/* Freetype GL - A C OpenGL Freetype engine * * Distributed under the OSI-approved BSD 2-Clause License. See accompanying * file `LICENSE` for more details. */ #include #include #include #include "freetype-gl.h" #include "font-manager.h" #include "vertex-buffer.h" #include "text-buffer.h" #include "markup.h" #include "shader.h" #include "mat4.h" #include "screenshot-util.h" #include // ------------------------------------------------------- global variables --- font_manager_t * font_manager; text_buffer_t * buffer; mat4 model, view, projection; GLuint text_shader; // ------------------------------------------------------------ init_colors --- void init_colors( vec4 *colors ) { vec4 defaults[16] = { {{ 46/256.0f, 52/256.0f, 54/256.0f, 1.0f}}, {{204/256.0f, 0/256.0f, 0/256.0f, 1.0f}}, {{ 78/256.0f, 154/256.0f, 6/256.0f, 1.0f}}, {{196/256.0f, 160/256.0f, 0/256.0f, 1.0f}}, {{ 52/256.0f, 101/256.0f, 164/256.0f, 1.0f}}, {{117/256.0f, 80/256.0f, 123/256.0f, 1.0f}}, {{ 6/256.0f, 152/256.0f, 154/256.0f, 1.0f}}, {{211/256.0f, 215/256.0f, 207/256.0f, 1.0f}}, {{ 85/256.0f, 87/256.0f, 83/256.0f, 1.0f}}, {{239/256.0f, 41/256.0f, 41/256.0f, 1.0f}}, {{138/256.0f, 226/256.0f, 52/256.0f, 1.0f}}, {{252/256.0f, 233/256.0f, 79/256.0f, 1.0f}}, {{114/256.0f, 159/256.0f, 207/256.0f, 1.0f}}, {{173/256.0f, 127/256.0f, 168/256.0f, 1.0f}}, {{ 52/256.0f, 226/256.0f, 226/256.0f, 1.0f}}, {{238/256.0f, 238/256.0f, 236/256.0f, 1.0f}} }; size_t i = 0; /* Default 16 colors */ for( i=0; i< 16; ++i ) { colors[i] = defaults[i]; } /* Color cube */ for( i=0; i<6*6*6; i++ ) { vec4 color = {{ (i/6/6)/5.0f, ((i/6)%6)/5.0f, (i%6)/5.0f, 1.0f}}; colors[i+16] = color; } /* Grascale ramp (24 tones) */ for( i=0; i<24; i++ ) { vec4 color ={{i/24.0f, i/24.0f, i/24.0f, 1.0f}}; colors[232+i] = color; } } // --------------------------------------------------------- ansi_to_markup --- void ansi_to_markup( char *sequence, size_t length, markup_t *markup ) { size_t i; int code = 0; int set_bg = -1; int set_fg = -1; vec4 none = {{0,0,0,0}}; static vec4 * colors = 0; if( colors == 0 ) { colors = (vec4 *) malloc( sizeof(vec4) * 256 ); init_colors( colors ); } if( length <= 1 ) { markup->foreground_color = colors[0]; markup->underline_color = markup->foreground_color; markup->overline_color = markup->foreground_color; markup->strikethrough_color = markup->foreground_color; markup->outline_color = markup->foreground_color; markup->background_color = none; markup->underline = 0; markup->overline = 0; markup->bold = 0; markup->italic = 0; markup->strikethrough = 0; return; } for( i=0; i= '0' && c <= '9' ) { code = code * 10 + (c-'0'); } else if( (c == ';') || (i == (length-1)) ) { if( set_fg == 1 ) { markup->foreground_color = colors[code]; set_fg = -1; } else if( set_bg == 1 ) { markup->background_color = colors[code]; set_bg = -1; } else if( (set_fg == 0) && (code == 5) ) { set_fg = 1; code = 0; } else if( (set_bg == 0) && (code == 5) ) { set_bg = 1; code = 0; } /* Set fg color (30 + x, where x is the index of the color) */ else if( (code >= 30) && (code < 38 ) ) { markup->foreground_color = colors[code-30]; } /* Set bg color (40 + x, where x is the index of the color) */ else if( (code >= 40) && (code < 48 ) ) { markup->background_color = colors[code-40]; } else { switch (code) { case 0: markup->foreground_color = colors[0]; markup->background_color = none; markup->underline = 0; markup->overline = 0; markup->bold = 