// ------------------------------------------------------------------- init ---
void init( void )
{
    atlas = texture_atlas_new( 512, 512, 1 );
    auto filename = "fonts/Vera.ttf";
    auto text = "A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
    vec2 pen = {0,0};
    auto black = vec4{1,1,1,1};
    auto font = texture_font_new_from_file( atlas, 48, filename );
    font->rendermode = RENDER_SIGNED_DISTANCE_FIELD;
    auto bbox = add_text( buffer, font, text, &black, &pen );
    size_t i;
    auto vertices = buffer->vertices;
    for( i=0; i< vector_size(vertices); ++i ) {
        auto vert = (vertex *) vector_get(vertices,i);
        vert->x -= (int)(bbox.x + bbox.width/2);
        vert->y -= (int)(bbox.y + bbox.height/2);
    }

    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/distance-field-2v5.vert",
                          "shaders/distance-field-2v5.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );
}
Beispiel #2
0
bool FontRenderer::InitFontRenderer()
{
    m_pManager = font_manager_new( 512, 512, 1 );
    
    if (!m_pManager) {
        fprintf(stderr, "%s:%d - error initializing the font manager\n", __FILE__, __LINE__);
        return false;
    }
    
    m_pFont = font_manager_get_from_markup( m_pManager, &markup );

    if (!m_pFont) {
        fprintf(stderr, "%s:%d - error getting the font\n", __FILE__, __LINE__);
        return false;
    }

    m_pTextBuffer = vertex_buffer_new( "v3f:t2f:c4f" );
    
    if (!m_pTextBuffer) {
        fprintf(stderr, "%s:%d - error creating the text buffer\n", __FILE__, __LINE__);
        return false;
    }
       
    if (!m_fontShader.InitFontShader()) {
        fprintf(stderr, "%s:%d - error compiling the shader program\n", __FILE__, __LINE__);
        return false;
    }    
    
    m_fontShader.Enable();
    m_fontShader.SetFontMapTextureUnit(0);
    
    return true;    
}
Beispiel #3
0
// ------------------------------------------------------------------- init ---
void init( void )
{
    glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
    glDisable( GL_DEPTH_TEST );
    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    // Make program
    program = build_program( vertex_shader_source, fragment_shader_source );
    //GLuint attrib = glGetAttribLocation(program, "thickness");
    //printf("%d\n", attrib);

    // Make lines
    lines = vertex_buffer_new( "v2f:t2f:c4f:1g1f" );
    float r=0.0f, g=0.0f, b=0.0f, a=1.0f;
    size_t i;
    for( i=0; i<57; ++i)
    {
        float thickness = (i+1)*0.2;
        float x0 = 2+i*10+0.315;
        float y0 = 5+0.315;
        float x1 = 35+i*10+0.315;
        float y1 = 170+0.315;
        make_segment(lines, x0,y0, x1,y1, thickness, r,g,b,a);
    }
}
Beispiel #4
0
// ------------------------------------------------------------------- main ---
int
main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
    glutInitWindowSize( 256, 256) ;
    glutCreateWindow( argv[0] );
    glutDisplayFunc( display );
    glutReshapeFunc( reshape );
    glutKeyboardFunc( keyboard );

    buffer = vertex_buffer_new( "v3f:c4f:t3f" ); 
    program = shader_load( "shaders/line-aa.vert",
                           "shaders/line-aa-round.frag" );
    size_t n = 20, i;
    vec4 color = {{0,0,0,1}};
    for (i = 0; i < n; ++i)
    {
        float x0 = 30;
        float y0 = 230 - i*10;
        float thickness = (i+1)/10.0;
        vec2 points[] = { {{ x0+  0, y0+10 }},  {{x0+ 40, y0-10 }}, {{ x0+ 80, y0+10 }},
                          {{ x0+120, y0-10 }}, {{ x0+160, y0+10 }}, {{ x0+200, y0-10 }} };
        vertex_buffer_add_polyline( buffer, points, 6, color, thickness, round_join, round_cap);
    }
    glutMainLoop();
    return 0;
}
// ------------------------------------------------------------------- init ---
void init( void )
{
    atlas = texture_atlas_new( 512, 512, 1 );
    font = texture_font_new_from_file( atlas, 32, "../media/fonts/Vera.ttf" );

    texture_glyph_t *glyph;

