175 lines
4.4 KiB
C++
175 lines
4.4 KiB
C++
#include "gl3w.h"
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#include <SDL.h>
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#include <iostream>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include "GLProgram.h"
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using namespace std;
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#define WIDTH 500
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#define HEIGHT 500
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static FT_Library ft;
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static FT_Face face;
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static GLProgram program;
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static GLint uniform_tex;
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static GLint uniform_color;
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const char vertex_shader[] =
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"#version 120\n"
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"\n"
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"attribute vec4 coord;\n"
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"\n"
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"varying vec2 tex_coord_i;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = vec4(coord.xy * 2.0 / 500.0, 0, 1);\n"
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" tex_coord_i = coord.zw;\n"
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"}\n";
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const char fragment_shader[] =
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"varying vec2 tex_coord_i;\n"
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"\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 color;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = vec4(1, 1, 1, texture2D(tex, tex_coord_i).a) * color;\n"
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"}\n";
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void init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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program.create(vertex_shader, fragment_shader,
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"coord", 0, NULL,
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"tex", "color", NULL);
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uniform_tex = program.uniform("tex");
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uniform_color = program.uniform("color");
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program.use();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (FT_Load_Char(face, 'h', FT_LOAD_RENDER) != 0)
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{
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cerr << "Failed to load character" << endl;
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}
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GLuint texture_id;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_ALPHA,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_ALPHA,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
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GLfloat color[4] = {1, 0.6, 0, 1.0};
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glUniform1i(uniform_tex, 0);
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glUniform4fv(uniform_color, 1, color);
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GLfloat box[4][4] = {
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{0, 0, 0, 0},
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{face->glyph->bitmap.width, 0, 1, 0},
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{0, -face->glyph->bitmap.rows, 0, 1},
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{face->glyph->bitmap.width, -face->glyph->bitmap.rows, 1, 1}
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(box), box, GL_STATIC_DRAW);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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SDL_GL_SwapWindow(window);
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}
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int main(int argc, char *argv[])
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{
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if (argc < 2)
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{
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cerr << "Usage: " << argv[0] << " <font>" << endl;
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return 1;
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}
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if (SDL_Init(SDL_INIT_VIDEO))
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{
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cerr << "Failed to initialize SDL!" << endl;
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return 1;
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}
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atexit(SDL_Quit);
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SDL_Window * window = SDL_CreateWindow(argv[0],
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WIDTH,
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HEIGHT,
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SDL_WINDOW_OPENGL);
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if (!window)
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{
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cerr << "Failed to create window!" << endl;
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SDL_Quit();
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return 2;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (gl3wInit() != 0)
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{
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cerr << "Failed to gl3wInit()" << endl;
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SDL_Quit();
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return 2;
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}
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if (!gl3wIsSupported(3, 0))
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{
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cerr << "OpenGL 3.0 is not supported!" << endl;
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SDL_Quit();
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return 2;
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}
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if (FT_Init_FreeType(&ft) != 0)
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{
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cerr << "Could not FT_Init_FreeType()" << endl;
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return 2;
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}
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if (FT_New_Face(ft, argv[1], 0, &face) != 0)
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{
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cerr << "Could not load font " << argv[1] << endl;
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return 2;
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}
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FT_Set_Pixel_Sizes(face, 0, 20);
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init();
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display(window);
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SDL_Event event;
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while (SDL_WaitEvent(&event))
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{
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if (event.type == SDL_QUIT)
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break;
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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break;
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if (event.key.keysym.sym == SDLK_RETURN)
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display(window);
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}
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}
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}
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