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render text from our terminal!
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@ -1,8 +1,19 @@
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#version 330 core
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in vec2 glyph_tex_coords;
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/// The background color for this cell.
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flat in vec4 bg_color;
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/// Font texture
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uniform sampler2D text;
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void main() {
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gl_FragColor = bg_color;
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int background = 0;
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if (background == 1) {
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gl_FragColor = bg_color;
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} else {
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float a = texture(text, glyph_tex_coords).r;
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gl_FragColor = vec4(bg_color.rgb, bg_color.a*a);
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}
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}
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@ -3,17 +3,31 @@
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// The grid coordinates (x, y) where x < columns and y < rows
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layout (location = 0) in vec2 grid_coord;
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// Position of the glyph in the texture.
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layout (location = 1) in vec2 glyph_pos;
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// Width/height of the glyph
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layout (location = 2) in vec2 glyph_size;
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// Offset of the top-left corner of the glyph when rendered in a rect.
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layout (location = 3) in vec2 glyph_offset;
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// The background color for this cell in RGBA (0 to 1.0)
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layout (location = 1) in vec4 bg_color_in;
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layout (location = 4) in vec4 bg_color_in;
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// The background color for this cell in RGBA (0 to 1.0)
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flat out vec4 bg_color;
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// The x/y coordinate for the glyph representing the font.
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out vec2 glyph_tex_coords;
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uniform sampler2D text;
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uniform vec2 cell_size;
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uniform mat4 projection;
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void main() {
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// Top-left cell coordinates converted to world space
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// Example: (1,0) with a 30 wide cell is converted to (30,0)
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vec2 cell_pos = cell_size * grid_coord;
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// Turn the cell position into a vertex point depending on the
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@ -21,11 +35,39 @@ void main() {
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// for each corner of the cell. We can use gl_VertexID to determine
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// which one we're looking at. Using this, we can use 1 or 0 to keep
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// or discard the value for the vertex.
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//
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// 0 = top-right
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// 1 = bot-right
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// 2 = bot-left
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// 3 = top-left
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vec2 position;
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position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
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position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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cell_pos = cell_pos + cell_size * position;
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gl_Position = projection * vec4(cell_pos, 1.0, 1.0);
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bg_color = vec4(bg_color_in.rgb / 255.0, 1.0);
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int background = 0;
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if (background == 1) {
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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cell_pos = cell_pos + cell_size * position;
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gl_Position = projection * vec4(cell_pos, 0.0, 1.0);
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bg_color = vec4(bg_color_in.rgb / 255.0, 1.0);
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} else {
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// TODO: why?
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vec2 glyph_offset_calc = glyph_offset;
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glyph_offset_calc.y = cell_size.y - glyph_offset.y;
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// Calculate the final position of the cell.
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cell_pos = cell_pos + glyph_size * position + glyph_offset_calc;
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gl_Position = projection * vec4(cell_pos, 0.0, 1.0);
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// Calculate our texture coordinate
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ivec2 text_size = textureSize(text, 0);
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vec2 glyph_tex_size = glyph_size / text_size.xy;
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glyph_tex_coords = glyph_pos + glyph_tex_size * position;
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// This is used to color the font for now.
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bg_color = vec4(bg_color_in.rgb / 255.0, 1.0);
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}
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}
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@ -191,6 +191,7 @@ fn f26dot6ToFloat(v: ftc.FT_F26Dot6) f32 {
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fn codepoint(v: anytype) u32 {
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// We need a UTF32 codepoint for freetype
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return switch (@TypeOf(v)) {
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u32 => v,
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comptime_int, u8 => @intCast(u32, v),
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[]const u8 => @intCast(u32, try std.unicode.utfDecode(v)),
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else => @compileError("invalid codepoint type"),
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78
src/Grid.zig
78
src/Grid.zig
@ -29,6 +29,10 @@ program: gl.Program,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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vbo: gl.Buffer,
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texture: gl.Texture,
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/// The font atlas.
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font_atlas: FontAtlas,
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/// The raw structure that maps directly to the buffer sent to the vertex shader.
