Added some simple test text.
This commit is contained in:
@@ -8,7 +8,10 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include "../sdlpp/keyboard.hpp"
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#include "../util/bitmap.hpp"
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#include "../util/font_map.hpp"
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#include "../util/mesh.hpp"
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#include "../util/texture_atlas.hpp"
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namespace sdl_gpu_test
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{
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@@ -23,25 +26,17 @@ struct VertexShaderParameters
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glm::mat4 worldToView;
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glm::mat4 viewToClip;
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};
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struct UIVertexShaderParameters
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{
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glm::vec2 windowSize;
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};
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}
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void UIApp::init(const AppInitArgs& args)
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{
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Application::init(args);
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// create shaders
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const sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/textured_3dtriangles_from_buffer.vert.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX,
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.numUniformBuffers = 1
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});
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const sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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.numUniformBuffers = 1
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});
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// create depth buffer
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mDepthBuffer.create(mDevice, {
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.format = sdlpp::GPUTextureFormat::D16_UNORM,
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@@ -51,55 +46,10 @@ void UIApp::init(const AppInitArgs& args)
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});
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// create graphics pipeline
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow),
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.blendState = {
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.enableBlend = true,
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.srcColorBlendfactor = sdlpp::GPUBlendFactor::SRC_ALPHA,
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.dstColorBlendfactor = sdlpp::GPUBlendFactor::ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = sdlpp::GPUBlendOp::ADD,
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.srcAlphaBlendfactor = sdlpp::GPUBlendFactor::ONE,
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.dstAlphaBlendfactor = sdlpp::GPUBlendFactor::ZERO,
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.alphaBlendOp = sdlpp::GPUBlendOp::ADD
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}
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}
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};
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std::array vertexBindings = {
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sdlpp::GPUVertexBinding{
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.index = 0,
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.pitch = sizeof(Vertex)
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}
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};
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std::array vertexAttributes = {
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sdlpp::GPUVertexAttribute{
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.location = 0,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT3,
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.offset = offsetof(Vertex, pos)
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},
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sdlpp::GPUVertexAttribute{
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.location = 1,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(Vertex, texcoord)
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}
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};
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mMeshPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.vertexInputState = {
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.vertexBindings = vertexBindings,
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.vertexAttributes = vertexAttributes
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},
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.rasterizerState = {
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.cullMode = sdlpp::GPUCullMode::BACK
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},
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs,
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.depthStencilFormat = sdlpp::GPUTextureFormat::D16_UNORM
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}
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});
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createMeshPipeline();
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// create UI pipeline
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createUIPipeline();
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// load the mesh
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const Mesh mesh = loadMesh(mFileSystem.getPath("meshes/cube.obj"));
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@@ -110,7 +60,7 @@ void UIApp::init(const AppInitArgs& args)
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.usage = {.vertex = true},
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.size = static_cast<Uint32>(mesh.vertices.size() * sizeof(Vertex))
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});
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uploadVertexData(mVertexBuffer, std::span(mesh.vertices.begin(), mesh.vertices.end()));
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uploadVertexData(mVertexBuffer, std::span(mesh.vertices));
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// create texture and sampler
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sdlpp::GPUTextureCreateArgs textureArgs = {
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@@ -120,6 +70,57 @@ void UIApp::init(const AppInitArgs& args)
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mTexture = loadTexture("bitmaps/cube.png", textureArgs);
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mSampler.create(mDevice, {});
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const FontMap fontMap = loadFontMap(mFileSystem.getPath("fonts/symtext.fnt"));
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const UVFontMap uvFontMap = makeUVFontMap({
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.original = &fontMap,
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.textureWidth = 256,
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.textureHeight = 256
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});
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unsigned posX = 100;
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const unsigned posY = 100;
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for (const char chr : std::string_view("Dies ist ein Test-Text!"))
