrs[1], 6, 4); *tex = platform_texture_create((u8*)pix, 4, 4, 4); } internal void ed_load_font_cb(Platform_File_Async_Job_Args result, u8* user_data) { App_State* state = (App_State*)user_data; UI* ui = &state->editor->ui; u8* f = result.data.base; stbtt_fontinfo font; if (!stbtt_InitFont(&font, f, stbtt_GetFontOffsetForIndex(f, 0))) { invalid_code_path; } r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f); s32 ascent, descent, line_gap; stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap); ui->font_ascent = (r32)ascent * scale; ui->font_descent = (r32)descent * scale; ui->font_line_gap = (r32)line_gap * scale; if (ui->font_line_gap == 0) ui->font_line_gap = 5; String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~"); for (u64 i = 0; i < c.len; i++) { s32 w, h, xoff, yoff; u32 id = (u32)c.str[i]; u8* bp = stbtt_GetCodepointBitmap(&font, 0, scale, (char)c.str[i], &w, &h, &xoff, &yoff); s32 x0, y0, x1, y1; stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1); v2 offset = v2{ 0, (r32)y0 }; texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha); stbtt_FreeBitmap(bp, 0); } Texture_Atlas_Sprite m_sprite = texture_atlas_sprite_get(&state->editor->ui.atlas, (u32)'m'); ui->font_space_width = (r32)(m_sprite.max_x - m_sprite.min_x); platform_texture_update(ui->atlas_texture, ui->atlas.pixels, 1024, 1024, 1024); } internal void ed_init(App_State* state) { Editor* editor = allocator_alloc_struct(permanent, Editor); state->editor = editor; state->editor->ui = ui_create(4096, 4096, state->input_state, permanent); // make the default quad for us to draw with // TODO(PS): this might be unnecessary with the per-frame buffer we use now make_quad(&editor->renderer.geo, &editor->renderer.shd, &editor->renderer.tex); platform_file_async_read(lit_str("data/font.ttf"), ed_load_font_cb); } internal void ed_frame_prepare(App_State* state) { ui_frame_prepare(&state->editor->ui, state->editor->window_dim); } internal void ed_frame(App_State* state) { edr_render_begin(state); ui_draw(&state->editor->ui); edr_render(state); } internal void ed_cleanup(App_State* state) { }