    // Generate the glyp at 512 points, compute distance field and scale it
    // back to 32 points
    // Just load another glyph if you want to see difference (draw render a '@')
    glyph = load_glyph( "../media/fonts/Vera.ttf", "@", 512, 64, 0.1);
    vector_push_back( font->glyphs, &glyph );

    texture_atlas_upload( atlas );

    glyph = texture_font_get_glyph( font, "@");

    GLuint indices[6] = {0,1,2, 0,2,3};
    vertex_t vertices[4] = { { -.5,-.5,0,  glyph->s0,glyph->t1,  0,0,0,1 },
                             { -.5, .5,0,  glyph->s0,glyph->t0,  0,0,0,1 },
                             {  .5, .5,0,  glyph->s1,glyph->t0,  0,0,0,1 },
                             {  .5,-.5,0,  glyph->s1,glyph->t1,  0,0,0,1 } };
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
    vertex_buffer_push_back( buffer, vertices, 4, indices, 6 );

    program = shader_load( "../media/shaders/distance-field.vert",
                           "../media/shaders/distance-field-2.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );
}
// ------------------------------------------------------------------- init ---
void init( void )
{
    size_t i;
    vec2 pen = {{0,0}};
    vec4 color = {{0,0,0,1}};

    atlas  = texture_atlas_new( 512, 512, 1 );
    font = texture_font_new_from_file( atlas, 12, "../media/fonts/VeraMono.ttf" );
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );

    pen.y = -font->descender;
    for( i=0; i<line_count; ++i )
    {
        pen.x = 10.0;
        add_text( buffer, font, text, &color, &pen );
        pen.y += font->height - font->linegap;
    }

    glClearColor( 1.0, 1.0, 1.0, 1.0 );
    glDisable( GL_DEPTH_TEST );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_TEXTURE_2D );
    glEnable( GL_BLEND );

    shader = shader_load("../media/shaders/v3f-t2f-c4f.vert",
                         "../media/shaders/v3f-t2f-c4f.frag");
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );
}
Beispiel #7
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 800, 400 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Freetype OpenGL / vertex arrays" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    size_t i;
    texture_font_t *font = 0;
    texture_atlas_t *atlas = texture_atlas_new( 512, 512, 1 );
    const char * filename = "./Vera.ttf";
    wchar_t *text = L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "v3f:t2f:c4f" ); 
    vec2 pen = {{0,0}};
    vec4 black = {{0,0,0,1}};

    for( i=7; i < 27; ++i)
    {
        font = texture_font_new( atlas, filename, i );
        pen.x = 0;
        pen.y -= font->height;
        texture_font_load_glyphs( font, text );
        add_text( buffer, font, text, &black, &pen );
        texture_font_delete( font );
    }

    glBindTexture( GL_TEXTURE_2D, atlas->id );
    glutMainLoop( );
    return 0;
}
Beispiel #8
0
text_buffer_t *
text_buffer_new_with_program( size_t depth,
                                    GLuint program )
{
    text_buffer_t *self = (text_buffer_t *) malloc (sizeof(text_buffer_t));
    self->buffer = vertex_buffer_new(
                                     "vertex:3f,tex_coord:2f,color:4f,ashift:1f,agamma:1f" );
    self->manager = font_manager_new( 512, 512, depth );
    self->shader = program;
    self->shader_texture = glGetUniformLocation(self->shader, "tex");
    self->shader_pixel = glGetUniformLocation(self->shader, "pixel");
    self->line_start = 0;
    self->line_ascender = 0;
    self->base_color.r = 0.0;
    self->base_color.g = 0.0;
    self->base_color.b = 0.0;
    self->base_color.a = 1.0;
    self->line_descender = 0;
    self->lines = vector_new( sizeof(line_info_t) );
    self->bounds.left   = 0.0;
    self->bounds.top    = 0.0;
    self->bounds.width  = 0.0;
    self->bounds.height = 0.0;
    return self;
}
Beispiel #9
0
// ------------------------------------------------------------------- main ---
int
main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 800, 600 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Signed Distance Field" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( 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
    texture_font_t *font = 0;
    texture_atlas_t *atlas = texture_atlas_new( 512, 512, 1 );
    const char * filename = "fonts/Vera.ttf";
    wchar_t *text = L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
    vec2 pen = {{0,0}};
    vec4 black = {{1,1,1,1}};
    font = texture_font_new_from_file( atlas, 48, filename );
    vec4 bbox = add_text( buffer, font, text, &black, &pen );
    size_t i;
    vector_t * vertices = buffer->vertices;
    for( i=0; i< vector_size(vertices); ++i )
    {
        vertex_t * vertex = (vertex_t *) vector_get(vertices,i);
        vertex->x -= (int)(bbox.x + bbox.width/2);
        vertex->y -= (int)(bbox.y + bbox.height/2);
    }