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{
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const UVFontMapEntry& entry = uvFontMap.entries[chr];
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const UIVertex topLeft = {
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.pos = {posX + entry.xOffset, posY + entry.yOffset},
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.texcoord = {entry.uvX, entry.uvY}
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};
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const UIVertex bottomRight = {
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.pos = {topLeft.pos.x + static_cast<float>(entry.width), topLeft.pos.y + static_cast<float>(entry.height)},
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.texcoord = {entry.uvX + entry.uvWidth, entry.uvY + entry.uvHeight}
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};
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const UIVertex bottomLeft = {
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.pos = {topLeft.pos.x, bottomRight.pos.y},
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.texcoord = {topLeft.texcoord.x, bottomRight.texcoord.y}
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};
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const UIVertex topRight = {
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.pos = {bottomRight.pos.x, topLeft.pos.y},
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.texcoord = {bottomRight.texcoord.x, topLeft.texcoord.y}
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};
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mUIVertices.push_back(topLeft);
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mUIVertices.push_back(bottomLeft);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomRight);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomLeft);
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posX += entry.xAdvance;
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}
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// create UI vertex buffer
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mUIVertexBuffer.create(mDevice, {
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.usage = {.vertex = true},
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.size = static_cast<Uint32>(mUIVertices.size() * sizeof(UIVertex))
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});
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uploadVertexData(mUIVertexBuffer, std::span(mUIVertices));
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// and UI texture
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mUITexture = loadTexture("bitmaps/ui.png", textureArgs);
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mUISampler.create(mDevice, {});
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// open gamepad
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const std::vector<SDL_JoystickID> gamepads = sdlpp::getGamepads();
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if (!gamepads.empty())
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@@ -187,7 +188,25 @@ void UIApp::update(const AppUpdateArgs& args)
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renderPass.end();
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// render the "UI"
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if (!mUIVertices.empty())
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{
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const UIVertexShaderParameters uiVertexShaderParameters = {
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.windowSize = {
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static_cast<float>(swapchainWidth), static_cast<float>(swapchainHeight)
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}
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};
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colorTargets[0].loadOp = sdlpp::GPULoadOp::LOAD; // don't clear again
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renderPass = cmdBuffer.beginRenderPass({
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.colorTargetInfos = colorTargets
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});
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cmdBuffer.pushFragmentUniformData(0, std::span(&WHITE, 1));
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cmdBuffer.pushVertexUniformData(0, std::span(&uiVertexShaderParameters, 1));
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renderPass.bindFragmentSampler({.texture = mUITexture, .sampler = mUISampler});
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renderPass.bindGraphicsPipeline(mUIPipeline);
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renderPass.bindVertexBuffer({.buffer = mUIVertexBuffer});
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renderPass.drawPrimitives({.numVertices = static_cast<Uint32>(mUIVertices.size())});
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renderPass.end();
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}
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// finalize
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cmdBuffer.submit();
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@@ -216,6 +235,132 @@ void UIApp::handleMouseMotionEvent(const sdlpp::MouseMotionEvent& event)
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}
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}
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void UIApp::createMeshPipeline()
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{
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// create shaders
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const sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/textured_3dtriangles_from_buffer.vert.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX,
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.numUniformBuffers = 1
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});
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const sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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.numUniformBuffers = 1
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});
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow),
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.blendState = {
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.enableBlend = true,
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.srcColorBlendfactor = sdlpp::GPUBlendFactor::SRC_ALPHA,
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.dstColorBlendfactor = sdlpp::GPUBlendFactor::ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = sdlpp::GPUBlendOp::ADD,
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.srcAlphaBlendfactor = sdlpp::GPUBlendFactor::ONE,
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.dstAlphaBlendfactor = sdlpp::GPUBlendFactor::ZERO,
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.alphaBlendOp = sdlpp::GPUBlendOp::ADD
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}
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}
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};
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std::array vertexBindings = {
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sdlpp::GPUVertexBinding{
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.index = 0,
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.pitch = sizeof(Vertex)
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}
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};
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std::array vertexAttributes = {
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sdlpp::GPUVertexAttribute{
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.location = 0,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT3,
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.offset = offsetof(Vertex, pos)
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},
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sdlpp::GPUVertexAttribute{
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.location = 1,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(Vertex, texcoord)
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}
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};
