コード例 #1
0
ファイル: Shader.cpp プロジェクト: greatelk/ThinRender
/**
 * Compile the shader from file 'filename', with error handling
 */
int Shader::loadShader(string fileName){
	GLint link_ok = GL_FALSE;
	GLuint vs, fs;

	string vsName = fileName+".v.glsl";
	string fsName = fileName+".f.glsl";

	if ((vs = createShader(vsName.c_str(), GL_VERTEX_SHADER))   == 0) return 0;
	if ((fs = createShader(fsName.c_str(), GL_FRAGMENT_SHADER)) == 0) return 0;
	program = glCreateProgram();
	glAttachShader(program, vs);
	glAttachShader(program, fs);
	glLinkProgram(program);

	glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
	if (!link_ok) {
		logWar("glLinkProgram:");
		printShaderLog(program);
        glDeleteShader(vs);
        glDeleteShader(fs);
		return -1;
	}
    glDeleteShader(vs);
    glDeleteShader(fs);
	loadVars();
    return 0;
}
コード例 #2
0
ファイル: Text.cpp プロジェクト: condorkm/ThinRender
Text::Text(FT_Face face, int height){
    c = new glyphData[256];
	color = glm::vec4(0.0f,0.0f,0.0f,1.0f);
	cIndex = 0;
	GLuint vs, fs;
	GLint compile_ok = GL_FALSE, link_ok = GL_FALSE;
	if(FileSystem::getInstance()->openFile("text.v.glsl") == -1){
		logErr("Error opening text.v.glsl");
		return;
	}
	if(FileSystem::getInstance()->openFile("text.f.glsl") == -1){
		logErr("Error opening text.f.glsl");
		return;
	}
	const char* source = FileSystem::getInstance()->getFileData("text.v.glsl");
	if (source == NULL){
		logErr("Error data text.v.glsl");
		return;
	}

	vs = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vs, 1, &source, NULL);

	glCompileShader(vs);
	compile_ok = GL_FALSE;
	glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
	if(compile_ok == GL_FALSE){
		logErr("text.v.glsl");
		printShaderLog(vs);
		glDeleteShader(vs);
		return;
	}

	source = FileSystem::getInstance()->getFileData("text.f.glsl");
	if(source == NULL){
		logErr("Error data text.f.glsl");
		return;
	}

	fs = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fs, 1, &source, NULL);

	glCompileShader(fs);
	compile_ok = GL_FALSE;
	glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
	if(compile_ok == GL_FALSE){
		logErr("text.v.glsl");
		printShaderLog(fs);
		glDeleteShader(fs);
		return;
	}

	programText = glCreateProgram();
	glAttachShader(programText, vs);
	glAttachShader(programText, fs);
	glLinkProgram(programText);

    glDeleteShader(vs);//these are marked to delete but until they are attached to the program, they will remain
    glDeleteShader(fs);

	glGetProgramiv(programText, GL_LINK_STATUS, &link_ok);
	if(!link_ok){
		logWar("glLinkProgram:");
		return;
	}

    std::string attributeName = "coord";
	attribute_coord = glGetAttribLocation(programText, attributeName.c_str());
	if(attribute_coord == -1){
		logErr("Could not bind attribute %s\n", attributeName.c_str());
		return;
	}

	attributeName = "tex";
	uniform_tex = glGetUniformLocation(programText, attributeName.c_str());
	if(uniform_tex == -1){
		logErr("Could not bind uniform %s\n", attributeName.c_str());
		return;
	}
	attributeName = "color";
	uniform_color = glGetUniformLocation(programText, attributeName.c_str());
	if(uniform_color == -1){
		logErr("Could not bind uniform %s\n", attributeName.c_str());
		return;
	}

	attributeName = "pvmMatrix";
	uniform_pvmMatrix = glGetUniformLocation(programText, attributeName.c_str());
	if(uniform_pvmMatrix == -1){
		logErr("Could not bind uniform %s\n", attributeName.c_str());
		return;
	}

	vbo = 0;

	FT_Set_Pixel_Sizes(face, 0, height);
	FT_GlyphSlot g = face->glyph;
	int roww = 0;
	int rowh = 0;
	w = 0;
	h = 0;
	memset(c, 0, sizeof(glyphData) * 256);

