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font_gl.c
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font_gl.c
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/*
The MIT License (MIT)
Copyright (c) 2014 Adam Simpson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include "fluid.h"
#include "renderer.h"
#include "font_gl.h"
#include "ogl_utils.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#define MAX_WIDTH 2048 // Maximum texture width on pi
void create_font_program(font_t *state)
{
// Compile vertex shader
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
#ifdef RASPI
compile_shader(vertex_shader, "SPH/shaders/font_es.vert");
#else
compile_shader(vertex_shader, "shaders/font.vert");
#endif
// Compile fragment shader
GLuint frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
#ifdef RASPI
compile_shader(frag_shader, "SPH/shaders/font_es.frag");
#else
compile_shader(frag_shader, "shaders/font.frag");
#endif
// Create shader program
state->program = glCreateProgram();
glAttachShader(state->program, vertex_shader);
glAttachShader(state->program, frag_shader);
// Link program
glLinkProgram(state->program);
show_program_log(state->program);
// Get coord attribute location
state->coord_location = glGetAttribLocation(state->program, "coord");
// Get color attribute location
state->color_location = glGetAttribLocation(state->program, "color");
// Get tex uniform location
state->tex_location = glGetUniformLocation(state->program, "tex");
// Enable blend
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void create_font_buffers(font_t *state)
{
// VAO is required for OpenGL 3+ when using VBO I believe
#ifndef RASPI
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#endif
// Generate vertex buffer
glGenBuffers(1, &state->vbo);
}
// Create font atlas texture
void create_font_atlas(font_t *state)
{
glUseProgram(state->program);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &state->tex_uniform);
glBindTexture(GL_TEXTURE_2D, state->tex_uniform);
glUniform1i(state->tex_uniform, 0);
// Set texture parameters
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);
// Set single byte alignment
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Get atlas dimensions
FT_GlyphSlot g = state->face->glyph;
int w = 0; // full texture width
int h = 0; // full texture height
int row_w = 0; // current row width
int row_h = 0; // current row height
int i;
for(i=32; i<128; i++) {
if(FT_Load_Char(state->face, i, FT_LOAD_RENDER)) {
printf("Loading Character %d failed\n", i);
exit(EXIT_FAILURE);
}
// If the width will be over max texture width
// Go to next row
if(row_w + g->bitmap.width+1 >= MAX_WIDTH) {
w = max(w, row_w);
h += row_h;
row_w = 0;
row_h = 0;
}
row_w += g->bitmap.width + 1;
row_h = max(row_h, g->bitmap.rows);
}
// final texture dimensions
w = max(row_w, w);
h += row_h;
state->atlas_width = w;
state->atlas_height = h;
// Allocate texture
#ifdef RASPI
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
#endif
// Fill texture with glyph bitmaps and cache placements
char_info_t *char_info = state->char_info;
int offset_x = 0;
int offset_y = 0;
row_h = 0;
for(i=32; i<128; i++) {
if(FT_Load_Char(state->face, i, FT_LOAD_RENDER)) {
printf("Loading Character %d failed\n", i);
exit(EXIT_FAILURE);
}
// Set correct row
if(offset_x + g->bitmap.width + 1 >= MAX_WIDTH) {
offset_y += row_h;
row_h = 0;
offset_x = 0;
}
// fill texture with glyph
#ifdef RASPI
glTexSubImage2D(GL_TEXTURE_2D, 0, offset_x, offset_y, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