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mMeshPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.vertexInputState = {
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.vertexBindings = vertexBindings,
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.vertexAttributes = vertexAttributes
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},
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.rasterizerState = {
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.cullMode = sdlpp::GPUCullMode::BACK
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},
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs,
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.depthStencilFormat = sdlpp::GPUTextureFormat::D16_UNORM
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}
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});
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}
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void UIApp::createUIPipeline()
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{
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// create shaders
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const sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/ui.vert.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX,
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.numUniformBuffers = 1
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});
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const sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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.numUniformBuffers = 1
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});
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow),
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.blendState = {
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.enableBlend = true,
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.srcColorBlendfactor = sdlpp::GPUBlendFactor::SRC_ALPHA,
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.dstColorBlendfactor = sdlpp::GPUBlendFactor::ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = sdlpp::GPUBlendOp::ADD,
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.srcAlphaBlendfactor = sdlpp::GPUBlendFactor::ONE,
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.dstAlphaBlendfactor = sdlpp::GPUBlendFactor::ZERO,
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.alphaBlendOp = sdlpp::GPUBlendOp::ADD
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}
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}
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};
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std::array vertexBindings = {
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sdlpp::GPUVertexBinding{
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.index = 0,
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.pitch = sizeof(UIVertex)
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}
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};
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std::array vertexAttributes = {
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sdlpp::GPUVertexAttribute{
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.location = 0,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(UIVertex, pos)
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},
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sdlpp::GPUVertexAttribute{
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.location = 1,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(UIVertex, texcoord)
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}
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};
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mUIPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.vertexInputState = {
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.vertexBindings = vertexBindings,
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.vertexAttributes = vertexAttributes
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},
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs
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}
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});
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}
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void UIApp::processInput(const AppUpdateArgs& args)
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{
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const std::span<const SDL_bool> keystates = sdlpp::getKeyboardState();
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@@ -4,11 +4,19 @@
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_6_UI_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_6_UI_APP_HPP_INCLUDED 1
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#include <glm/vec2.hpp>
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#include "../application.hpp"
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#include "../sdlpp/gamepad.hpp"
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namespace sdl_gpu_test
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{
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struct UIVertex
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{
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glm::vec2 pos;
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glm::vec2 texcoord;
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};
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class UIApp : public Application
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{
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private:
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@@ -17,6 +25,13 @@ private:
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sdlpp::GPUGraphicsPipeline mMeshPipeline;
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sdlpp::GPUTexture mTexture;
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sdlpp::GPUSampler mSampler;
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sdlpp::GPUBuffer mUIVertexBuffer;
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sdlpp::GPUGraphicsPipeline mUIPipeline;
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std::vector<UIVertex> mUIVertices;
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sdlpp::GPUTexture mUITexture;
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sdlpp::GPUSampler mUISampler;
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sdlpp::Gamepad mGamepad;
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Uint32 mNumVertices = 0;
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Uint32 mLastSwapchainWidth = 1280;
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@@ -29,6 +44,8 @@ public:
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void handleKeyboardEvent(const sdlpp::KeyboardEvent& event) override;
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void handleMouseMotionEvent(const sdlpp::MouseMotionEvent& event) override;
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private:
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void createMeshPipeline();
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void createUIPipeline();
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void processInput(const AppUpdateArgs& args);
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};
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} // namespace sdl_gpu_test
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@@ -6,6 +6,7 @@ src_files = Split("""
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application.cpp
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util/bitmap.cpp
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util/font_map.cpp
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util/mesh.cpp
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0_clear_swapchain/app.cpp
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91
private/sdl_gpu_test/util/font_map.cpp
Normal file
91
private/sdl_gpu_test/util/font_map.cpp
Normal file
@@ -0,0 +1,91 @@
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#include "./font_map.hpp"
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#include <mijin/util/string.hpp>
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namespace sdl_gpu_test
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{
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FontMap loadFontMap(const mijin::PathReference& path)
