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July 9, 2010 17:40
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#include <stdio.h> | |
#include <math.h> | |
#include <GLES2/gl2.h> | |
#include <GLES2/gl2ext.h> | |
#include "swl.h" | |
#include "gles.hpp" | |
#include "OpenGL.Texture.hpp" | |
#include <ft2build.h> | |
#include FT_FREETYPE_H | |
FT_Library library; | |
const int width = 800; | |
const int height = 480; | |
GLuint program; | |
GLuint program_gamma; | |
GLuint TextureUniform; | |
GLuint ColorUniform; | |
GLuint TextureUniformGamma; | |
GLuint ColorUniformGamma; | |
void draw_quad(int x, int y, int width, int height) | |
{ | |
GLubyte TextureCoordinate[] = { | |
0, 1, | |
0, 0, | |
1, 1, | |
1, 0 | |
}; | |
GLshort Positions[] = { | |
x, y + height, | |
x, y, | |
x + width, y + height, | |
x + width, y | |
}; | |
glVertexAttribPointer(0, 2, GL_SHORT, GL_FALSE, 0, Positions); | |
glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, TextureCoordinate); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
} | |
GLuint texture_from_aa(FT_Face face) | |
{ | |
GLuint tex; | |
glGenTextures(1, &tex); | |
glBindTexture(GL_TEXTURE_2D, tex); | |
int width = face->glyph->bitmap.width; | |
int height = face->glyph->bitmap.rows; | |
unsigned int* PixelData = new unsigned int[width * height]; | |
unsigned int* Pixel = PixelData; | |
unsigned int* PixelEnd = PixelData + width * height; | |
unsigned char* Buffer = face->glyph->bitmap.buffer; | |
while(Pixel != PixelEnd) | |
{ | |
*Pixel = 0x80808080; | |
/*((unsigned char*)Pixel)[1] = *Buffer; | |
((unsigned char*)Pixel)[2] = *Buffer; | |
((unsigned char*)Pixel)[3] = 128;*/ | |
Pixel++; | |
Buffer++; | |
} | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, PixelData); | |
glBindTexture(GL_TEXTURE_2D, tex); | |
delete[] PixelData; | |
return tex; | |
} | |
void draw_char_aa(FT_Face face, int *x, int y, const char c) | |
{ | |
if(FT_Load_Char(face, c, FT_LOAD_TARGET_LIGHT)) | |
printf("FT_Load_Glyph failed"); | |
if(FT_Render_Glyph(face->glyph, FT_RENDER_MODE_LIGHT)) | |
printf("FT_Render_Glyph failed"); | |
GLuint tex = texture_from_aa(face); | |
glBindTexture(GL_TEXTURE_2D, tex); | |
draw_quad(*x, y, face->glyph->bitmap.width, face->glyph->bitmap.rows); | |
glDeleteTextures(1, &tex); | |
*x += face->glyph->bitmap.width + 1; | |
} | |
// FT_LOAD_MONOCHROME | FT_LOAD_TARGET_MONO)) | |
typedef void (*draw_char_t)(FT_Face face, int *x, int y, const char c); | |
void draw_text(FT_Face face, int *x, int y, const char *text, draw_char_t draw_char) | |
{ | |
const char *c = text; | |
while(*c) | |
{ | |
draw_char(face, x, y, *c); | |
c++; | |
} | |
} | |
void draw_texts(FT_Face face, int *x, int y, const char *text, bool gamma) | |
{ | |
if(gamma) | |
{ | |
glUseProgram(program_gamma); | |
glUniform1i(TextureUniformGamma, 0); | |
} | |
else | |
{ | |
glUseProgram(program); | |
glUniform1i(TextureUniform, 0); | |
} | |
glActiveTexture(GL_TEXTURE0); | |
glEnableVertexAttribArray(0); | |
glEnableVertexAttribArray(1); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
draw_text(face, x, y, text, draw_char_aa); | |
} | |
void draw_font(int *y, const char *filename) | |
{ | |
FT_Face face; | |
if(FT_New_Face(library, filename, 0, &face)) | |
printf("FT_New_Face failed."); | |
if(FT_Set_Char_Size(face, 0, 12 * 64, 96 * 3, 96)) | |
printf("FT_Set_Char_Size failed."); | |
int x = 10; | |
const char *text = "Indication. "; | |
draw_texts(face, &x, *y, text, false); | |
draw_texts(face, &x, *y, text, true); | |