    glBindTexture( GL_TEXTURE_2D, atlas->id );

    fprintf( stderr, "Generating distance map...\n" );
    unsigned char *map = make_distance_map(atlas->data, atlas->width, atlas->height);
    fprintf( stderr, "done !\n");

    memcpy( atlas->data, map, atlas->width*atlas->height*sizeof(unsigned char) );
    free(map);
    texture_atlas_upload( atlas );

    shader = shader_load( "shaders/distance-field-2.vert",
                          "shaders/distance-field-2.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );

    glutMainLoop( );
    return 0;
}
Beispiel #10
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    size_t width = 800, height = 200;

    glutInit( &argc, argv );
    glutInitWindowSize( width, height );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Glyph Cartoon" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    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) );

    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/ObelixPro.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->outline_type = 2;
    font->outline_thickness = 7;
    add_text( buffer, font, L"Freetype GL", pen, black, black );

    font->outline_type = 2;
    font->outline_thickness = 5;
    add_text( buffer, font, L"Freetype GL", pen, yellow, yellow );

    font->outline_type = 1;
    font->outline_thickness = 3;
    add_text( buffer, font, L"Freetype GL", pen, black, black );

    font->outline_type = 0;
    font->outline_thickness = 0;
    add_text( buffer, font, L"Freetype GL", pen, orange1, orange2 );

    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 );

    glutMainLoop( );
    return 0;
}
Beispiel #11
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    size_t i;
    vec4 color = {{0,0,0,1}};
    vec2 pen = {{0,0}};

    glutInit( &argc, argv );
    glutInitWindowSize( 800, 600 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Freetype OpenGL benchmark" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );
    glutIdleFunc( idle );

    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) );

    atlas  = texture_atlas_new( 512, 512, 1 );
    font = texture_font_new( atlas, "fonts/VeraMono.ttf", 12 );
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" ); 

    pen.y = -font->descender;
    for( i=0; i<line_count; ++i )
    {
        pen.x = 10.0;
        add_text( buffer, font, text, &color, &pen );
        pen.y += font->height - font->linegap;
    }

    glClearColor( 1.0, 1.0, 1.0, 1.0 );
    glDisable( GL_DEPTH_TEST ); 
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_TEXTURE_2D );
    glEnable( GL_BLEND );

    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 );

    glutMainLoop( );

    return EXIT_SUCCESS;
}
Beispiel #12
0
shader_group_t*
shader_group_new(const shader_t* program, const vertex_buffer_t* buff, const char* name, int z,
    struct tex_group_t* tg, struct blend_group_t* bg)
{
  struct_malloc(shader_group_t, self);
  self->program = program;
  self->name = sen_strdup(name);
  self->buff = vertex_buffer_new(vertex_buffer_format(buff));
  self->num = 0;
  self->z = z;
  self->tg = tg;
  self->bg = bg;
  return self;
}
Beispiel #13
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 400, 400 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( argv[0] );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );
    //glutTimerFunc( 1000/60, timer, 1000/60 ); // not working on some systems (bug in GLUT)
    glutIdleFunc(display);