#else
glTexSubImage2D(GL_TEXTURE_2D, 0, offset_x, offset_y, g->bitmap.width, g->bitmap.rows, GL_RED, GL_UNSIGNED_BYTE, g->bitmap.buffer);
#endif
// Cache values
char_info[i].ax = g->advance.x >> 6;
char_info[i].ay = g->advance.y >> 6;
char_info[i].bw = g->bitmap.width;
char_info[i].bh = g->bitmap.rows;
char_info[i].bl = g->bitmap_left;
char_info[i].bt = g->bitmap_top;
char_info[i].tx = offset_x/(float)w;
char_info[i].ty = offset_y/(float)h;
// Update current position
row_h = max(row_h, g->bitmap.rows);
offset_x += g->bitmap.width + 1;
}
}
// Render single string
// Assumes arrays and program already steup
void render_text(font_t *state, char *text, float x, float y, float sx, float sy)
{
text_vert_t verts[6*strlen(text)];
int n = 0;
char_info_t *c = state->char_info;
char *p;
for(p = text; *p; p++) {
float x2 = x + c[*p].bl * sx;
float y2 = -y - c[*p].bt * sy;
float w = c[*p].bw * sx;
float h = c[*p].bh * sy;
// Advance cursor to start of next char
x += c[*p].ax * sx;
y += c[*p].ay * sy;
// Skip 0 pixel glyphs
if(!w || !h)
continue;
verts[n++] = (text_vert_t){x2, -y2, c[*p].tx, c[*p].ty, 1, 1, 1};
verts[n++] = (text_vert_t){x2+w, -y2, c[*p].tx + c[*p].bw/state->atlas_width, c[*p].ty, 1, 1, 1};
verts[n++] = (text_vert_t){x2, -y2-h, c[*p].tx, c[*p].ty + c[*p].bh/state->atlas_height, 1, 1, 1};
verts[n++] = (text_vert_t){x2+w, -y2, c[*p].tx + c[*p].bw/state->atlas_width, c[*p].ty, 1, 1, 1};
verts[n++] = (text_vert_t){x2, -y2-h, c[*p].tx, c[*p].ty + c[*p].bh/state->atlas_height, 1, 1, 1};
verts[n++] = (text_vert_t){x2 + w, -y2-h, c[*p].tx + c[*p].bw/state->atlas_width, c[*p].ty + c[*p].bh/state->atlas_height, 1, 1, 1};
}
// Orphan buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), NULL, GL_STREAM_DRAW);
// Buffer vertices
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW);
// Draw text
glDrawArrays(GL_TRIANGLES, 0, n);
}
// Add text coordinates to be rendered later
// This allows multiple strings to be rendered with a single buffer and draw
int add_text_coords(font_t *state, char *text, text_vert_t* verts, float *color, float x, float y, float sx, float sy)
{
int n = 0;
char_info_t *c = state->char_info;
float r = color[0];
float g = color[1];
float b = color[2];
char *p;
for(p = text; *p; p++) {
float x2 = x + c[*p].bl * sx;
float y2 = -y - c[*p].bt * sy;
float w = c[*p].bw * sx;
float h = c[*p].bh * sy;
// Advance cursor to start of next char
x += c[*p].ax * sx;
y += c[*p].ay * sy;
// Skip 0 pixel glyphs
if(!w || !h)
continue;
verts[n++] = (text_vert_t){x2, -y2, c[*p].tx, c[*p].ty, r, g, b};
verts[n++] = (text_vert_t){x2+w, -y2, c[*p].tx + c[*p].bw/state->atlas_width, c[*p].ty, r, g, b};
verts[n++] = (text_vert_t){x2, -y2-h, c[*p].tx, c[*p].ty + c[*p].bh/state->atlas_height, r, g, b};
verts[n++] = (text_vert_t){x2+w, -y2, c[*p].tx + c[*p].bw/state->atlas_width, c[*p].ty, r, g, b};
verts[n++] = (text_vert_t){x2, -y2-h, c[*p].tx, c[*p].ty + c[*p].bh/state->atlas_height, r, g, b};
verts[n++] = (text_vert_t){x2 + w, -y2-h, c[*p].tx + c[*p].bw/state->atlas_width,
c[*p].ty + c[*p].bh/state->atlas_height, r, g, b};
}
return n;
}
void render_all_text(font_t *state, render_t *render_state, double fps)
{
// Setup environment
glUseProgram(state->program);
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
glVertexAttribPointer(state->coord_location, 4, GL_FLOAT, GL_FALSE, 7*sizeof(GLfloat), 0);
glVertexAttribPointer(state->color_location, 3, GL_FLOAT, GL_FALSE, 7*sizeof(GLfloat), (void*)(4*sizeof(GLfloat)));
