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-rw-r--r--text.c19
1 files changed, 8 insertions, 11 deletions
diff --git a/text.c b/text.c
index 94dd8c7..6e40733 100644
--- a/text.c
+++ b/text.c
@@ -1,6 +1,5 @@
-#include "base.h"
-#include "text.h"
-#include "unicode.h"
+#include "ted.h"
+
#if DEBUG
typedef struct
{
@@ -23,8 +22,6 @@ no_warn_end
#endif
-#include <stdlib.h>
-
// We split up code points into a bunch of pages, so we don't have to load all of the font at
// once into one texture.
#define CHAR_PAGE_SIZE 2048
@@ -52,7 +49,7 @@ struct Font {
TextTriangle *triangles[CHAR_PAGE_COUNT]; // triangles to render for each page
};
-TextRenderState const text_render_state_default = {
+const TextRenderState text_render_state_default = {
.render = true,
.wrap = false,
.x = 0, .y = 0,
@@ -114,11 +111,11 @@ void main() {\n\
";
text_program = gl_compile_and_link_shaders(NULL, vshader_code, fshader_code);
- text_v_pos = gl_attrib_loc(text_program, "v_pos");
- text_v_color = gl_attrib_loc(text_program, "v_color");
- text_v_tex_coord = gl_attrib_loc(text_program, "v_tex_coord");
- text_u_sampler = gl_uniform_loc(text_program, "sampler");
- text_u_window_size = gl_uniform_loc(text_program, "u_window_size");
+ text_v_pos = gl_attrib_location(text_program, "v_pos");
+ text_v_color = gl_attrib_location(text_program, "v_color");
+ text_v_tex_coord = gl_attrib_location(text_program, "v_tex_coord");
+ text_u_sampler = gl_uniform_location(text_program, "sampler");
+ text_u_window_size = gl_uniform_location(text_program, "u_window_size");
glGenBuffers(1, &text_vbo);
glGenVertexArrays(1, &text_vao);