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{
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std::unique_ptr<mijin::Stream> stream;
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mijin::throwOnError(path.open(mijin::FileOpenMode::READ, stream));
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auto parseNumber = [](std::string_view value, auto& outNumber)
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{
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if (!mijin::toNumber(value, outNumber))
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{
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throw std::runtime_error("Invalid number.");
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}
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};
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FontMap result;
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std::string line;
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while (!stream->isAtEnd())
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{
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mijin::throwOnError(stream->readLine(line));
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const std::vector<std::string_view> parts = mijin::split(line, " ");
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if (parts.empty()) {
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continue;
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}
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if (parts[0] == "common")
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{
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for (const std::string_view& part : std::span(parts).subspan<1>())
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{
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const auto [name, value] = mijin::splitFixed<2>(part, "=");
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if (name == "lineHeight") { parseNumber(value, result.lineHeight); }
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else if (name == "base") { parseNumber(value, result.base); }
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else if (name == "scaleW") { parseNumber(value, result.scaleW); }
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else if (name == "scaleH") { parseNumber(value, result.scaleH); }
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}
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}
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else if (parts[0] == "char")
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{
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FontMapEntry entry;
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unsigned id = 0;
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for (const std::string_view& part : std::span(parts).subspan<1>())
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{
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const auto [name, value] = mijin::splitFixed<2>(part, "=");
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if (name == "id") { parseNumber(value, id); }
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else if (name == "x") { parseNumber(value, entry.x); }
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else if (name == "y") { parseNumber(value, entry.y); }
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else if (name == "width") { parseNumber(value, entry.width); }
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else if (name == "height") { parseNumber(value, entry.height); }
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else if (name == "xoffset") { parseNumber(value, entry.xOffset); }
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else if (name == "yoffset") { parseNumber(value, entry.yOffset); }
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else if (name == "xadvance") { parseNumber(value, entry.xAdvance); }
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}
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if (id > 0 && id < result.entries.size())
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{
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result.entries[id] = entry;
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}
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}
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}
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return result;
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}
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UVFontMap makeUVFontMap(const MakeUVFontMapArgs& args)
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{
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UVFontMap result = {
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.lineHeight = args.original->lineHeight,
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.base = args.original->base,
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.scaleW = args.original->scaleW,
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.scaleH = args.original->scaleH
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};
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for (std::size_t chr = 0; chr < result.entries.size(); ++chr)
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{
|
||||
const FontMapEntry& origEntry = args.original->entries[chr];
|
||||
result.entries[chr] = {
|
||||
.uvX = static_cast<float>(origEntry.x + args.textureOffsetX) / static_cast<float>(args.textureWidth),
|
||||
.uvY = static_cast<float>(origEntry.y + args.textureOffsetX) / static_cast<float>(args.textureHeight),
|
||||
.uvWidth = static_cast<float>(origEntry.width) / static_cast<float>(args.textureWidth),
|
||||
.uvHeight = static_cast<float>(origEntry.height) / static_cast<float>(args.textureHeight),
|
||||
.width = origEntry.width,
|
||||
.height = origEntry.height,
|
||||
.xOffset = origEntry.xOffset,
|
||||
.yOffset = origEntry.yOffset,
|
||||
.xAdvance = origEntry.xAdvance
|
||||
};
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
67
private/sdl_gpu_test/util/font_map.hpp
Normal file
67
private/sdl_gpu_test/util/font_map.hpp
Normal file
@@ -0,0 +1,67 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_FONT_MAP_HPP_INCLUDED)
|
||||
#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_FONT_MAP_HPP_INCLUDED 1
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <mijin/virtual_filesystem/filesystem.hpp>
|
||||
|
||||
namespace sdl_gpu_test
|
||||
{
|
||||
struct FontMapEntry
|
||||
{
|
||||
unsigned x = 0;
|
||||
unsigned y = 0;
|
||||
unsigned width = 0;
|
||||
unsigned height = 0;
|
||||
int xOffset = 0;
|
||||
int yOffset = 0;
|
||||
unsigned xAdvance = 0;
|
||||
};
|
||||
|
||||
template<typename TEntry>
|
||||
struct BaseFontMap
|
||||
{
|
||||
std::array<TEntry, 256> entries;
|
||||
unsigned lineHeight = 0;
|
||||
unsigned base = 0;
|
||||
unsigned scaleW = 0;
|
||||
unsigned scaleH = 0;
|
||||
};
|
||||
|
||||
using FontMap = BaseFontMap<FontMapEntry>;
|
||||
|
||||
struct UVFontMapEntry
|
||||
{
|
||||
float uvX = 0.f;
|
||||
float uvY = 0.f;
|
||||
float uvWidth = 0.f;
|
||||
float uvHeight = 0.f;
|
||||
unsigned width = 0;
|
||||
unsigned height = 0;
|
||||
int xOffset = 0;
|
||||
int yOffset = 0;
|
||||
unsigned xAdvance = 0;
|
||||
};
|
||||
|
||||
using UVFontMap = BaseFontMap<UVFontMapEntry>;
|
||||
|
||||
struct MakeUVFontMapArgs
|
||||
{
|
||||
const FontMap* original;
|
||||
unsigned textureWidth;
|
||||
unsigned textureHeight;
|
||||
unsigned textureOffsetX = 0;
|
||||
unsigned textureOffsetY = 0;
|
||||
};
|
||||
|
||||
[[nodiscard]]
|
||||
FontMap loadFontMap(const mijin::PathReference& path);
|
||||
|
||||
[[nodiscard]]
|
||||
UVFontMap makeUVFontMap(const MakeUVFontMapArgs& args);
|
||||
} // namespace sdl_gpu_test
|
||||
|
||||
#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_FONT_MAP_HPP_INCLUDED)
|
||||
14
private/sdl_gpu_test/util/texture_atlas.hpp
Normal file
14
private/sdl_gpu_test/util/texture_atlas.hpp
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_TEXTURE_ATLAS_HPP_INCLUDED)
|
||||
#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_TEXTURE_ATLAS_HPP_INCLUDED 1
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace sdl_gpu_test
|
||||
{
|
||||
|
||||
} // namespace sdl_gpu_test
|
||||
|
||||
#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_UTIL_TEXTURE_ATLAS_HPP_INCLUDED)
|
||||
Reference in New Issue
Block a user