Font round 1
This commit is contained in:
		@@ -8,37 +8,185 @@
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using namespace Dawn;
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void _uiLabelBake(
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  struct UILabelFontDef &fontDef,
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  FT_Face &face,
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  uint32_t fontSize
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) {
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  fontDef.face = &face;
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  fontDef.fontSize = fontSize;
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  if(FT_Set_Pixel_Sizes(face, 0, fontSize)) {
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    assertUnreachable();
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  }
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  size_t w = 0, h = 0;
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  FT_ULong c;
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  for(c = NEW_LABEL_CHAR_BEGIN; c < NEW_LABEL_CHAR_END; c++) {
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    // Load the character
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    if(FT_Load_Char(face, c, FT_LOAD_RENDER | FT_LOAD_MONOCHROME)) {
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      assertUnreachable();
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    }
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    // Update the width and height
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    w = mathMax<size_t>(w, face->glyph->bitmap.width);
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    h += face->glyph->bitmap.rows;
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  }
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  // Now buffer pixels to the texture
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  float_t y = 0;
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  // I'd love to just buffer straight to the GPU, but it seems that is a bit 
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  // unstable right now.
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  uint8_t *buffer = (uint8_t *)memoryAllocate(w * h * sizeof(uint8_t));
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  memorySet(buffer, 0x00, sizeof(uint8_t) * w * h);
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  size_t offset = 0;
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  for(c = NEW_LABEL_CHAR_BEGIN; c < NEW_LABEL_CHAR_END; c++) {
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    // Load the character
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    if(FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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      assertUnreachable();
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    }
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    // Store the character information
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    struct UILabelChar info;
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    info.advanceX = face->glyph->advance.x;
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    info.advanceY = face->glyph->advance.y;
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    info.bitmapSize = glm::vec2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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    info.bitmapPosition = glm::vec2(face->glyph->bitmap_left, -face->glyph->bitmap_top);
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    info.textureY = y;
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    fontDef.charStore[c] = info;
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    // Buffer the pixels, oh dear GOD there has to be a more efficient way.
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    for(int32_t i = 0; i < face->glyph->bitmap.rows; i++) {
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      memoryCopy(
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        (void *)(face->glyph->bitmap.buffer + (i * face->glyph->bitmap.width)),
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        (void *)(buffer + offset),
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        face->glyph->bitmap.width * sizeof(uint8_t)
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      );
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      offset += w * sizeof(uint8_t);
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    }
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    y += face->glyph->bitmap.rows;
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  }
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  fontDef.texture.setSize(w, h, TEXTURE_FORMAT_R);
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  fontDef.texture.buffer(buffer);
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  memoryFree(buffer);
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}
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int32_t _uiLabelQuad(
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  std::string text,
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  Mesh *mesh,
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  struct FontShaderBufferData &bufferData,
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  struct UILabelFontDef &fontDef,
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  glm::vec2 &position,
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  int32_t quadStart,
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  int32_t partIndex
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) {
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  int32_t len = text.length();
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  if(mesh == nullptr) return len;
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  // Loop each char
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  glm::vec2 wh = glm::vec2(fontDef.texture.getWidth(), fontDef.texture.getHeight());
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  for(int32_t i = 0; i < len; i++) {
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    int32_t j = quadStart + i;
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    FT_ULong c = text[i];
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    auto &charInfo = fontDef.charStore[c];
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    glm::vec2 uv0 = glm::vec2(0.0f, charInfo.textureY) / wh;
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    glm::vec2 uv1 = uv0 + (charInfo.bitmapSize / wh);
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    QuadMesh::bufferQuadMeshWithZ(mesh,
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      position + charInfo.bitmapPosition, uv0,
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      position + charInfo.bitmapPosition + charInfo.bitmapSize, uv1,
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      0.0f,
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      j * QUAD_VERTICE_COUNT, j * QUAD_INDICE_COUNT
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    );
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    position.x += (float_t)(charInfo.advanceX >> 6);
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    position.y += (float_t)(charInfo.advanceY >> 6);
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    bufferData.fontQuadParts[j] = partIndex;
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  }
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  return len;
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}
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UILabelNew::UILabelNew(SceneItem *item) : UIComponentRenderable(item) {
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}
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void UILabelNew::onStart() {
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  std::cout << "Hello new Label" << std::endl;
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  this->shaderBuffer.init();
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  if(FT_New_Face(
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    getGame()->renderManager.getFontManager()->fontLibrary,
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    "/usr/share/fonts/TTF/arial.ttf",
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    0,
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    &face
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  )) {
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    assertUnreachable();
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  }
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  _uiLabelBake(defFace, face, 32);
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  if(FT_New_Face(
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    getGame()->renderManager.getFontManager()->fontLibrary,
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    "/usr/share/fonts/TTF/arialbd.ttf",
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    0,
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    &faceBold
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  )) {
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    assertUnreachable();
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  }
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  _uiLabelBake(defFaceBold, faceBold, 32);
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  if(FT_New_Face(
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    getGame()->renderManager.getFontManager()->fontLibrary,
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    "/usr/share/fonts/TTF/ariali.ttf",
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    0,
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    &faceItalics
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  )) {
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    assertUnreachable();
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  }
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  _uiLabelBake(defFaceItalics, faceItalics, 32);
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  struct FontShaderBufferData fontData;
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  int32_t n = 4 * 4;
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  this->mesh.createBuffers(n * QUAD_VERTICE_COUNT, n * QUAD_INDICE_COUNT);