    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) );


    typedef struct { float x,y,z;} xyz;
    typedef struct { float r,g,b,a;} rgba;
    typedef struct { xyz position, normal; rgba color;} vertex;
    xyz v[] = { { 1, 1, 1},  {-1, 1, 1},  {-1,-1, 1}, { 1,-1, 1},
                { 1,-1,-1},  { 1, 1,-1},  {-1, 1,-1}, {-1,-1,-1} };
    xyz n[] = { { 0, 0, 1},  { 1, 0, 0},  { 0, 1, 0} ,
                {-1, 0, 1},  { 0,-1, 0},  { 0, 0,-1} };
    rgba c[] = { {1, 1, 1, 1},  {1, 1, 0, 1},  {1, 0, 1, 1},  {0, 1, 1, 1},
                 {1, 0, 0, 1},  {0, 0, 1, 1},  {0, 1, 0, 1},  {0, 0, 0, 1} };
    vertex vertices[24] =  {
      {v[0],n[0],c[0]}, {v[1],n[0],c[1]}, {v[2],n[0],c[2]}, {v[3],n[0],c[3]},
      {v[0],n[1],c[0]}, {v[3],n[1],c[3]}, {v[4],n[1],c[4]}, {v[5],n[1],c[5]},
      {v[0],n[2],c[0]}, {v[5],n[2],c[5]}, {v[6],n[2],c[6]}, {v[1],n[2],c[1]},
      {v[1],n[3],c[1]}, {v[6],n[3],c[6]}, {v[7],n[3],c[7]}, {v[2],n[3],c[2]},
      {v[7],n[4],c[7]}, {v[4],n[4],c[4]}, {v[3],n[4],c[3]}, {v[2],n[4],c[2]},
      {v[4],n[5],c[4]}, {v[7],n[5],c[7]}, {v[6],n[5],c[6]}, {v[5],n[5],c[5]} };
    GLuint indices[24] = { 0, 1, 2, 3,    4, 5, 6, 7,   8, 9,10,11,
                           12,13,14,15,  16,17,18,19,  20,21,22,23 };

    cube = vertex_buffer_new( "vertex:3f,normal:3f,color:4f" );
    vertex_buffer_push_back( cube, vertices, 24, indices, 24 );
    shader = shader_load("shaders/cube.vert","shaders/cube.frag");

    init( );
    glutMainLoop( );
    return EXIT_SUCCESS;
}
Beispiel #14
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 800, 400 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Freetype OpenGL / LCD filtering" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    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) );

    size_t i;
    texture_font_t *font = 0;
    atlas = texture_atlas_new( 512, 512, 3 );
    const char * filename = "fonts/Vera.ttf";
    wchar_t *text = L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f,ashift:1f,agamma:1f" ); 
    vec2 pen = {{0,0}};
    vec4 color = {{0,0,0,1}};

    for( i=7; i < 27; ++i)
    {
        font = texture_font_new_from_file( atlas, i, filename );
        pen.x = 0;
        pen.y -= font->height;
        texture_font_load_glyphs( font, text );
        add_text( buffer, font, text, &color, &pen );
        texture_font_delete( font );
    }
    glBindTexture( GL_TEXTURE_2D, atlas->id );

    shader = shader_load( "shaders/text.vert",
                          "shaders/text.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );

    glutMainLoop( );

    return 0;
}
Beispiel #15
0
struct render* render_new() {
    struct render* r = STRUCT_NEW(render);
    r->cur_program = 0;
    r->cur_tex_id = 0;
    r->vertex_buffer = vertex_buffer_new();
    r->render_state = 0;
    r->shader = shader_new();
    r->scissors.x = 0;
    r->scissors.y = 0;
    r->scissors.width = GAME->config.window_width;
    r->scissors.width = GAME->config.window_height;
    r->drawcall = 0;
    return r;
}
Beispiel #16
0
text_buffer_t *text_buffer_new( GLuint shader, const ivec2 *size, int depth )
{

    text_buffer_t *self = (text_buffer_t *) malloc (sizeof(text_buffer_t));
    self->buffer = vertex_buffer_new( "v3f:t2f:c4f:1g1f:2g1f" );
    glyph_cache_init( &self->cache, size, depth );
    self->shader = shader;
    self->shader_texture = glGetUniformLocation(self->shader, "texture");
    self->shader_pixel = glGetUniformLocation(self->shader, "pixel");
    self->line_start = 0;
    self->line_ascender = 0;
    self->line_descender = 0;
    return self;
}
Beispiel #17
0
// ----------------------------------------------------------------------------
text_buffer_t *
text_buffer_new( size_t depth )
{
    