glEnableVertexAttribArray(state->coord_location);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state->tex_uniform);
glUniform1i(state->tex_location, 0);
// Blend is required to show cleared color when the frag shader draws transparent pixels
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Buffer to hold individual string
char buffer[100];
// Text points
// Max of 512 characters in total
text_vert_t verts[6*512];
// Font start
float sx = 2.0f / state->screen_width;
float sy = 2.0f / state->screen_height;
parameters selected_param = render_state->selected_parameter;
float gravity, viscosity, density, pressure, elasticity;
gravity = render_state->master_params[0].g;
viscosity = render_state->master_params[0].sigma;
density = render_state->master_params[0].rest_density;
pressure = render_state->master_params[0].k;
elasticity = render_state->master_params[0].k_spring;
float unselected_color[3] = {1.0f ,1.0f, 1.0f};
float selected_color[3] = {0.1f, 0.80f, 0.43f};
float *color;
// Total number of font coordinates
int n = 0;
// frames per second
sprintf( buffer, "FPS: %.0f", fps);
n += add_text_coords(state, buffer, verts + n, unselected_color, 1.0f - 100.0f * sx, 1.0f - 50.0f * sy, sx, sy);
// Gravity
sprintf( buffer, "Gravity: %.1f", gravity);
if(selected_param == GRAVITY)
color = selected_color;
else
color = unselected_color;
n += add_text_coords(state, buffer, verts + n, color, -1.0f + 8.0f * sx, 1.0f - 50.0f * sy, sx, sy);
// Viscocity
sprintf( buffer, "Viscosity: %.1f", viscosity);
if(selected_param == VISCOSITY)
color = selected_color;
else
color = unselected_color;
n += add_text_coords(state, buffer, verts + n, color, -1.0f + 8.0f * sx, 1.0f - 100.0f * sy, sx, sy);
// Density
sprintf( buffer, "Density: %.1f", density);
if(selected_param == DENSITY)
color = selected_color;
else
color = unselected_color;
n += add_text_coords(state, buffer, verts + n, color, -1.0f + 8.0f * sx, 1.0f - 150.0f * sy, sx, sy);
// Pressure
sprintf( buffer, "Pressure: %.1f", pressure);
if(selected_param == PRESSURE)
color = selected_color;
else
color = unselected_color;
n += add_text_coords(state, buffer, verts + n, color, -1.0f + 8.0f * sx, 1.0f - 200.0f * sy, sx, sy);
// Elasticity
sprintf( buffer, "Elasticity: %.1f", elasticity);
if(selected_param == ELASTICITY)
color = selected_color;
else
color = unselected_color;
n += add_text_coords(state, buffer, verts + n, color, -1.0f + 8.0f * sx, 1.0f - 250.0f * sy, sx, sy);
// Orphan buffer
glBufferData(GL_ARRAY_BUFFER, n*sizeof(text_vert_t), NULL, GL_STREAM_DRAW);
// Buffer vertices
glBufferData(GL_ARRAY_BUFFER, n*sizeof(text_vert_t), verts, GL_STREAM_DRAW);
// Draw text
glDrawArrays(GL_TRIANGLES, 0, n);
}
// Setup freetype font
void init_font(font_t *state, int screen_width, int screen_height)
{
// Initialize FreeType library
if(FT_Init_FreeType(&state->ft)) {
printf("Error initializing FreeType library\n");
exit(EXIT_FAILURE);
}
state->screen_width = screen_width;
state->screen_height = screen_height;
// Load font face
#ifdef RASPI
if(FT_New_Face(state->ft, "SPH/DroidSerif-Regular.ttf", 0, &state->face)) {
printf("Error loading font face\n");
exit(EXIT_FAILURE);
}
#else
if(FT_New_Face(state->ft, "DroidSerif-Regular.ttf", 0, &state->face)) {
printf("Error loading font face\n");
exit(EXIT_FAILURE);
}
#endif
// Set pixel size
FT_Set_Pixel_Sizes(state->face, 0, 24);
// Setup OpenGL
create_font_program(state);
create_font_buffers(state);
create_font_atlas(state);
}
void remove_font(font_t *font_state)
{
}