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  for(int32_t i = 0; i < n; i++) {
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    glm::vec2 size = glm::vec2(32, 32);
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    glm::vec2 pos = glm::vec2(size.x * i, 0) + glm::vec2(2 * i, 0);
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    QuadMesh::bufferQuadMeshWithZ(&this->mesh,
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      pos, glm::vec2(0, 0),
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      pos + size, glm::vec2(1, 1),
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      0.0f, i * QUAD_VERTICE_COUNT, i * QUAD_INDICE_COUNT
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    );
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    fontData.fontQuadParts[i] = i / 4;
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  }
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  glm::vec2 position = glm::vec2(0, defFace.fontSize);
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  fontData.fontParts[0].color = COLOR_RED;
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  fontData.fontParts[1].color = COLOR_GREEN;
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  fontData.fontParts[2].color = COLOR_BLUE;
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  fontData.fontParts[3].color = COLOR_MAGENTA;
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  fontData.fontParts[4].color = COLOR_BLACK;
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  fontData.fontParts[5].color = COLOR_WHITE;
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  testMesh.createBuffers(QUAD_VERTICE_COUNT * 96, QUAD_INDICE_COUNT * 96);
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  auto x = _uiLabelQuad(
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    "Hello",
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    &this->testMesh,
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    fontData,
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    defFace,
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    position,
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    0,
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    0
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  );
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  x += _uiLabelQuad(
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    "World",
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    &this->testMesh,
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    fontData,
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    defFaceItalics,
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    position,
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    x,
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    1
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  );
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  fontData.fontParts[0].color = COLOR_BLUE;
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  fontData.fontParts[0].texture = 0;
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  fontData.fontParts[1].color = COLOR_RED;
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  fontData.fontParts[1].texture = 1;
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  shaderBuffer.buffer(&fontData);
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}
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@@ -48,10 +196,15 @@ std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
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  struct ShaderPassItem item;
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  item.shader = shader;
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  item.mesh = &mesh;
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  item.mesh = &testMesh;
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  item.matrixValues[shader->paramModel] = transform->getWorldTransform();
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  item.parameterBuffers[shader->bufferUiCanvas] = &canvas->shaderBuffer;
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  item.parameterBuffers[shader->bufferFont] = &this->shaderBuffer;
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  item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
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  item.textureSlots[0] = &defFace.texture;
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  item.textureSlots[1] = &defFaceItalics.texture;
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  item.textureValues[shader->paramTexture0] = 0;
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  item.textureValues[shader->paramTexture1] = 1;
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  return { item };
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}
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@@ -7,11 +7,45 @@
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#include "scene/components/ui/UIComponentRenderable.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#define NEW_LABEL_CHAR_BEGIN 0x00
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#define NEW_LABEL_CHAR_END 0xFF
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namespace Dawn {
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  struct UILabelChar {
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    int32_t advanceX;
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    int32_t advanceY;
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    glm::vec2 bitmapSize;
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    glm::vec2 bitmapPosition;
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    float_t textureY;
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  };
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  struct UILabelFontDef {
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    Texture texture;
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    uint32_t fontSize;
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    FT_Face *face;
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    std::map<FT_ULong, struct UILabelChar> charStore;
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  };
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  struct UILabelPart {
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    UILabelFontDef *fontDef;
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    std::string text;
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  };
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  class UILabelNew : public UIComponentRenderable {
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    protected:
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      Mesh mesh;
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    FontShaderBuffer shaderBuffer;
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      FontShaderBuffer shaderBuffer;
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      Mesh testMesh;
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      FT_Face face;
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      FT_Face faceBold;
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      FT_Face faceItalics;
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      struct UILabelFontDef defFace;
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      struct UILabelFontDef defFaceBold;
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      struct UILabelFontDef defFaceItalics;
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    public:
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      UILabelNew(SceneItem *item);
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@@ -11,6 +11,7 @@
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#include "scene/components/physics/3d/CubeCollider.hpp"
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#include "scene/components/physics/2d/Collider2D.hpp"
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#include "scene/components/physics/2d/BoxCollider.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@@ -26,14 +27,12 @@ struct ShaderPassItem SceneDebugLine::createShaderItem(
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  assertNotNull(shader);
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  struct ShaderPassItem item;
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  item.shader = shader;
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  item.priority = this->priority;
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  item.shaderProgram = &shader->program;
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  item.colorValues[shader->program.paramColor] = this->color;
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  item.matrixValues[shader->program.paramModel] = this->transform;
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  item.matrixValues[shader->program.paramView] = camera->transform->getWorldTransform();
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  item.matrixValues[shader->program.paramProjection] = camera->getProjection();
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  item.boolValues[shader->program.paramHasTexture] = false;
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  item.colorValues[shader->paramColor] = this->color;
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  item.matrixValues[shader->paramModel] = this->transform;
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  item.parameterBuffers[shader->bufferRenderPipeline] = &camera->getGame()->renderManager.getRenderPipeline()->shaderBuffer;
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  item.boolValues[shader->paramHasTexture] = false;
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  auto i = *lineIndex;
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  item.mesh = mesh;
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@@ -7,6 +7,7 @@
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#include "display/Color.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/shader/ShaderManager.hpp"
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#include "display/shader/ShaderPass.hpp"
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#define SCENE_DEBUG_LINE_VERTICE_COUNT 2
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#define SCENE_DEBUG_LINE_INDICE_COUNT 2
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