/* Freetype GL - A C OpenGL Freetype engine * * Distributed under the OSI-approved BSD 2-Clause License. See accompanying * file `LICENSE` for more details. * * ============================================================================ * * Example demonstrating markup usage * * ============================================================================ */ #include #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 #include // ------------------------------------------------------- typedef & struct --- typedef struct { float x, y, z; float r, g, b, a; } vertex_t; // ------------------------------------------------------- global variables --- font_manager_t * font_manager; text_buffer_t * buffer; mat4 model, view, projection; vertex_buffer_t *lines_buffer; GLuint bounds_shader; GLuint text_shader; // ------------------------------------------------------ match_description --- char * match_description( char * description ) { #if (defined(_WIN32) || defined(_WIN64)) && !defined(__MINGW32__) fprintf( stderr, "\"font_manager_match_description\" " "not implemented for windows.\n" ); return 0; #endif char *filename = 0; FcInit(); FcPattern *pattern = FcNameParse(description); FcConfigSubstitute( 0, pattern, FcMatchPattern ); FcDefaultSubstitute( pattern ); FcResult result; FcPattern *match = FcFontMatch( 0, pattern, &result ); FcPatternDestroy( pattern ); if ( !match ) { fprintf( stderr, "fontconfig error: could not match description '%s'", description ); return 0; } else { FcValue value; FcResult result = FcPatternGet( match, FC_FILE, 0, &value ); if ( result ) { fprintf( stderr, "fontconfig error: could not match description '%s'", description ); } else { filename = strdup( (char *)(value.u.s) ); } } FcPatternDestroy( match ); return filename; } void init() { text_shader = shader_load( "shaders/text.vert", "shaders/text.frag" ); font_manager = font_manager_new( 512, 512, LCD_FILTERING_ON ); buffer = text_buffer_new( ); vec4 black = {{0.0, 0.0, 0.0, 1.0}}; vec4 white = {{1.0, 1.0, 1.0, 1.0}}; vec4 yellow = {{1.0, 1.0, 0.0, 1.0}}; vec4 grey = {{0.5, 0.5, 0.5, 1.0}}; vec4 none = {{1.0, 1.0, 1.0, 0.0}}; char *f_normal = match_description("Droid Serif:size=24"); char *f_bold = match_description("Droid Serif:size=24:weight=bold"); char *f_italic = match_description("Droid Serif:size=24:slant=italic"); char *f_japanese = match_description("Droid Sans:size=18:lang=ja"); char *f_math = match_description("DejaVu Sans:size=24"); markup_t normal = { .family = f_normal, .size = 24.0, .bold = 0, .italic = 0, .spacing = 0.0, .gamma = 2., .foreground_color = white, .background_color = none, .underline = 0, .underline_color = white, .overline = 0, .overline_color = white, .strikethrough = 0, .strikethrough_color = white, .font = 0, }; markup_t highlight = normal; highlight.background_color = grey; markup_t reverse = normal; reverse.foreground_color = black; reverse.background_color = white; reverse.gamma = 1.0; markup_t overline = normal; overline.overline = 1; markup_t underline = normal; underline.underline = 1; markup_t small = normal; small.size = 10.0; markup_t big = normal; big.size = 48.0; big.italic = 1; big.foreground_color = yellow; markup_t bold = normal; bold.bold = 1; bold.family = f_bold; markup_t italic = normal; italic.italic = 1; italic.family = f_italic; markup_t japanese = normal; japanese.family = f_japanese; japanese.size = 18.0; markup_t math = normal; math.family = f_math; normal.font = font_manager_get_from_markup( font_manager, &normal ); highlight.font = font_manager_get_from_markup( font_manager, &highlight ); reverse.font = font_manager_get_from_markup( font_manager, &reverse ); overline.font = font_manager_get_from_markup( font_manager, &overline ); underline.font = font_manager_get_from_markup( font_manager, &underline ); small.font = font_manager_get_from_markup( font_manager, &small ); big.font = font_manager_get_from_markup( font_manager, &big ); bold.font = font_manager_get_from_markup( font_manager, &bold ); italic.font = font_manager_get_from_markup( font_manager, &italic ); japanese.font = font_manager_get_from_markup( font_manager, &japanese ); math.font = font_manager_get_from_markup( font_manager, &math ); vec2 pen = {{20, 200}}; text_buffer_printf( buffer, &pen, &underline, "The", &normal, " Quick", &big, " brown ", &reverse, " fox \n", &italic, "jumps over ", &bold, "the lazy ", &normal, "dog.\n", &small, "Now is the time for all good men " "to come to the aid of the party.\n", &italic, "Ég get etið gler án þess að meiða mig.\n", &japanese, "私はガラスを食べられます。 それは私を傷つけません\n", &math, "ℕ ⊆ ℤ ⊂ ℚ ⊂ ℝ ⊂ ℂ", NULL ); 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_RGB, font_manager->atlas->width, font_manager->atlas->height, 0, GL_RGB, GL_UNSIGNED_BYTE, font_manager->atlas->data ); text_buffer_align( buffer, &pen, ALIGN_CENTER ); vec4 bounds = text_buffer_get_bounds( buffer, &pen ); float left = bounds.left; float right = bounds.left + bounds.width; float top = bounds.top; float bottom = bounds.top - bounds.height; bounds_shader = shader_load( "shaders/v3f-c4f.vert", "shaders/v3f-c4f.frag" ); lines_buffer = vertex_buffer_new( "vertex:3f,color:4f" ); vertex_t vertices[] = { { left - 10, top, 0, 0,0,0,1}, // top {right + 10, top, 0, 0,0,0,1}, { left - 10, bottom, 0, 0,0,0,1}, // bottom {right + 10, bottom, 0, 0,0,0,1}, { left, top + 10, 0, 0,0,0,1}, // left { left, bottom - 10, 0, 0,0,0,1}, { right, top + 10, 0, 0,0,0,1}, // right { right, bottom - 10, 0, 0,0,0,1} }; GLuint indices[] = { 0,1,2,3,4,5,6,7 }; vertex_buffer_push_back( lines_buffer, vertices, 8, indices, 8); mat4_set_identity( &projection ); mat4_set_identity( &model ); mat4_set_identity( &view ); } // ---------------------------------------------------------------- display --- void display( GLFWwindow* window ) { glClearColor(0.40,0.40,0.45,1.00); 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 ); } glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); glBlendColor( 1.0, 1.0, 1.0, 1.0 ); glUseProgram( bounds_shader ); { glUniformMatrix4fv( glGetUniformLocation( bounds_shader, "model" ), 1, 0, model.data); glUniformMatrix4fv( glGetUniformLocation( bounds_shader, "view" ), 1, 0, view.data); glUniformMatrix4fv( glGetUniformLocation( bounds_shader, "projection" ), 1, 0, projection.data); vertex_buffer_render( lines_buffer, GL_LINES ); } 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( 500, 220, 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, 500, 220 ); while(!glfwWindowShouldClose( window )) { display( window ); glfwPollEvents( ); if (screenshot_path) { screenshot( window, screenshot_path ); glfwSetWindowShouldClose( window, 1 ); } } glDeleteProgram( bounds_shader ); 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; }