	/* Find minimum size for a texture holding all visible ASCII characters */
	for(int i = 32; i < 256; i++){
		if(FT_Load_Char(face, i, FT_LOAD_RENDER)){
			logErr("Loading character %c failed!\n", i);
			continue;
		}
		if(roww + g->bitmap.width + 1 >= MAXWIDTH){
			w = std::max(w, roww);
			h += rowh;
			roww = 0;
			rowh = 0;
		}
		roww += g->bitmap.width + 1;
		rowh = std::max(rowh, g->bitmap.rows);
	}
	maxHeight = rowh;

	w = std::max(w, roww);
	h += rowh;
	/* Create a texture that will be used to hold all ASCII glyphs */
	glActiveTexture(GL_TEXTURE0);
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);

	/* We require 1 byte alignment when uploading texture data */
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

	/* Clamping to edges is important to prevent artifacts when scaling */
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	/* Linear filtering usually looks best for text */
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


	/* Paste all glyph bitmaps into the texture, remembering the offset */
	int ox = 0;
	int oy = 0;
	rowh = 0;

	for(int i = 32; i < 256; i++){
		if(FT_Load_Char(face, i, FT_LOAD_RENDER)){
			logErr("Loading character %c failed!\n", i);
			continue;
		}
		if(ox + g->bitmap.width + 1 >= MAXWIDTH){
			oy += rowh+1;
			rowh = 0;
			ox = 0;
		}
		glTexSubImage2D(GL_TEXTURE_2D, 0, ox, oy, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
		c[i].ax = g->advance.x >> 6;
		c[i].ay = g->advance.y >> 6;
		c[i].bw = g->bitmap.width;
		c[i].bh = g->bitmap.rows;
		c[i].bl = g->bitmap_left;
		c[i].bt = g->bitmap_top;
		c[i].tx = ox / (float)w;
		c[i].ty = oy / (float)h;
		rowh = std::max(rowh, g->bitmap.rows);
		ox += g->bitmap.width + 1;
	}
	logErr("Generated a %d x %d (%d kb) texture atlas\n", w, h, w * h / 1024);
	atlasWidth = w;
	atlasHeight = h;
}
コード例 #3
0
ファイル: Texture.cpp プロジェクト: condorkm/ThinRender
Texture::Texture(Image* image){
	eraseProtection = false;
	xRatio = 1.0f;
	yRatio = 1.0f;
	nonPowerOfTwo = false;
	glGenTextures(1, &textureId);
	glBindTexture(GL_TEXTURE_2D, textureId);
	
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//);GL_NEAREST
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_NEAREST);
	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_MIN_FILTER, GL_LINEAR);

	GLint internalFormat = GL_RGB;
	format = GL_RGB;
	logInf("image w:%i h:%i format:%i",image->width,image->height,image->bytes_per_pixel);

	xSquare = getNextPowerOf2(image->width);
	ySquare = getNextPowerOf2(image->height);

	widthOriginal = image->width;
	heightOriginal = image->height;

	if(image->bytes_per_pixel == Image::RGBA){
		internalFormat = GL_RGBA;
		format = GL_RGBA;
	}

	if(xSquare != image->width || ySquare != image->height){
		nonPowerOfTwo = true;
		logWar("the current image isn't a power of two w:%i h:%i the image will be of w:%i h:%i and cropped", image->width, image->height, xSquare, ySquare);
		xRatio = (float)image->width / xSquare;
		yRatio = (float)image->height / ySquare;
		glTexImage2D(GL_TEXTURE_2D, 		// target
				0,  						// level, 0 = base, no minimap,
				internalFormat,			 	// internalformat
				xSquare,  					// width
				ySquare, 					// height
				0,  						// border, always 0 in OpenGL ES
				format,						// format
				GL_UNSIGNED_BYTE, 			// type
				0);
		glTexSubImage2D(GL_TEXTURE_2D, 		// target
				0,  						// level, 0 = base, no minimap,
				0,							//xoffset
				0,							//yoffset
				image->width,  				// width
				image->height, 				// height
				format,						// format
				GL_UNSIGNED_BYTE, 			// type
				image->pixel_data);
		return;
	}


	glTexImage2D(GL_TEXTURE_2D, 		// target
			0,  						// level, 0 = base, no minimap,
			internalFormat,			 	// internalformat
			image->width,  				// width
			image->height, 				// height
			0,  						// border, always 0 in OpenGL ES
			format,						// format
			GL_UNSIGNED_BYTE, 			// type
			image->pixel_data);
}