コード例 #1
0
ファイル: space.c プロジェクト: robsonde/space_thing
// recreate  printf as a GL thing
void glPrintf(float x,float y, char const * fmt, ...) {
    static char buf[1024];
    va_list vl;

    va_start(vl, fmt);
    vsnprintf(buf, sizeof(buf), fmt, vl);
    va_end(vl);

    glRasterPos2f(x,y);
    ftglRenderFont(font, buf, FTGL_RENDER_ALL);
}
コード例 #2
0
ファイル: main.c プロジェクト: Cocuyo17/gcodeview
void render() {
	#ifdef	OPENGL
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glLoadIdentity();
		glPushMatrix();
		glScalef(zoomFactor, zoomFactor, 0.0);
		glTranslatef(-transX, -transY, 0.0);
		if (layer[currentLayer].glList) {
			glCallList(layer[currentLayer].glList);
		}
		else {
			layer[currentLayer].glList = glGenLists(1);
			glNewList(layer[currentLayer].glList, GL_COMPILE_AND_EXECUTE);
			glBegin(GL_QUADS);
	#else
		uint32_t yellow;

		yellow = SDL_MapRGB(Surf_Display->format, 224, 224, 128);

		SDL_LockSurface(Surf_Display);
		SDL_FillRect(Surf_Display, NULL, yellow);
		int lines = 0;
	#endif

			for (int i = shadow_layers; i >= 1; i--) {
				if (currentLayer - i > 0)
					render_layer(currentLayer - i, shadow_alpha - (i - 1) * (shadow_alpha / ((float) shadow_layers)));
			}
			render_layer(currentLayer, 1.0);

	#ifdef	OPENGL
			glEnd();
			glEndList();
		}
		glPopMatrix();
		glPushMatrix();
			glTranslatef(0.0, 200.0 - (20.0 * 0.3), 0.0);
			glScalef(0.3, 0.3, 1.0);
			ftglSetFontFaceSize(font, 20, 20);
			ftglRenderFont(font, msgbuf, FTGL_RENDER_ALL);
		glPopMatrix();
		glFlush();
		glFinish();
		SDL_GL_SwapBuffers();
		glFinish();
	#else
		SDL_UnlockSurface(Surf_Display);

		SDL_Flip(Surf_Display);
	#endif
}
コード例 #3
0
ファイル: font.c プロジェクト: dividuum/info-beamer
static int font_write(lua_State *L) {
    font_t *font = checked_font(L, 1);
    GLfloat x = luaL_checknumber(L, 2);
    GLfloat y = luaL_checknumber(L, 3);
    const char *text = luaL_checkstring(L, 4);

    // Protect FTGL
    if (!check_utf8(text))
        return luaL_error(L, "invalid utf8");

    GLfloat size = luaL_checknumber(L, 5) / SCALE;

    int type = lua_type(L, 6);
    if (type == LUA_TNUMBER) {
        GLfloat r = luaL_checknumber(L, 6);
        GLfloat g = luaL_checknumber(L, 7);
        GLfloat b = luaL_checknumber(L, 8);
        GLfloat a = luaL_optnumber(L, 9, 1.0);

        shader_set_gl_color(r, g, b, a);
        glBindTexture(GL_TEXTURE_2D, default_tex);
    } else if (type == LUA_TUSERDATA || type == LUA_TTABLE) {
        lua_pushliteral(L, "texid");
        lua_gettable(L, 6);
        if (lua_type(L, -1) != LUA_TFUNCTION)
            return luaL_argerror(L, 6, "no texid() function");
        lua_pushvalue(L, 6);
        lua_call(L, 1, 1);
        if (lua_type(L, -1) != LUA_TNUMBER)
            return luaL_argerror(L, 6, "texid() did not return number");
        int tex_id = lua_tonumber(L, -1);
        lua_pop(L, 1);

        shader_set_gl_color(1.0, 1.0, 1.0, 1.0);
        glBindTexture(GL_TEXTURE_2D, tex_id);
    } else {
        return luaL_argerror(L, 6, "unsupported value. must be RGBA or texturelike");
    }

    glPushMatrix();
        glTranslatef(x, y, 0);
        glTranslatef(0, size * (SCALE * 0.8), 0);
        glScalef(size, -size, 1.0);
        ftglRenderFont(font->font, text, FTGL_RENDER_ALL);
    glPopMatrix();

    lua_pushnumber(L, ftglGetFontAdvance(font->font, text) * size);
    return 1;
}
コード例 #4
0
ファイル: cdgl.c プロジェクト: pulkomandy/cd-haiku
static void cdftext(cdCtxCanvas *ctxcanvas, double x, double y, const char *s, int len)
{
  int stipple = 0, reset_antialias = 0;
  float bounds[6];
  int w, h, descent, baseline;
  double x_origin = x;
  double y_origin = y;