0; markup->italic = 0; markup->strikethrough = 0; break; case 1: markup->bold = 1; break; case 21: markup->bold = 0; break; case 2: markup->foreground_color.alpha = 0.5; break; case 22: markup->foreground_color.alpha = 1.0; break; case 3: markup->italic = 1; break; case 23: markup->italic = 0; break; case 4: markup->underline = 1; break; case 24: markup->underline = 0; break; case 8: markup->foreground_color.alpha = 0.0; break; case 28: markup->foreground_color.alpha = 1.0; break; case 9: markup->strikethrough = 1; break; case 29: markup->strikethrough = 0; break; case 53: markup->overline = 1; break; case 55: markup->overline = 0; break; case 39: markup->foreground_color = colors[0]; break; case 49: markup->background_color = none; break; case 38: set_fg = 0; break; case 48: set_bg = 0; break; default: break; } } code = 0; } } markup->underline_color = markup->foreground_color; markup->overline_color = markup->foreground_color; markup->strikethrough_color = markup->foreground_color; markup->outline_color = markup->foreground_color; if( markup->bold && markup->italic ) { markup->family = "fonts/VeraMoBI.ttf"; } else if( markup->bold ) { markup->family = "fonts/VeraMoBd.ttf"; } else if( markup->italic ) { markup->family = "fonts/VeraMoIt.ttf"; } else { markup->family = "fonts/VeraMono.ttf"; } } // ------------------------------------------------------------------ print --- void print( text_buffer_t * buffer, vec2 * pen, char *text, markup_t *markup ) { char *seq_start = text, *seq_end = text; char *p; size_t i; for( p=text; p<(text+strlen(text)); ++p ) { char *start = strstr( p, "\033[" ); char *end = NULL; if( start) { end = strstr( start+1, "m" ); } if( (start == p) && (end > start) ) { seq_start = start+2; seq_end = end; p = end; } else { int seq_size = (seq_end-seq_start)+1; char * text_start = p; int text_size = 0; if( start ) { text_size = start-p; p = start-1; } else { text_size = text+strlen(text)-p; p = text+strlen(text); } ansi_to_markup(seq_start, seq_size, markup ); markup->font = font_manager_get_from_markup( font_manager, markup ); text_buffer_add_text( buffer, pen, markup, text_start, text_size ); } } } // ------------------------------------------------------------------- init --- void init( void ) { text_shader = shader_load( "shaders/text.vert", "shaders/text.frag" ); font_manager = font_manager_new( 512, 512, LCD_FILTERING_OFF ); buffer = text_buffer_new( ); vec4 black = {{0.0, 0.0, 0.0, 1.0}}; vec4 none = {{1.0, 1.0, 1.0, 0.0}}; markup_t markup; markup.family = "fonts/VeraMono.ttf"; markup.size = 15.0; markup.bold = 0; markup.italic = 0; markup.spacing = 0.0; markup.gamma = 1.0; markup.foreground_color = black; markup.background_color = none; markup.underline = 0; markup.underline_color = black; markup.overline = 0; markup.overline_color = black; markup.strikethrough = 0; markup.strikethrough_color = black; markup.font = 0; vec2 pen = {{10.0, 480.0}}; FILE *file = fopen ( "data/256colors.txt", "r" ); if ( file != NULL ) { char line[1024]; while( fgets ( line, sizeof(line), file ) != NULL ) { print( buffer, &pen, line, &markup ); } fclose ( file ); } glGenTextures( 1, &font_manager->atlas->id ); glBindTexture( GL_TEXTURE_2D, font_manager->atlas->id ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, font_manager->atlas->width, font_manager->atlas->height, 0, GL_RED, GL_UNSIGNED_BYTE, font_manager->atlas->data ); mat4_set_identity( &projection ); mat4_set_identity( &model ); mat4_set_identity( &view ); } // ---------------------------------------------------------------- display --- void display( GLFWwindow* window ) { glClearColor(1.00,1.00,1.00,1.00); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1.00,1.00,1.00,1.00); glUseProgram( text_shader ); { glUniformMatrix4fv( glGetUniformLocation( text_shader, "model" ), 1, 0, model.data); glUniformMatrix4fv( glGetUniformLocation( text_shader, "view" ), 1, 0, view.data); glUniformMatrix4fv( glGetUniformLocation( text_shader, "projection" ), 1, 0, projection.data); glUniform1i( glGetUniformLocation( text_shader, "tex" ), 0 ); glUniform3f( glGetUniformLocation( text_shader, "pixel" ), 1.0f/font_manager->atlas->width, 1.0f/font_manager->atlas->height, (float)font_manager->atlas->depth ); glEnable( GL_BLEND ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, font_manager->atlas->id ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBlendColor( 1, 1, 1, 1 ); vertex_buffer_render( buffer->buffer, GL_TRIANGLES ); glBindTexture( GL_TEXTURE_2D, 0 ); glBlendColor( 0, 0, 0, 0 ); glUseProgram( 0 ); } glfwSwapBuffers( window ); } // ---------------------------------------------------------------- reshape --- void reshape( GLFWwindow* window, int width, int height ) { glViewport(0, 0, width, height); mat4_set_orthographic( &projection, 0, width, 0, height, -1, 1); } // --------------------------------------------------------------- keyboard --- void keyboard( GLFWwindow* window, int key, int scancode, int action, int mods ) { if ( key == GLFW_KEY_ESCAPE && action == GLFW_PRESS ) { glfwSetWindowShouldClose( window, GL_TRUE ); } } // --------------------------------------------------------- error-callback --- void error_callback( int error, const char* description ) { fputs( description, stderr ); } // ------------------------------------------------------------------- main --- int main( int argc, char **argv ) { GLFWwindow* window; char* screenshot_path = NULL; if (argc > 1) { if (argc == 3 && 0 == strcmp( "--screenshot", argv[1] )) screenshot_path = argv[2]; else { fprintf( stderr, "Unknown or incomplete parameters given\n" ); exit( EXIT_FAILURE ); } } glfwSetErrorCallback( error_callback ); if (!glfwInit( )) { exit( EXIT_FAILURE ); } glfwWindowHint( GLFW_VISIBLE, GL_FALSE ); glfwWindowHint( GLFW_RESIZABLE, GL_FALSE ); window = glfwCreateWindow( 800, 500, argv[0], NULL, NULL ); if (!window) { glfwTerminate( ); exit( EXIT_FAILURE ); } glfwMakeContextCurrent( window ); glfwSwapInterval( 1 ); glfwSetFramebufferSizeCallback( window, reshape ); glfwSetWindowRefreshCallback( window, display ); glfwSetKeyCallback( window, keyboard ); #ifndef __APPLE__ glewExperimental = GL_TRUE; GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf( stderr, "Error: %s\n", glewGetErrorString(err) ); exit( EXIT_FAILURE ); } fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) ); #endif init(); glfwShowWindow( window ); reshape( window, 800, 500 ); while (!glfwWindowShouldClose( window )) { display( window ); glfwPollEvents( ); if (screenshot_path) { screenshot( window, screenshot_path ); glfwSetWindowShouldClose( window, 1 ); } } glDeleteProgram( text_shader ); glDeleteTextures( 1, &font_manager->atlas->id ); font_manager->atlas->id = 0; text_buffer_delete( buffer ); font_manager_delete( font_manager ); glfwDestroyWindow( window ); glfwTerminate( ); return EXIT_SUCCESS; }