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digits.h File Reference

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Macros

#define CHAR_SIZE   vec2(8, 12)
 
#define CHAR_SPACING   vec2(8, 12)
 
#define MAX_INT_DIGITS   4
 

Functions

float extract_bit (float n, float b)
 
float sprite (vec4 spr, vec2 size, vec2 uv)
 
float print_char (vec4 ch, vec2 uv, float d)
 
float print_char (vec4 ch, vec2 uv)
 
vec4 get_digit (float d)
 
float print_integer (float number, int zeros, vec2 uv)
 

Variables

vec4 ch_spc = vec4(0x000000,0x000000,0x000000,0x000000)
 
vec4 ch_exc = vec4(0x003078,0x787830,0x300030,0x300000)
 
vec4 ch_quo = vec4(0x006666,0x662400,0x000000,0x000000)
 
vec4 ch_hsh = vec4(0x006C6C,0xFE6C6C,0x6CFE6C,0x6C0000)
 
vec4 ch_dol = vec4(0x30307C,0xC0C078,0x0C0CF8,0x303000)
 
vec4 ch_pct = vec4(0x000000,0xC4CC18,0x3060CC,0x8C0000)
 
vec4 ch_amp = vec4(0x0070D8,0xD870FA,0xDECCDC,0x760000)
 
vec4 ch_apo = vec4(0x003030,0x306000,0x000000,0x000000)
 
vec4 ch_lbr = vec4(0x000C18,0x306060,0x603018,0x0C0000)
 
vec4 ch_rbr = vec4(0x006030,0x180C0C,0x0C1830,0x600000)
 
vec4 ch_ast = vec4(0x000000,0x663CFF,0x3C6600,0x000000)
 
vec4 ch_crs = vec4(0x000000,0x18187E,0x181800,0x000000)
 
vec4 ch_com = vec4(0x000000,0x000000,0x000038,0x386000)
 
vec4 ch_dsh = vec4(0x000000,0x0000FE,0x000000,0x000000)
 
vec4 ch_per = vec4(0x000000,0x000000,0x000038,0x380000)
 
vec4 ch_lsl = vec4(0x000002,0x060C18,0x3060C0,0x800000)
 
vec4 ch_0 = vec4(0x007CC6,0xD6D6D6,0xD6D6C6,0x7C0000)
 
vec4 ch_1 = vec4(0x001030,0xF03030,0x303030,0xFC0000)
 
vec4 ch_2 = vec4(0x0078CC,0xCC0C18,0x3060CC,0xFC0000)
 
vec4 ch_3 = vec4(0x0078CC,0x0C0C38,0x0C0CCC,0x780000)
 
vec4 ch_4 = vec4(0x000C1C,0x3C6CCC,0xFE0C0C,0x1E0000)
 
vec4 ch_5 = vec4(0x00FCC0,0xC0C0F8,0x0C0CCC,0x780000)
 
vec4 ch_6 = vec4(0x003860,0xC0C0F8,0xCCCCCC,0x780000)
 
vec4 ch_7 = vec4(0x00FEC6,0xC6060C,0x183030,0x300000)
 
vec4 ch_8 = vec4(0x0078CC,0xCCEC78,0xDCCCCC,0x780000)
 
vec4 ch_9 = vec4(0x0078CC,0xCCCC7C,0x181830,0x700000)
 
vec4 ch_col = vec4(0x000000,0x383800,0x003838,0x000000)
 
vec4 ch_scl = vec4(0x000000,0x383800,0x003838,0x183000)
 
vec4 ch_les = vec4(0x000C18,0x3060C0,0x603018,0x0C0000)
 
vec4 ch_equ = vec4(0x000000,0x007E00,0x7E0000,0x000000)
 
vec4 ch_grt = vec4(0x006030,0x180C06,0x0C1830,0x600000)
 
vec4 ch_que = vec4(0x0078CC,0x0C1830,0x300030,0x300000)
 
vec4 ch_ats = vec4(0x007CC6,0xC6DEDE,0xDEC0C0,0x7C0000)
 
