/* 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 "freetype-gl.h" #include "vertex-buffer.h" #include "markup.h" #include "shader.h" #include "mat4.h" #include "screenshot-util.h" #include // ------------------------------------------------------- typedef & struct --- typedef struct { float x, y, z; float u, v; vec4 color; } vertex_t; // ------------------------------------------------------- global variables --- texture_atlas_t * atlas; vertex_buffer_t * buffer; GLuint shader; mat4 model, view, projection; // --------------------------------------------------------------- add_text --- void add_text( vertex_buffer_t * buffer, texture_font_t * font, char *text, vec2 pen, vec4 fg_color_1, vec4 fg_color_2 ) { size_t i; for( i = 0; i < strlen(text); ++i ) { texture_glyph_t *glyph = texture_font_get_glyph( font, text + i ); float kerning = 0.0f; if( i > 0) { kerning = texture_glyph_get_kerning( glyph, text + i - 1 ); } pen.x += kerning; /* Actual glyph */ float x0 = ( pen.x + glyph->offset_x ); float y0 = (int)( pen.y + glyph->offset_y ); float x1 = ( x0 + glyph->width ); float y1 = (int)( y0 - glyph->height ); float s0 = glyph->s0; float t0 = glyph->t0; float s1 = glyph->s1; float t1 = glyph->t1; GLuint index = buffer->vertices->size; GLuint indices[] = {index, index+1, index+2, index, index+2, index+3}; vertex_t vertices[] = { { (int)x0,y0,0, s0,t0, fg_color_1 }, { (int)x0,y1,0, s0,t1, fg_color_2 }, { (int)x1,y1,0, s1,t1, fg_color_2 }, { (int)x1,y0,0, s1,t0, fg_color_1 } }; vertex_buffer_push_back_indices( buffer, indices, 6 ); vertex_buffer_push_back_vertices( buffer, vertices, 4 ); pen.x += glyph->advance_x; } } // ------------------------------------------------------------------- init --- void init( void ) { atlas = texture_atlas_new( 1024, 1024, 1 ); buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" ); texture_font_t *font = texture_font_new_from_file( atlas, 128, "fonts/LuckiestGuy.ttf" ); vec2 pen = {{50, 50}}; vec4 black = {{0.0, 0.0, 0.0, 1.0}}; vec4 yellow = {{1.0, 1.0, 0.0, 1.0}}; vec4 orange1 = {{1.0, 0.9, 0.0, 1.0}}; vec4 orange2 = {{1.0, 0.6, 0.0, 1.0}}; font->rendermode = RENDER_OUTLINE_POSITIVE; font->outline_thickness = 7; add_text( buffer, font, "Freetype GL", pen, black, black ); font->rendermode = RENDER_OUTLINE_POSITIVE; font->outline_thickness = 5; add_text( buffer, font, "Freetype GL", pen, yellow, yellow ); font->rendermode = RENDER_OUTLINE_EDGE; font->outline_thickness = 3; add_text( buffer, font, "Freetype GL", pen, black, black ); font->rendermode = RENDER_NORMAL; font->outline_thickness = 0; add_text( buffer, font, "Freetype GL", pen, orange1, orange2 ); glGenTextures( 1, &atlas->id ); glBindTexture( GL_TEXTURE_2D, 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, atlas->width, atlas->height, 0, GL_RED, GL_UNSIGNED_BYTE, atlas->data ); shader = shader_load("shaders/v3f-t2f-c4f.vert", "shaders/v3f-t2f-c4f.frag"); mat4_set_identity( &projection ); mat4_set_identity( &model ); mat4_set_identity( &view ); } // ---------------------------------------------------------------- display --- void display( GLFWwindow* window ) { glClearColor( 1.0, 1.0, 1.0, 1.0 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glUseProgram( shader ); { glUniform1i( glGetUniformLocation( shader, "texture" ), 0 ); glUniformMatrix4fv( glGetUniformLocation( shader, "model" ), 1, 0, model.data); glUniformMatrix4fv( glGetUniformLocation( shader, "view" ), 1, 0, view.data); glUniformMatrix4fv( glGetUniformLocation( shader, "projection" ), 1, 0, projection.data); vertex_buffer_render( buffer, GL_TRIANGLES ); } 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( 850, 200, 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__ 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, 850, 200 ); while (!glfwWindowShouldClose( window )) { display( window ); glfwPollEvents( ); if (screenshot_path) { screenshot( window, screenshot_path ); glfwSetWindowShouldClose( window, 1 ); } } glDeleteTextures( 1, &atlas->id ); atlas->id = 0; texture_atlas_delete( atlas ); glfwDestroyWindow( window ); glfwTerminate( ); return EXIT_SUCCESS; }