FT_Done_Face(face); | |
} | |
int main(void) | |
{ | |
if(FT_Init_FreeType(&library)) | |
{ | |
printf("FreeType setup failed"); | |
return -1; | |
} | |
enum swl_result result = swl_init("blending", width, height, true); | |
if(result != SWLR_OK) | |
{ | |
printf("Unable to setup window... %d", result); | |
return -1; | |
} | |
const char* fragment_shader = | |
"precision highp float;\ | |
varying vec2 VCord;\ | |
uniform sampler2D Texture;\ | |
uniform vec4 Color;\ | |
void main (void)\ | |
{\ | |
vec4 dest = vec4(0.9, 0.9, 0.9, 1); \ | |
vec4 mask = texture2D(Texture, VCord); \ | |
vec4 frag = mask * Color.a;\ | |
gl_FragColor = Color * frag + (vec4(1, 1, 1, 1) - frag) * dest;\ | |
gl_FragColor = texture2D(Texture, VCord);\ | |
}"; | |
const char* fragment_shader_gamma = | |
"precision highp float;\ | |
varying vec2 VCord;\ | |
uniform sampler2D Texture;\ | |
uniform vec4 Color;\ | |
void main (void)\ | |
{\ | |
vec4 dest = vec4(0.9, 0.9, 0.9, 1); \ | |
vec4 mask = texture2D(Texture, VCord); \ | |
vec4 frag = mask * Color.a;\ | |
gl_FragColor = Color * frag + (vec4(1, 1, 1, 1) - frag) * dest;\ | |
gl_FragColor = vec4(1, 0, 0, 1);\ | |
}"; | |
const char* vertex_shader = | |
"precision highp float;\ | |
attribute vec2 APoint;\ | |
attribute vec2 ACord;\ | |
varying vec2 VCord;\ | |
void main(void)\ | |
{\ | |
gl_Position.x = APoint.x / 400.0 - 1.0;\ | |
gl_Position.y = -(APoint.y / 240.0 - 1.0);\ | |
gl_Position.z = 0.0;\ | |
gl_Position.w = 1.0;\ | |
VCord = ACord;\ | |
}"; | |
GLfloat color[4] = {0.1, 0.1, 0.1, 1}; | |
program = glCreateProgram(); | |
gluCompileShader(program, GL_FRAGMENT_SHADER, fragment_shader); | |
gluCompileShader(program, GL_VERTEX_SHADER, vertex_shader); | |
glBindAttribLocation(program, 0, "APoint"); | |
glBindAttribLocation(program, 1, "ACord"); | |
gluLinkProgram(program); | |
glUseProgram(program); | |
TextureUniform = glGetUniformLocation(program, "Texture"); | |
ColorUniform = glGetUniformLocation(program, "Color"); | |
glUniform1i(TextureUniform, 0); | |
glUniform4f(ColorUniform, color[0], color[1], color[2], color[3]); | |
program_gamma = glCreateProgram(); | |
gluCompileShader(program_gamma, GL_FRAGMENT_SHADER, fragment_shader_gamma); | |
gluCompileShader(program_gamma, GL_VERTEX_SHADER, vertex_shader); | |
glBindAttribLocation(program_gamma, 0, "APoint"); | |
glBindAttribLocation(program_gamma, 1, "ACord"); | |
gluLinkProgram(program_gamma); | |
glUseProgram(program_gamma); | |
TextureUniformGamma = glGetUniformLocation(program_gamma, "Texture"); | |
ColorUniformGamma = glGetUniformLocation(program_gamma, "Color"); | |
glUniform1i(TextureUniformGamma, 0); | |
glUniform4f(ColorUniformGamma, color[0], color[1], color[2], color[3]); | |
GLenum error = glGetError(); | |
if(error != GL_NO_ERROR) | |
{ | |
printf("OpenGL failed with error 0x%x.\n", error); | |
return 0; | |
} | |
struct swl_event event; | |
while(1) | |
{ | |
while(swl_query(&event)) | |
{ | |
switch(event.type) | |
{ | |
case SWLE_QUIT: | |
goto quit; | |
case SWLE_RESIZE: | |
glViewport(0, 0, event.size_event.width, event.size_event.height); | |
break; | |
default: | |
break; | |
} | |
} | |
glClearColor(0.9f, 0.9f, 0.9f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
int y = 10; | |
draw_font(&y, "fonts\\DroidSans.ttf"); | |
swl_swap(); | |
if(error != GL_NO_ERROR) | |
{ | |
printf("OpenGL failed in scene with error 0x%x.\n", error); | |
return 0; | |
} | |
} | |
quit: | |
swl_quit(); | |
return 0; | |
} |
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