vec4 ch_A = vec4(0x003078,0xCCCCCC,0xFCCCCC,0xCC0000)
 
vec4 ch_B = vec4(0x00FC66,0x66667C,0x666666,0xFC0000)
 
vec4 ch_C = vec4(0x003C66,0xC6C0C0,0xC0C666,0x3C0000)
 
vec4 ch_D = vec4(0x00F86C,0x666666,0x66666C,0xF80000)
 
vec4 ch_E = vec4(0x00FE62,0x60647C,0x646062,0xFE0000)
 
vec4 ch_F = vec4(0x00FE66,0x62647C,0x646060,0xF00000)
 
vec4 ch_G = vec4(0x003C66,0xC6C0C0,0xCEC666,0x3E0000)
 
vec4 ch_H = vec4(0x00CCCC,0xCCCCFC,0xCCCCCC,0xCC0000)
 
vec4 ch_I = vec4(0x007830,0x303030,0x303030,0x780000)
 
vec4 ch_J = vec4(0x001E0C,0x0C0C0C,0xCCCCCC,0x780000)
 
vec4 ch_K = vec4(0x00E666,0x6C6C78,0x6C6C66,0xE60000)
 
vec4 ch_L = vec4(0x00F060,0x606060,0x626666,0xFE0000)
 
vec4 ch_M = vec4(0x00C6EE,0xFEFED6,0xC6C6C6,0xC60000)
 
vec4 ch_N = vec4(0x00C6C6,0xE6F6FE,0xDECEC6,0xC60000)
 
vec4 ch_O = vec4(0x00386C,0xC6C6C6,0xC6C66C,0x380000)
 
vec4 ch_P = vec4(0x00FC66,0x66667C,0x606060,0xF00000)
 
vec4 ch_Q = vec4(0x00386C,0xC6C6C6,0xCEDE7C,0x0C1E00)
 
vec4 ch_R = vec4(0x00FC66,0x66667C,0x6C6666,0xE60000)
 
vec4 ch_S = vec4(0x0078CC,0xCCC070,0x18CCCC,0x780000)
 
vec4 ch_T = vec4(0x00FCB4,0x303030,0x303030,0x780000)
 
vec4 ch_U = vec4(0x00CCCC,0xCCCCCC,0xCCCCCC,0x780000)
 
vec4 ch_V = vec4(0x00CCCC,0xCCCCCC,0xCCCC78,0x300000)
 
vec4 ch_W = vec4(0x00C6C6,0xC6C6D6,0xD66C6C,0x6C0000)
 
vec4 ch_X = vec4(0x00CCCC,0xCC7830,0x78CCCC,0xCC0000)
 
vec4 ch_Y = vec4(0x00CCCC,0xCCCC78,0x303030,0x780000)
 
vec4 ch_Z = vec4(0x00FECE,0x981830,0x6062C6,0xFE0000)
 
vec4 ch_lsb = vec4(0x003C30,0x303030,0x303030,0x3C0000)
 
vec4 ch_rsl = vec4(0x000080,0xC06030,0x180C06,0x020000)
 
vec4 ch_rsb = vec4(0x003C0C,0x0C0C0C,0x0C0C0C,0x3C0000)
 
vec4 ch_pow = vec4(0x10386C,0xC60000,0x000000,0x000000)
 
vec4 ch_usc = vec4(0x000000,0x000000,0x000000,0x00FF00)
 
vec4 ch_a = vec4(0x000000,0x00780C,0x7CCCCC,0x760000)
 
vec4 ch_b = vec4(0x00E060,0x607C66,0x666666,0xDC0000)
 
vec4 ch_c = vec4(0x000000,0x0078CC,0xC0C0CC,0x780000)
 
vec4 ch_d = vec4(0x001C0C,0x0C7CCC,0xCCCCCC,0x760000)
 
vec4 ch_e = vec4(0x000000,0x0078CC,0xFCC0CC,0x780000)
 
vec4 ch_f = vec4(0x00386C,0x6060F8,0x606060,0xF00000)
 