    text_buffer_t *self = (text_buffer_t *) malloc (sizeof(text_buffer_t));
    self->buffer = vertex_buffer_new( "v3f:t2f:c4f:1g1f:2g1f" ); 
    self->manager = font_manager_new( 512, 512, depth );
        self->shader = shader_load("shaders/text.vert",
                                   "shaders/text.frag");
    self->shader_texture = glGetUniformLocation(self->shader, "texture");
    self->shader_pixel = glGetUniformLocation(self->shader, "pixel");
    self->line_start = 0;
    self->line_ascender = 0;
    self->line_descender = 0;
    return self;
}
Beispiel #18
0
// ----------------------------------------------------------------------------
text_buffer_t *
text_buffer_new( size_t depth )
{
    
    text_buffer_t *self = (text_buffer_t *) malloc (sizeof(text_buffer_t));
    self->buffer = vertex_buffer_new(
        "vertex:3f,tex_coord:2f,color:4f,ashift:1f,agamma:1f" );
    self->manager = font_manager_new( 512, 512, depth );
    self->shader = shader_load("shaders/text.vert",
                               "shaders/text.frag");
    self->shader_texture = glGetUniformLocation(self->shader, "texture");
    self->shader_pixel = glGetUniformLocation(self->shader, "pixel");
    self->line_start = 0;
    self->line_ascender = 0;
    self->line_descender = 0;
    return self;
}
Beispiel #19
0
// ----------------------------------------------------------------------------
vertex_buffer_t *
vertex_buffer_new_from_data( const char *format,
                             size_t vcount,
                             void *vertices,
                             size_t icount,
                             GLuint *indices )
{
    vertex_buffer_t *self = vertex_buffer_new( format );

    vector_resize( self->vertices, vcount );
    assert( self->vertices->size == vcount);
    memcpy( self->vertices->items, vertices, vcount*self->vertices->item_size );
    vector_resize( self->indices, icount );
    assert( self->indices->size == icount);
    memcpy( self->indices->items, indices, icount*self->indices->item_size );
    self->dirty = 1;
    return self;
}
    void FontBufferCache::Add(const std::string &text, const Point3 &position, const GameColor &color, texture_font_t *font)
    {
        HashedString hash(text.c_str());
        vertex_buffer_t *buffer = 0;
        if(Contains(text)) {
            buffer = m_vertexBufferMap.find(hash.getHashValue())->second;
            vertex_buffer_clear(buffer);
        } else {
            buffer = vertex_buffer_new("vertex:3f,tex_coord:2f,color:4f");
            m_vertexBufferMap[hash.getHashValue()] = buffer;
        }

        F32 r = color.GetX(), g = color.GetY(), b = color.GetZ(), a = color.GetW();
        F32 x = 0.0f;

        U32 size = (U32)text.size();
        for(U32 i = 0; i < size; ++i) {
            texture_glyph_t *glyph = texture_font_get_glyph(font, text[i]);
            if(glyph != NULL) {
                I32 kerning = 0;
                if(i > 0) {
                    kerning = texture_glyph_get_kerning(glyph, text[i - 1]);
                }
                x += (float)kerning;

                F32 x0 = (F32)(position.GetX() + x + glyph->offset_x);
                F32 y0 = (F32)(position.GetY() + glyph->offset_y);
                F32 x1 = (F32)(x0 + glyph->width);
                F32 y1 = (F32)(y0 - glyph->height);
                F32 s0 = glyph->s0;
                F32 t0 = glyph->t0;
                F32 s1 = glyph->s1;
                F32 t1 = glyph->t1;
                GLuint indices[6] = {0, 1, 2, 0, 2, 3};
                vertex_t vertices[4] = { { x0, y0, 0.0f,  s0, t0,  r, g, b, a },
                    { x0, y1, 0.0f,  s0, t1,  r, g, b, a },
                    { x1, y1, 0.0f,  s1, t1,  r, g, b, a },
                    { x1, y0, 0.0f,  s1, t0,  r, g, b, a }
                };
                vertex_buffer_push_back(buffer, vertices, 4, indices, 6);
                x += glyph->advance_x;
            }
        }
    }
Beispiel #21
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    size_t width = 600, height = 200;

    glutInit( &argc, argv );
    glutInitWindowSize( width, height );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Glyph Cartoon" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    atlas = texture_atlas_new( 1024, 1024, 1 );
    buffer = vertex_buffer_new( "v3f:t2f:c4f" ); 
    texture_font_t *font = texture_font_new( atlas, "./ObelixPro.ttf", 128 );

    vec2 pen    = {{30, 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->outline_type = 1;
    font->outline_thickness = 4;
    add_text( buffer, font, L"Cartoon", pen, black, black );