  if (!ctxcanvas->font)
    return;

  s = cdglStrConvertToUTF8(ctxcanvas, s, len);
  ftglGetFontBBox(ctxcanvas->font, s, len, bounds);

  descent = (int)ftglGetFontDescender(ctxcanvas->font);
  w = (int)ceil(bounds[3] - bounds[0]);
  h = (int)ceil(bounds[4] - bounds[1]);
  baseline = (int)ftglGetFontLineHeight(ctxcanvas->font) - (int)ftglGetFontAscender(ctxcanvas->font);

  switch (ctxcanvas->canvas->text_alignment)
  {
    case CD_BASE_RIGHT:
    case CD_NORTH_EAST:
    case CD_EAST:
    case CD_SOUTH_EAST:
      x = x - w;
      break;
    case CD_BASE_CENTER:
    case CD_CENTER:
    case CD_NORTH:
    case CD_SOUTH:
      x = x - w/2;
      break;
    case CD_BASE_LEFT:
    case CD_NORTH_WEST:
    case CD_WEST:
    case CD_SOUTH_WEST:
      x = x;
      break;
  }

  switch (ctxcanvas->canvas->text_alignment)
  {
    case CD_BASE_LEFT:
    case CD_BASE_CENTER:
    case CD_BASE_RIGHT:
      y = y;
      break;
    case CD_SOUTH_EAST:
    case CD_SOUTH_WEST:
    case CD_SOUTH:
      y = y - descent;
      break;
    case CD_NORTH_EAST:
    case CD_NORTH:
    case CD_NORTH_WEST:
      y = y - h/2 - baseline;
      break;
    case CD_CENTER:
    case CD_EAST:
    case CD_WEST:
      y = y - baseline;
      break;
  }

  if (ctxcanvas->canvas->text_orientation != 0)
  {
    double angle = CD_DEG2RAD * ctxcanvas->canvas->text_orientation;
    double cos_angle = cos(angle);
    double sin_angle = sin(angle);
    cdfRotatePoint(ctxcanvas->canvas, x, y, x_origin, y_origin, &x, &y, sin_angle, cos_angle);
  }

  if(glIsEnabled(GL_POLYGON_STIPPLE))
  {
    stipple = 1;
    glDisable(GL_POLYGON_STIPPLE);
  }

  if (ctxcanvas->txt_antialias && !glIsEnabled(GL_LINE_SMOOTH))
  {
    cdCanvasSetAttribute(ctxcanvas->canvas, "ANTIALIAS", "1");
    reset_antialias = 1;
  }

  glPushMatrix();
    glTranslated(x, y, 0.0);
    glRotated(ctxcanvas->canvas->text_orientation, 0, 0, 1);
    ftglRenderFont(ctxcanvas->font, s, FTGL_RENDER_ALL);
  glPopMatrix();

  if (reset_antialias)
    cdCanvasSetAttribute(ctxcanvas->canvas, "ANTIALIAS", "0");

  if(stipple)
    glEnable(GL_POLYGON_STIPPLE);
}
コード例 #5
0
void OpenGLModule::drawString(const std::string& string) const
{
	ftglRenderFont(_font->getFtglFont(),string.c_str(),0xFFFF);//FTGL_RENDER_ALL);
}
コード例 #6
0
int main(int argc, char *argv[])
{
    char *shader = "mandelbrot (copy).frag";
    if (argc > 1)
    {
        shader = argv[1];
    }

    glfwInit();



    /*int major, minor, rev;
    glfwGetGLVersion(&major, &minor, &rev);
    printf("using openGL %d.%d.%d\n", major, minor, rev);*/

    GLFWvidmode mode;
    glfwGetDesktopMode( &mode );

    window_width = mode.Width;
    window_height = mode.Height;

    printf("%dx%d\n", window_width, window_height);
    //glfwOpenWindow(window_width, window_height, 5, 6, 5, 0, 8, 0, GLFW_FULLSCREEN);
    glfwOpenWindow(mode.Width, mode.Height, mode.RedBits,  mode.GreenBits, mode.BlueBits, 0, 0, 0, GLFW_FULLSCREEN);

    // setup opengl perspective stuff.
    glMatrixMode(GL_PROJECTION);
    float aspect_ratio = ((float)window_height) / window_width;
    glFrustum(.5, -.5, -.5 * aspect_ratio, .5 * aspect_ratio, 1, 50);
    glDisable( GL_DEPTH_TEST );
    glTranslatef(0.0, 0.0, -1.00);
    glClearColor(0.0, 1.0, 1.0, 0.0);