vec4 ch_g = vec4(0x000000,0x0076CC,0xCCCC7C,0x0CCC78)
 
vec4 ch_h = vec4(0x00E060,0x606C76,0x666666,0xE60000)
 
vec4 ch_i = vec4(0x001818,0x007818,0x181818,0x7E0000)
 
vec4 ch_j = vec4(0x000C0C,0x003C0C,0x0C0C0C,0xCCCC78)
 
vec4 ch_k = vec4(0x00E060,0x60666C,0x786C66,0xE60000)
 
vec4 ch_l = vec4(0x007818,0x181818,0x181818,0x7E0000)
 
vec4 ch_m = vec4(0x000000,0x00FCD6,0xD6D6D6,0xC60000)
 
vec4 ch_n = vec4(0x000000,0x00F8CC,0xCCCCCC,0xCC0000)
 
vec4 ch_o = vec4(0x000000,0x0078CC,0xCCCCCC,0x780000)
 
vec4 ch_p = vec4(0x000000,0x00DC66,0x666666,0x7C60F0)
 
vec4 ch_q = vec4(0x000000,0x0076CC,0xCCCCCC,0x7C0C1E)
 
vec4 ch_r = vec4(0x000000,0x00EC6E,0x766060,0xF00000)
 
vec4 ch_s = vec4(0x000000,0x0078CC,0x6018CC,0x780000)
 
vec4 ch_t = vec4(0x000020,0x60FC60,0x60606C,0x380000)
 
vec4 ch_u = vec4(0x000000,0x00CCCC,0xCCCCCC,0x760000)
 
vec4 ch_v = vec4(0x000000,0x00CCCC,0xCCCC78,0x300000)
 
vec4 ch_w = vec4(0x000000,0x00C6C6,0xD6D66C,0x6C0000)
 
vec4 ch_x = vec4(0x000000,0x00C66C,0x38386C,0xC60000)
 
vec4 ch_y = vec4(0x000000,0x006666,0x66663C,0x0C18F0)
 
vec4 ch_z = vec4(0x000000,0x00FC8C,0x1860C4,0xFC0000)
 
vec4 ch_lpa = vec4(0x001C30,0x3060C0,0x603030,0x1C0000)
 
vec4 ch_bar = vec4(0x001818,0x181800,0x181818,0x180000)
 
vec4 ch_rpa = vec4(0x00E030,0x30180C,0x183030,0xE00000)
 
vec4 ch_tid = vec4(0x0073DA,0xCE0000,0x000000,0x000000)
 
vec4 ch_lar = vec4(0x000000,0x10386C,0xC6C6FE,0x000000)
 
vec2 print_pos = vec2(0)
 

Macro Definition Documentation

#define CHAR_SIZE   vec2(8, 12)
#define CHAR_SPACING   vec2(8, 12)
#define MAX_INT_DIGITS   4