/*
    font->outline_type = 2;
    font->outline_thickness = 4;
    add_text( buffer, font, L"Cartoon", pen, black, yellow );

    font->outline_type = 3;
    font->outline_thickness = 4;
    add_text( buffer, font, L"Cartoon", pen, black, yellow );

*/
    font->outline_type = 0;
    font->outline_thickness = 0;
    add_text( buffer, font, L"Cartoon", pen, orange1, orange2 );

    glutMainLoop( );
    return 0;
}
Beispiel #22
0
// ------------------------------------------------------------------- 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 );
}
Beispiel #23
0
sprite_t*
sen_sprite_new(const char* name,
               const char* texture_name)
{
 // _logfi("+sprite %s, texture=%s", (name ? name : "autoName"), texture_name);
  struct_malloc(sprite_t, self);
  sen_node_init(self, name, 0);
  self->tex = sen_textures_get(texture_name);
  sen_assert(self->tex);
  self->program = sen_shaders_get("sprite");
  sen_assert(self->program);
  self->quad = vertex_buffer_new("a_pos:4f,a_tex_coords:2f,a_color:4f");

  //update_quad(self);
  update_buffer(self);

  ((node_t*)self)->vt = &sprite_interface;

  return self;
}
Beispiel #24
0
	Font::Font(const char* filepath, int size)
		: m_font(NULL),
		  m_atlas(NULL),
		  m_buffer(NULL),
		  m_textureAtlas(NULL),
		  m_color(Color::White),
		  m_currentSize(size)
	{
		REQUIRES(filepath)
		CLFileImporter fileImporter;
		m_fontFile = fileImporter.LoadFile(filepath);
		REQUIRES(m_fontFile->m_buffer && m_fontFile->m_bufLength > 0)

		m_buffer = vertex_buffer_new("vertex:3f,tex_coord:2f,color:4f");

		ResizeFont(size);

		if(!m_glProgram)
			m_glProgram = new GLProgram("Data/Shaders/FontShader.vert", "Data/Shaders/FontShader.frag");
	}
Beispiel #25
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 260, 330 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Freetype OpenGL / subpixel rendering" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    size_t i;
    texture_font_t *font;
    const char * filename = "./Vera.ttf";
    wchar_t *text = L"|... A Quick Brown Fox Jumps Over The Lazy Dog";
    vec2 pen = {{0,0}};
    vec4 black = {{0,0,0,1}};

    atlas = texture_atlas_new( 512, 512, 3 );
    font = texture_font_new( atlas, filename, 9 );
    buffer = vertex_buffer_new( "v3f:t2f:c4f:1g1f" ); 

    pen.x = 0; pen.y = 0;
    pen.y -= font->ascender;
    for( i=0; i < 30; ++i)
    {
        pen.x = 20  + i * 0.1;
        pen.y = 310 - i * 10;
        add_text( buffer, font, text, &black, &pen );
    }

    // Create the GLSL program
    char * vertex_shader_source   = read_shader("./subpixel.vert");
    char * fragment_shader_source = read_shader("./subpixel.frag");
    program = build_program( vertex_shader_source, fragment_shader_source );
    texture_location = glGetUniformLocation(program, "texture");
    pixel_location   = glGetUniformLocation(program, "pixel");

    glBindTexture( GL_TEXTURE_2D, atlas->id );
    glutMainLoop( );
    return 0;
}
Beispiel #26
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    size_t i;
    vec4 color = {{0,0,0,1}};
    vec2 pen = {{0,0}};

    glutInit( &argc, argv );
    glutInitWindowSize( 800, 600 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( "Freetype OpenGL benchmark" );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );
    glutIdleFunc( idle );

    atlas  = texture_atlas_new( 512, 512, 1 );
    font = texture_font_new( atlas, "fonts/VeraMono.ttf", 12 );
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" ); 

    pen.y = -font->descender;
    for( i=0; i<line_count; ++i )
    {
        pen.x = 10.0;
        add_text( buffer, font, text, &color, &pen );
        pen.y += font->height - font->linegap;
    }