    // will create and set shader program.
    GLhandleARB program = SetupFragmentShader(shader);
    // get the location of all the uniforms
    prepareUniforms(program);
    // must call use program before setting uniforms values
    glUseProgram(program);

    uint param_i = 0;
    parameters[WIDTH]   = createParameter1i(program, "wW", window_width );
    parameters[HEIGHT]  = createParameter1i(program, "wH", window_height );
    parameters[TIME]    = createParameter1f(program, "time", 0.0 );
    parameters[MINX]    = createParameter1f(program, "minx", -2.0);
    parameters[MINY]    = createParameter1f(program, "miny", 1.0);
    parameters[DELTA]   = createParameter1f(program, "deltax", 3.0);
    parameters[THETA]   = createParameter1f(program, "theta", 1.0);
    //synchParameters ( parameters );

    /*for ( param_i = 0; param_i < NPARAMS; param_i++ )
    {
        Parameter *param = &parameters[param_i];
        switch ( param->utype )
        {
            case INT:
                glUniform1i(param->loc, param->u.ival);
                break;
            case FLOAT:
                glUniform1f(param->loc, param->u.fval);
                break;
            default:
                break;
        }
    }*/

    // set the dimension, must be after program is used.
    //glUniform1i(wWLoc, window_width );
    //glUniform1i(wHLoc, window_height );

    printInstructions();

    double frame_start = glfwGetTime();
    double frame_time = 0.0;
    double temp_time = 0.0;

    //bool need_draw = true;
    bool need_view_synch = true;


    int mouseWheel = 0;
    int mouseWheelDelta = 0;

    double fIterations = (double)(iterations);

    int mouseX, mouseY, curMouseX, curMouseY;
    mouseX = mouseY = 0;

    bool joystickPresent = glfwGetJoystickParam( GLFW_JOYSTICK_1, GLFW_PRESENT );
    if(joystickPresent)
    {
        printf("Joystick present. Can be used to navigate in addition to mouse.\n");
    }else
    {
        printf("no joystick present.\n");
    }

    // set up fonts

    FTGLfont *font = NULL;
    //font = ftglCreateBufferFont("/usr/share/fonts/truetype/freefont/FreeMono.ttf");
    font = ftglCreatePixmapFont("/usr/share/fonts/truetype/freefont/FreeMono.ttf");
    if( !font )
    {
        printf("failed to load font.");
    }
    ftglSetFontFaceSize(font, 50, 50);
    //printf("%d\n", ftglGetFontError(font));
    //ftglSetFontCharMap(font, ft_encoding_unicode);
    //printf("%d\n", ftglGetFontError(font));

    bool show_fps = true;
    char text[256];

    // keep on rendering the frame until escape is pressed.
    while(glfwGetKey(GLFW_KEY_ESC) != GLFW_PRESS)
    {
        temp_time = glfwGetTime();
        frame_time = temp_time - frame_start;
        frame_start = temp_time;

        // process input
        if(glfwGetKey('E') == GLFW_PRESS)
        {
            printf("minx: %.31f\n", minx);
            printf("miny: %.31f\n", miny);
            printf("deltax: %.31f\n",deltax);
            printf("deltay: %.31f\n",deltay);
            printf("====================================\n");
        }else if(glfwGetKey('P') == GLFW_PRESS)
        {
            saveFrameBuffer();
        }else if(glfwGetKey('R') == GLFW_PRESS)
        {
            minx = -2.0;
            miny = -1.0;
            deltax = 3.0;
            deltay = 2.0;
            need_view_synch = true;
        }else if(glfwGetKey('F') == GLFW_PRESS)
        {
            show_fps=~show_fps;
            //printf("fps display toggled to: %d\n", show_fps);
        }

        else if(glfwGetKey(GLFW_KEY_RIGHT) == GLFW_PRESS)
        {
            fIterations += 5*(60*frame_time);
            iterations = floor(fIterations);
            need_view_synch = true;
        }else if(glfwGetKey(GLFW_KEY_LEFT) == GLFW_PRESS)
        {
            if(iterations>1)
            {
                fIterations -= 5*(60*frame_time);
            }
            iterations = floor(fIterations);
            need_view_synch = true;
        }
        // zooming using the arrow keys
        if(glfwGetKey(GLFW_KEY_UP) == GLFW_PRESS)
        {
            zoomIn(2.0*zoom_factor*(frame_time*60.0));
            need_view_synch = true;
        }else if(glfwGetKey(GLFW_KEY_DOWN) == GLFW_PRESS)
        {
            zoomIn(-2.0*zoom_factor*(frame_time*60.0));
            need_view_synch = true;
        }