Function Documentation

float extract_bit ( float  n,
float  b 
)
119 {
120  b = clamp(b,-1.0,24.0);
121 return floor(mod(floor(n / pow(2.0,floor(b))),2.0));
122 }
vec4 get_digit ( float  d)
166 {
167  d = floor(d);
168 
169  if(d == 0.0) return ch_0;
170  if(d == 1.0) return ch_1;
171  if(d == 2.0) return ch_2;
172  if(d == 3.0) return ch_3;
173  if(d == 4.0) return ch_4;
174  if(d == 5.0) return ch_5;
175  if(d == 6.0) return ch_6;
176  if(d == 7.0) return ch_7;
177  if(d == 8.0) return ch_8;
178  if(d == 9.0) return ch_9;
179  return vec4(0.0);
180 }
vec4 ch_9
Definition: digits.h:45
vec4 ch_5
Definition: digits.h:41
vec4 ch_3
Definition: digits.h:39
vec4 ch_1
Definition: digits.h:37
vec4 ch_7
Definition: digits.h:43
vec4 ch_4
Definition: digits.h:40
vec4 ch_8
Definition: digits.h:44
vec4 ch_6
Definition: digits.h:42
vec4 ch_0
Definition: digits.h:36
vec4 ch_2
Definition: digits.h:38
float print_char ( vec4  ch,
vec2  uv,
float  d 
)
152 {
153  float px = sprite(ch, CHAR_SIZE, uv - print_pos);
154  print_pos.x += d;
155  return px;
156 }
#define CHAR_SIZE
Definition: digits.h:145
float sprite(vec4 spr, vec2 size, vec2 uv)
Definition: digits.h:125
vec2 print_pos
Definition: digits.h:149
float print_char ( vec4  ch,
vec2  uv 
)
160 {
161  return print_char(ch,uv,CHAR_SPACING.x);
162 }
#define CHAR_SPACING
Definition: digits.h:146
float print_char(vec4 ch, vec2 uv, float d)
Definition: digits.h:151
float print_integer ( float  number,
int  zeros,
vec2  uv 
)
183 {
184  float result = 0.0;
185 
186 for(int i = MAX_INT_DIGITS;i >= 0;i--)
187  {
188  float digit = mod( number / pow(10.0, float(i)) , 10.0);
189 
190  if(abs(number) > pow(10.0, float(i)) || zeros > i || i == 0) //Clip off leading zeros.
191  {
192  result += print_char(get_digit(digit),uv);
193  }
194  }
195  return result;
196 }
#define MAX_INT_DIGITS
Definition: digits.h:147
float print_char(vec4 ch, vec2 uv, float d)
Definition: digits.h:151
vec4 get_digit(float d)
Definition: digits.h:165
float sprite ( vec4  spr,
vec2  size,
vec2  uv 
)
126 {
127  uv = floor(uv);
128 
129  //Calculate the bit to extract (x + y * width) (flipped on x-axis)
130  float bit = (size.x-uv.x-1.0) + uv.y * size.x;
131 
132  //Clipping bound to remove garbage outside the sprite's boundaries.
133  bool bounds = all(greaterThanEqual(uv,vec2(0))) && all(lessThan(uv,size));
134 
135  float pixels = 0.0;
136  pixels += extract_bit(spr.x, bit - 72.0);
137  pixels += extract_bit(spr.y, bit - 48.0);
138  pixels += extract_bit(spr.z, bit - 24.0);
139  pixels += extract_bit(spr.w, bit - 00.0);
140 
141  return bounds ? pixels : 0.0;
142 }
float extract_bit(float n, float b)
Definition: digits.h:118