    glClearColor( 1.0, 1.0, 1.0, 1.0 );
    glDisable( GL_DEPTH_TEST ); 
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_TEXTURE_2D );
    glEnable( GL_BLEND );

    shader = shader_load("shaders/v3f-t2f-c4f.vert",
                         "shaders/v3f-t2f-c4f.frag");
    glutMainLoop( );

    return EXIT_SUCCESS;
}
// ------------------------------------------------------------------- init ---
void init( void )
{
    texture_font_t *font = 0;
    texture_atlas_t *atlas = texture_atlas_new( 512, 512, 1 );
    const char * filename = "fonts/Vera.ttf";
    char *text = "A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
    vec2 pen = {{0,0}};
    vec4 black = {{1,1,1,1}};
    font = texture_font_new_from_file( atlas, 48, filename );
    vec4 bbox = add_text( buffer, font, text, &black, &pen );
    texture_atlas_upload( font->atlas );
    size_t i;
    vector_t * vertices = buffer->vertices;
    for( i=0; i< vector_size(vertices); ++i )
    {
        vertex_t * vertex = (vertex_t *) vector_get(vertices,i);
        vertex->x -= (int)(bbox.x + bbox.width/2);
        vertex->y -= (int)(bbox.y + bbox.height/2);
    }


    glBindTexture( GL_TEXTURE_2D, atlas->id );

    fprintf( stderr, "Generating distance map...\n" );
    unsigned char *map = make_distance_mapb(atlas->data, atlas->width, atlas->height);
    fprintf( stderr, "done !\n");

    memcpy( atlas->data, map, atlas->width*atlas->height*sizeof(unsigned char) );
    free(map);
    texture_atlas_upload( atlas );

    shader = shader_load( "shaders/distance-field.vert",
                          "shaders/distance-field-2.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );
}
// ------------------------------------------------------------------- init ---
void init( void )
{
    typedef struct { float x,y,z;} xyz;
    typedef struct { float r,g,b,a;} rgba;
    typedef struct { xyz position, normal; rgba color;} vertex;
    xyz v[] = { { 1, 1, 1},  {-1, 1, 1},  {-1,-1, 1}, { 1,-1, 1},
                { 1,-1,-1},  { 1, 1,-1},  {-1, 1,-1}, {-1,-1,-1} };
    xyz n[] = { { 0, 0, 1},  { 1, 0, 0},  { 0, 1, 0} ,
                {-1, 0, 1},  { 0,-1, 0},  { 0, 0,-1} };
    rgba c[] = { {1, 1, 1, 1},  {1, 1, 0, 1},  {1, 0, 1, 1},  {0, 1, 1, 1},
                 {1, 0, 0, 1},  {0, 0, 1, 1},  {0, 1, 0, 1},  {0, 0, 0, 1} };
    vertex vertices[24] =  {
      {v[0],n[0],c[0]}, {v[1],n[0],c[1]}, {v[2],n[0],c[2]}, {v[3],n[0],c[3]},
      {v[0],n[1],c[0]}, {v[3],n[1],c[3]}, {v[4],n[1],c[4]}, {v[5],n[1],c[5]},
      {v[0],n[2],c[0]}, {v[5],n[2],c[5]}, {v[6],n[2],c[6]}, {v[1],n[2],c[1]},
      {v[1],n[3],c[1]}, {v[6],n[3],c[6]}, {v[7],n[3],c[7]}, {v[2],n[3],c[2]},
      {v[7],n[4],c[7]}, {v[4],n[4],c[4]}, {v[3],n[4],c[3]}, {v[2],n[4],c[2]},
      {v[4],n[5],c[4]}, {v[7],n[5],c[7]}, {v[6],n[5],c[6]}, {v[5],n[5],c[5]} };
    GLuint indices[24] = { 0, 1, 2, 3,    4, 5, 6, 7,   8, 9,10,11,
                           12,13,14,15,  16,17,18,19,  20,21,22,23 };

    cube = vertex_buffer_new( "vertex:3f,normal:3f,color:4f" );
    vertex_buffer_push_back( cube, vertices, 24, indices, 24 );
    shader = shader_load("../media/shaders/cube.vert","../media/shaders/cube.frag");