        //changing the julia set constant
        if(glfwGetKey('W') == GLFW_PRESS)
        {
            realc += .0025*frame_time*60.0;
            need_view_synch = true;
        }else if(glfwGetKey('S') == GLFW_PRESS)
        {
            realc -= .0025*frame_time*60.0;
            need_view_synch = true;
        }
        if(glfwGetKey('A') == GLFW_PRESS)
        {
            imagc += .0025*frame_time*60.0;
            need_view_synch = true;
        }else if(glfwGetKey('D') == GLFW_PRESS)
        {
            imagc -= .0025*frame_time*60.0;
            need_view_synch = true;
        }

        // changing the area visible (panning left and right)
        glfwGetMousePos(&curMouseX, &curMouseY);
        int mouseDeltax = curMouseX - mouseX;
        int mouseDeltay = curMouseY - mouseY;

        if(mouseDeltax||mouseDeltay)//if one of them is different
        {
            //printf("delta coordinates: (%d, %d)\n", mouseDeltax, mouseDeltay);
            mouseX=curMouseX;
            mouseY=curMouseY;
            //printf("new mouse coordinates: (%d, %d)\n", x, y);
            pan(zoom_factor*deltax*mouseDeltax/20.0, -1*zoom_factor*deltay*mouseDeltay/20.0);
            need_view_synch = true;
        }
        if(joystickPresent)
        {
            float pos[4];
            glfwGetJoystickPos(GLFW_JOYSTICK_1, pos, 4);
            //the above function gives us bad results for my particular joystick :(, must fiddle around with numbers to get correct answer.
            float xJoyPos = pos[0];//(pos[0]*32767)/128.0 - 1.0;
            float yJoyPos = pos[1];//(pos[1]*32767)/128.0 + 1.0;
            float zJoyPos = -1*pos[2];//-1*((pos[2]*32767)/128.0 - 1.0);
            float rJoyPos = pos[3];
            float temp = 0.0;
            //printf("%f\n", xJoyPos);

            if(xJoyPos>.02||xJoyPos<-.02)
            {
                temp = zoom_factor*xJoyPos*deltax*1.0*frame_time*60.0;
                pan(temp, 0);
                need_view_synch = true;
            }
            if(yJoyPos>.02||yJoyPos<-.02)
            {
                temp = zoom_factor*yJoyPos*deltay*1.0*frame_time*60.0;
                pan(0, temp);
                need_view_synch = true;
            }
            if(zJoyPos>.04||zJoyPos<-.04)
            {
                zoomIn(zJoyPos*scroll_zoom_factor*(frame_time*10.0));
                need_view_synch = true;
            }
            if(rJoyPos>.02 || rJoyPos<-.02)
            {
                rotate( rJoyPos/5.0*frame_time );
                need_view_synch = true;
            }
            unsigned char buttons[5];

            glfwGetJoystickButtons(GLFW_JOYSTICK_1, buttons, 4);
            if(buttons[0]==GLFW_PRESS)
            {
                saveFrameBuffer();
            }
            if(buttons[1]==GLFW_PRESS)
            {
                rotate( 0.35*frame_time );
                need_view_synch = true;
            }else if(buttons[2]==GLFW_PRESS)
            {
                rotate( -0.35*frame_time );
                need_view_synch = true;
            }

            //printf("x:%f, y:%f\n", xJoyPos, yJoyPos);
        }

        // zooming using the mouse scroll
        mouseWheelDelta = glfwGetMouseWheel() - mouseWheel;
        mouseWheel = mouseWheel+mouseWheelDelta;
        if(mouseWheelDelta != 0)
        {
            zoomIn(mouseWheelDelta*scroll_zoom_factor*(frame_time*60.0));
            need_view_synch = true;
        }

        //printf("mouse wheel: %d\n", mouseWheelDelta);

        if(need_view_synch)
        {
            synchVariableUniforms();
            need_view_synch = false;
        }

        // update the time inside the shader for cool animations.

        parameters[2].val.fval = frame_start;
        parameters[2].needs_update = true;

        synchParameters ( parameters );

        //glUniform1f(timeLoc, frame_start);

        // write fps and iterations to a string.
        sprintf(text, "FPS: %4.1d; ITER: %d; ZOOMX: %-10.1f", (int)(floor(1.0/frame_time)), iterations, (3.0/deltax));

        //sprintf("fps %f\n", 1.0/frame_time);

        // clear the buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        //since all calculations are being done in the fragment shader, all we draw is a surface.
        glUseProgram(program);
        glRects(-1, -1, 1, 1);

        // render font on top of this?
        if(show_fps != 0){
            glUseProgram(0);
            glColor3f(0.0f, 0.0f, 0.0f);
            ftglRenderFont(font, text, FTGL_RENDER_ALL);
            glUseProgram(program);
        }
        // note: swap buffers also updates the input events for glfw
        glfwSwapBuffers();
    }
    // clean up the font and exit.
    ftglDestroyFont(font);
    return 1;
}