Variable Documentation

vec4 ch_0 = vec4(0x007CC6,0xD6D6D6,0xD6D6C6,0x7C0000)
vec4 ch_1 = vec4(0x001030,0xF03030,0x303030,0xFC0000)
vec4 ch_2 = vec4(0x0078CC,0xCC0C18,0x3060CC,0xFC0000)
vec4 ch_3 = vec4(0x0078CC,0x0C0C38,0x0C0CCC,0x780000)
vec4 ch_4 = vec4(0x000C1C,0x3C6CCC,0xFE0C0C,0x1E0000)
vec4 ch_5 = vec4(0x00FCC0,0xC0C0F8,0x0C0CCC,0x780000)
vec4 ch_6 = vec4(0x003860,0xC0C0F8,0xCCCCCC,0x780000)
vec4 ch_7 = vec4(0x00FEC6,0xC6060C,0x183030,0x300000)
vec4 ch_8 = vec4(0x0078CC,0xCCEC78,0xDCCCCC,0x780000)
vec4 ch_9 = vec4(0x0078CC,0xCCCC7C,0x181830,0x700000)
vec4 ch_A = vec4(0x003078,0xCCCCCC,0xFCCCCC,0xCC0000)
vec4 ch_a = vec4(0x000000,0x00780C,0x7CCCCC,0x760000)
vec4 ch_amp = vec4(0x0070D8,0xD870FA,0xDECCDC,0x760000)
vec4 ch_apo = vec4(0x003030,0x306000,0x000000,0x000000)
vec4 ch_ast = vec4(0x000000,0x663CFF,0x3C6600,0x000000)
vec4 ch_ats = vec4(0x007CC6,0xC6DEDE,0xDEC0C0,0x7C0000)
vec4 ch_B = vec4(0x00FC66,0x66667C,0x666666,0xFC0000)
vec4 ch_b = vec4(0x00E060,0x607C66,0x666666,0xDC0000)
vec4 ch_bar = vec4(0x001818,0x181800,0x181818,0x180000)
vec4 ch_C = vec4(0x003C66,0xC6C0C0,0xC0C666,0x3C0000)
vec4 ch_c = vec4(0x000000,0x0078CC,0xC0C0CC,0x780000)
vec4 ch_col = vec4(0x000000,0x383800,0x003838,0x000000)
vec4 ch_com = vec4(0x000000,0x000000,0x000038,0x386000)
vec4 ch_crs = vec4(0x000000,0x18187E,0x181800,0x000000)
vec4 ch_D = vec4(0x00F86C,0x666666,0x66666C,0xF80000)
vec4 ch_d = vec4(0x001C0C,0x0C7CCC,0xCCCCCC,0x760000)
vec4 ch_dol = vec4(0x30307C,0xC0C078,0x0C0CF8,0x303000)
vec4 ch_dsh = vec4(0x000000,0x0000FE,0x000000,0x000000)
vec4 ch_E = vec4(0x00FE62,0x60647C,0x646062,0xFE0000)
vec4 ch_e = vec4(0x000000,0x0078CC,0xFCC0CC,0x780000)
vec4 ch_equ = vec4(0x000000,0x007E00,0x7E0000,0x000000)
vec4 ch_exc = vec4(0x003078,0x787830,0x300030,0x300000)
vec4 ch_F = vec4(0x00FE66,0x62647C,0x646060,0xF00000)
vec4 ch_f = vec4(0x00386C,0x6060F8,0x606060,0xF00000)
vec4 ch_G = vec4(0x003C66,0xC6C0C0,0xCEC666,0x3E0000)
vec4 ch_g = vec4(0x000000,0x0076CC,0xCCCC7C,0x0CCC78)
vec4 ch_grt = vec4(0x006030,0x180C06,0x0C1830,0x600000)
vec4 ch_H = vec4(0x00CCCC,0xCCCCFC,0xCCCCCC,0xCC0000)
vec4 ch_h = vec4(0x00E060,0x606C76,0x666666,0xE60000)
vec4 ch_hsh = vec4(0x006C6C,0xFE6C6C,0x6CFE6C,0x6C0000)
vec4 ch_I = vec4(0x007830,0x303030,0x303030,0x780000)
vec4 ch_i = vec4(0x001818,0x007818,0x181818,0x7E0000)
vec4 ch_J = vec4(0x001E0C,0x0C0C0C,0xCCCCCC,0x780000)
vec4 ch_j = vec4(0x000C0C,0x003C0C,0x0C0C0C,0xCCCC78)
vec4 ch_K = vec4(0x00E666,0x6C6C78,0x6C6C66,0xE60000)
vec4 ch_k = vec4(0x00E060,0x60666C,0x786C66,0xE60000)
vec4 ch_L = vec4(0x00F060,0x606060,0x626666,0xFE0000)
vec4 ch_l = vec4(0x007818,0x181818,0x181818,0x7E0000)
