freetype2gl3/freetype2gl3.cc

175 lines
4.4 KiB
C++

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