Created
November 2, 2013 23:01
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Modern OpenGL SDL text rendering
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#version 330 | |
in vec2 texCoord; | |
in vec4 fragColor; | |
out vec3 finalColor; | |
uniform sampler2D myTextureSampler; | |
void main() { | |
finalColor = texture( myTextureSampler, texCoord ).rgb; | |
} |
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//Initialise TTF | |
if( TTF_Init() == -1 ) | |
throw std::runtime_error("SDL_TTF failed to initialise."); | |
//Load the texture | |
font = TTF_OpenFont( filePath.c_str(), 12 ); | |
if(!font) | |
throw std::runtime_error("Couldn't load: "+ filePath); | |
TTF_SetFontStyle(font, TTF_STYLE_NORMAL); | |
surface = TTF_RenderUTF8_Blended(font, "Hello", this->textColor); | |
Uint8 colors = surface->format->BytesPerPixel; | |
int texture_format; | |
if (colors == 4) { // alpha | |
if (surface->format->Rmask == 0x000000ff) | |
texture_format = GL_RGBA; | |
else | |
texture_format = GL_BGRA; | |
} else { // no alpha | |
if (surface->format->Rmask == 0x000000ff) | |
texture_format = GL_RGB; | |
else | |
texture_format = GL_BGR; | |
} | |
glGenTextures(1, &texture); | |
glBindTexture(GL_TEXTURE_2D, texture); | |
glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0, | |
texture_format, GL_UNSIGNED_BYTE, surface->pixels); | |
SDL_FreeSurface(surface); |
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#version 330 | |
in vec3 vert; | |
in vec4 color; | |
in vec2 texcoord; | |
out vec4 fragColor; | |
out vec2 texCoord; | |
void main() { | |
fragColor = color; | |
gl_Position = vec4(vert, 1); | |
texCoord = texcoord; | |
} |
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