vec4 ch_lar = vec4(0x000000,0x10386C,0xC6C6FE,0x000000)
vec4 ch_lbr = vec4(0x000C18,0x306060,0x603018,0x0C0000)
vec4 ch_les = vec4(0x000C18,0x3060C0,0x603018,0x0C0000)
vec4 ch_lpa = vec4(0x001C30,0x3060C0,0x603030,0x1C0000)
vec4 ch_lsb = vec4(0x003C30,0x303030,0x303030,0x3C0000)
vec4 ch_lsl = vec4(0x000002,0x060C18,0x3060C0,0x800000)
vec4 ch_M = vec4(0x00C6EE,0xFEFED6,0xC6C6C6,0xC60000)
vec4 ch_m = vec4(0x000000,0x00FCD6,0xD6D6D6,0xC60000)
vec4 ch_N = vec4(0x00C6C6,0xE6F6FE,0xDECEC6,0xC60000)
vec4 ch_n = vec4(0x000000,0x00F8CC,0xCCCCCC,0xCC0000)
vec4 ch_O = vec4(0x00386C,0xC6C6C6,0xC6C66C,0x380000)
vec4 ch_o = vec4(0x000000,0x0078CC,0xCCCCCC,0x780000)
vec4 ch_P = vec4(0x00FC66,0x66667C,0x606060,0xF00000)
vec4 ch_p = vec4(0x000000,0x00DC66,0x666666,0x7C60F0)
vec4 ch_pct = vec4(0x000000,0xC4CC18,0x3060CC,0x8C0000)
vec4 ch_per = vec4(0x000000,0x000000,0x000038,0x380000)
vec4 ch_pow = vec4(0x10386C,0xC60000,0x000000,0x000000)
vec4 ch_Q = vec4(0x00386C,0xC6C6C6,0xCEDE7C,0x0C1E00)
vec4 ch_q = vec4(0x000000,0x0076CC,0xCCCCCC,0x7C0C1E)
vec4 ch_que = vec4(0x0078CC,0x0C1830,0x300030,0x300000)
vec4 ch_quo = vec4(0x006666,0x662400,0x000000,0x000000)
vec4 ch_R = vec4(0x00FC66,0x66667C,0x6C6666,0xE60000)
vec4 ch_r = vec4(0x000000,0x00EC6E,0x766060,0xF00000)
vec4 ch_rbr = vec4(0x006030,0x180C0C,0x0C1830,0x600000)
vec4 ch_rpa = vec4(0x00E030,0x30180C,0x183030,0xE00000)
vec4 ch_rsb = vec4(0x003C0C,0x0C0C0C,0x0C0C0C,0x3C0000)
vec4 ch_rsl = vec4(0x000080,0xC06030,0x180C06,0x020000)
vec4 ch_S = vec4(0x0078CC,0xCCC070,0x18CCCC,0x780000)
vec4 ch_s = vec4(0x000000,0x0078CC,0x6018CC,0x780000)
vec4 ch_scl = vec4(0x000000,0x383800,0x003838,0x183000)
vec4 ch_spc = vec4(0x000000,0x000000,0x000000,0x000000)
vec4 ch_T = vec4(0x00FCB4,0x303030,0x303030,0x780000)
vec4 ch_t = vec4(0x000020,0x60FC60,0x60606C,0x380000)
vec4 ch_tid = vec4(0x0073DA,0xCE0000,0x000000,0x000000)
vec4 ch_U = vec4(0x00CCCC,0xCCCCCC,0xCCCCCC,0x780000)
vec4 ch_u = vec4(0x000000,0x00CCCC,0xCCCCCC,0x760000)
vec4 ch_usc = vec4(0x000000,0x000000,0x000000,0x00FF00)
vec4 ch_V = vec4(0x00CCCC,0xCCCCCC,0xCCCC78,0x300000)
vec4 ch_v = vec4(0x000000,0x00CCCC,0xCCCC78,0x300000)
vec4 ch_W = vec4(0x00C6C6,0xC6C6D6,0xD66C6C,0x6C0000)
vec4 ch_w = vec4(0x000000,0x00C6C6,0xD6D66C,0x6C0000)
vec4 ch_X = vec4(0x00CCCC,0xCC7830,0x78CCCC,0xCC0000)
vec4 ch_x = vec4(0x000000,0x00C66C,0x38386C,0xC60000)
vec4 ch_Y = vec4(0x00CCCC,0xCCCC78,0x303030,0x780000)
vec4 ch_y = vec4(0x000000,0x006666,0x66663C,0x0C18F0)
vec4 ch_Z = vec4(0x00FECE,0x981830,0x6062C6,0xFE0000)
vec4 ch_z = vec4(0x000000,0x00FC8C,0x1860C4,0xFC0000)
vec2 print_pos = vec2(0)