    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );

    glPolygonOffset( 1, 1 );
    glClearColor( 1.0, 1.0, 1.0, 1.0 );
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_COLOR_MATERIAL );
    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_LINE_SMOOTH );
}
Beispiel #29
0
// ------------------------------------------------------------------- init ---
void init( void )
{
    size_t i;
    texture_font_t *font = 0;
    atlas = texture_atlas_new( 512, 512, 3 );
    const char * filename = "fonts/Vera.ttf";
    char * text = "A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f,ashift:1f,agamma:1f" );
    vec2 pen = {{0,0}};
    vec4 color = {{0,0,0,1}};

    for( i=7; i < 27; ++i)
    {
        font = texture_font_new_from_file( atlas, i, filename );
        pen.x = 0;
        pen.y -= font->height;
        texture_font_load_glyphs( font, text );
        add_text( buffer, font, text, &color, &pen );
        texture_font_delete( font );
    }

    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_RGB, atlas->width, atlas->height,
                  0, GL_RGB, GL_UNSIGNED_BYTE, atlas->data );

    shader = shader_load( "shaders/text.vert",
                          "shaders/text.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );
}
Beispiel #30
0
// ------------------------------------------------------------------- main ---
int main_texture( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitWindowSize( 512, 512 );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
    glutCreateWindow( argv[0] );
    glutReshapeFunc( reshape );
    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

//    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) );

    texture_atlas_t * atlas = texture_atlas_new( 512, 512, 1 );
//    const char *filename = "/Users/jie/svn/v8/deps/freetype-gl-read-only/fonts/Vera.ttf";
    const char *filename = "/Users/jie/svn/v8/deps/freetype-gl-read-only/fonts/fat.ttf";
//    const wchar_t *cache = L" !\"#$%&'()*+,-./0123456789:;<=>?"
//                           L"@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_"
//                           L"`abcdefghijklmnopqrstuvwxyz{|}~";
    wchar_t unicode[6];
    unicode[0] = 22909;
    unicode[1] = 20320;
    unicode[2] = 25438;
    unicode[3] = 28156;
    unicode[4] = 48;
    unicode[5] = 0;
    wchar_t* cache = (wchar_t*)unicode;
    printf("%d %d\n", cache[0], wcslen(cache));
    size_t minsize = 20, maxsize = 40;
    size_t count = maxsize - minsize;
    size_t i, missed = 0;

    for( i=minsize; i < maxsize; ++i )
    {
        texture_font_t * font = texture_font_new( atlas, filename, i );
        missed += texture_font_load_glyphs( font, cache );
        texture_font_delete( font );
    }

    printf( "Matched font               : %s\n", filename );
    printf( "Number of fonts            : %ld\n", count );
    printf( "Number of glyphs per font  : %ld\n", wcslen(cache) );
    printf( "Number of missed glyphs    : %ld\n", missed );
    printf( "Total number of glyphs     : %ld/%ld\n", wcslen(cache)*count - missed, wcslen(cache)*count );
    printf( "Texture size               : %ldx%ld\n", atlas->width, atlas->height );
    printf( "Texture occupancy          : %.2f%%\n", 100.0*atlas->used/(float)(atlas->width*atlas->height) );

    glClearColor(1,1,1,1);
    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_TEXTURE_2D );
    glBindTexture( GL_TEXTURE_2D, atlas->id );

    typedef struct { float x,y,z, u,v, r,g,b,a; } vertex_t;
    vertex_t vertices[4] =  {
        {  0,  0,  0, 0,1, 0,0,0,1},
        {  0,  512,0, 0,0, 0,0,0,1},
        {  512,512,0, 1,0, 0,0,0,1},
        {  512,  0,0, 1,1, 0,0,0,1}
    };

    GLuint indices[6] = { 0,1,2, 0,2,3 };
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
    vertex_buffer_push_back( buffer, vertices, 4, indices, 6 );

    shader = shader_load("/Users/jie/svn/v8/deps/freetype-gl-read-only/shaders/v3f-t2f-c4f.vert",
                         "/Users/jie/svn/v8/deps/freetype-gl-read-only/shaders/v3f-t2f-c4f.frag");
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );

    glutMainLoop( );

    return 0;
}