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const GPUCell = struct {
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@ -36,6 +40,18 @@ const GPUCell = struct {
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grid_col: u16,
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grid_row: u16,
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/// vec2 glyph_pos
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glyph_x: f32,
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glyph_y: f32,
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/// vec2 glyph_size
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glyph_width: u32,
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glyph_height: u32,
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/// vec2 glyph_size
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glyph_offset_x: i32,
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glyph_offset_y: i32,
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/// vec4 bg_color_in
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bg_r: u8,
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bg_g: u8,
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@ -47,9 +63,9 @@ pub fn init(alloc: Allocator) !Grid {
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// Initialize our font atlas. We will initially populate the
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// font atlas with all the visible ASCII characters since they are common.
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var atlas = try Atlas.init(alloc, 512);
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defer atlas.deinit(alloc);
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errdefer atlas.deinit(alloc);
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var font = try FontAtlas.init(atlas);
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defer font.deinit(alloc);
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errdefer font.deinit(alloc);
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try font.loadFaceFromMemory(face_ttf, 30);
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// Load all visible ASCII characters and build our cell width based on
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@ -117,11 +133,42 @@ pub fn init(alloc: Allocator) !Grid {
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var offset: usize = 0;
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try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(u16);
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try vbobind.attributeAdvanced(1, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
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try vbobind.attributeAdvanced(1, 2, gl.c.GL_FLOAT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(f32);
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try vbobind.attributeAdvanced(2, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(3, 2, gl.c.GL_INT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(i32);
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try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
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try vbobind.enableAttribArray(0);
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try vbobind.enableAttribArray(1);
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try vbobind.enableAttribArray(2);
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try vbobind.enableAttribArray(3);
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try vbobind.enableAttribArray(4);
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try vbobind.attributeDivisor(0, 1);
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try vbobind.attributeDivisor(1, 1);
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try vbobind.attributeDivisor(2, 1);
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try vbobind.attributeDivisor(3, 1);
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try vbobind.attributeDivisor(4, 1);
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// Build our texture
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const tex = try gl.Texture.create();
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errdefer tex.destroy();
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const texbind = try tex.bind(.@"2D");
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try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
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try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
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try texbind.image2D(
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0,
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.Red,
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@intCast(c_int, atlas.size),
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@intCast(c_int, atlas.size),
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0,
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.Red,
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.UnsignedByte,
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atlas.data.ptr,
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);
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return Grid{
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.alloc = alloc,
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@ -132,10 +179,15 @@ pub fn init(alloc: Allocator) !Grid {
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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.texture = tex,
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.font_atlas = font,
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};
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}
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pub fn deinit(self: *Grid) void {
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self.font_atlas.atlas.deinit(self.alloc);
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self.font_atlas.deinit(self.alloc);
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self.texture.destroy();
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self.vbo.destroy();
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self.ebo.destroy();
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self.vao.destroy();
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@ -179,14 +231,21 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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for (term.screen.items) |line, y| {
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for (line.items) |cell, x| {
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_ = cell;
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// Get our glyph
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const glyph = try self.font_atlas.addGlyph(self.alloc, cell.char);
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self.cells.appendAssumeCapacity(.{
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.bg_r = @intCast(u8, @mod(x * y, 255)),
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.bg_g = @intCast(u8, @mod(x, 255)),
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.bg_b = @intCast(u8, 255 - @mod(x, 255)),
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.glyph_x = glyph.s0,
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.glyph_y = glyph.t0,
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.glyph_width = glyph.width,
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.glyph_height = glyph.height,
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.glyph_offset_x = glyph.offset_x,
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.glyph_offset_y = glyph.offset_y,
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.bg_r = 0xFF,
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.bg_g = 0xA5,
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.bg_b = 0,
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.bg_a = 255,
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});
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}
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@ -237,6 +296,11 @@ pub fn render(self: Grid) !void {
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defer binding.unbind();
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try binding.setData(self.cells.items, .StaticDraw);
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// Bind our texture
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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var texbind = try self.texture.bind(.@"2D");
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defer texbind.unbind();
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try gl.drawElementsInstanced(
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gl.c.GL_TRIANGLES,
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6,
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