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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-06 13:33:30 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-06 13:33:45 +0100 |
commit | 8902c9b7d26184ae045afcccd66fa168fdff56aa (patch) | |
tree | 596e967d69b073109dad7db437a60093bf499e26 /ui/text.cpp | |
parent | Fix up perf tests in light of window management changes (diff) | |
download | ilt-8902c9b7d26184ae045afcccd66fa168fdff56aa.tar.bz2 ilt-8902c9b7d26184ae045afcccd66fa168fdff56aa.tar.xz ilt-8902c9b7d26184ae045afcccd66fa168fdff56aa.zip |
Replace deprecated GL_QUADS usage in text rendering
Diffstat (limited to 'ui/text.cpp')
-rw-r--r-- | ui/text.cpp | 19 |
1 files changed, 13 insertions, 6 deletions
diff --git a/ui/text.cpp b/ui/text.cpp index 5675061..bdaaba5 100644 --- a/ui/text.cpp +++ b/ui/text.cpp @@ -27,13 +27,20 @@ Text::operator=(const std::string_view s) return init += q.second.size(); }); quads.resize(glyphCount); - GLint current = 0; + GLushort current = 0; auto model = models.begin(); auto quad = quads.begin(); for (const auto & [texture, fquads] : tquads) { - model->first = texture; - model->second = {fquads.size() * 4, current * 4}; - current += static_cast<GLint>(fquads.size()); + model->textureId = texture; + model->range.resize(fquads.size() * 6); + for (auto out = model->range.begin(); const auto & q [[maybe_unused]] : fquads) { + static constexpr std::array<GLushort, 6> quadIndices {0, 1, 2, 2, 3, 0}; + std::transform(quadIndices.begin(), quadIndices.end(), out, [current](auto x) { + return current + x; + }); + current += 4; + out += 6; + } model++; quad = std::transform(fquads.begin(), fquads.end(), quad, [this](const Font::Quad & q) { return q * [this](const glm::vec4 & corner) { @@ -52,8 +59,8 @@ Text::render(const UIShader & shader, const Position &) const glActiveTexture(GL_TEXTURE0); glBindVertexArray(vao); for (const auto & m : models) { - glBindTexture(GL_TEXTURE_2D, m.first); - glDrawArrays(GL_QUADS, m.second.second, m.second.first); + glBindTexture(GL_TEXTURE_2D, m.textureId); + glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m.range.size()), GL_UNSIGNED_SHORT, m.range.data()); } glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); |