billboards!
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@ -175,7 +175,7 @@ static void text_draw_with(FontData* font_data, char* text, Vec2 position, Color
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const size_t len = SDL_strlen(text);
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VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_text_payload_size() * len);
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VertexBufferBuilder payload = build_vertex_buffer(vertex_array, sizeof (ElementIndexedQuadWithoutColor) * len);
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for (size_t i = 0; i < len; ++i) {
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const char c = text[i];
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@ -318,3 +318,73 @@ float draw_text_width(const char *string, float height, const char *font) {
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return (float)length * font_data->scale_factor;
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}
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bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data,
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VertexBufferBuilder *builder,
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stbtt_aligned_quad quad)
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{
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(void)font_data;
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ElementIndexedQuadWithoutColor buffer_element = {
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.v0 = (Vec2){ quad.x0, quad.y0 },
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.v1 = (Vec2){ quad.x1, quad.y0 },
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.v2 = (Vec2){ quad.x1, quad.y1 },
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.v3 = (Vec2){ quad.x0, quad.y1 },
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.uv0 = (Vec2){ quad.s0, quad.t0 },
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.uv1 = (Vec2){ quad.s1, quad.t0 },
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.uv2 = (Vec2){ quad.s1, quad.t1 },
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.uv3 = (Vec2){ quad.s0, quad.t1 },
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};
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return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
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}
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void finally_draw_text(FontData const *font_data,
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size_t len,
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Color color,
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VertexBuffer buffer)
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{
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DeferredCommandDraw command = {0};
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command.vertices = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
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.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
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.buffer = buffer
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};
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command.texcoords = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
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.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
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.buffer = buffer
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};
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command.constant_colored = true;
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command.color = color;
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command.gpu_texture = font_data->texture;
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command.uses_gpu_key = true;
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command.textured = true;
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command.element_buffer = get_quad_element_buffer();
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command.element_count = 6 * (GLsizei)len;
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command.range_end = 6 * (GLsizei)len;
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use_texture_mode(TEXTURE_MODE_GHOSTLY);
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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.draw = command
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};
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arrpush(deferred_commands, final_command);
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/* TODO: why doesn't it get restored if not placed here? */
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// glDepthMask(GL_TRUE);
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}
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