diff --git a/Makefile b/Makefile index add2358..e1e7b79 100644 --- a/Makefile +++ b/Makefile @@ -1,8 +1,8 @@ BIN=cudoku CC=gcc -CFLAGS=-Wall -Wextra -Werror -pedantic -O3 -g `pkg-config --cflags x11` -I3rdparty/glad/include -I3rdparty/stb -OBJ=main.o x11.o cudoku.o shader.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o -LDFLAGS=`pkg-config --libs x11` -lm +CFLAGS=-Wall -Wextra -pedantic -O3 -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb +OBJ=main.o x11.o cudoku.o shader.o font.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o +LDFLAGS=`pkg-config --libs x11 freetype2` -lm DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h %.o: %.c $(DEPS) diff --git a/assets/fonts/Roboto/LICENSE.txt b/assets/fonts/Roboto/LICENSE.txt new file mode 100644 index 0000000..75b5248 --- /dev/null +++ b/assets/fonts/Roboto/LICENSE.txt @@ -0,0 +1,202 @@ + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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However, in accepting such obligations, You may act only + on Your own behalf and on Your sole responsibility, not on behalf + of any other Contributor, and only if You agree to indemnify, + defend, and hold each Contributor harmless for any liability + incurred by, or claims asserted against, such Contributor by reason + of your accepting any such warranty or additional liability. + + END OF TERMS AND CONDITIONS + + APPENDIX: How to apply the Apache License to your work. + + To apply the Apache License to your work, attach the following + boilerplate notice, with the fields enclosed by brackets "[]" + replaced with your own identifying information. (Don't include + the brackets!) The text should be enclosed in the appropriate + comment syntax for the file format. We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright [yyyy] [name of copyright owner] + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. diff --git a/assets/fonts/Roboto/Roboto-Bold.ttf b/assets/fonts/Roboto/Roboto-Bold.ttf new file mode 100644 index 0000000..43da14d Binary files /dev/null and b/assets/fonts/Roboto/Roboto-Bold.ttf differ diff --git a/assets/fonts/Rubik/OFL.txt b/assets/fonts/Rubik/OFL.txt new file mode 100644 index 0000000..cdb3773 --- /dev/null +++ b/assets/fonts/Rubik/OFL.txt @@ -0,0 +1,93 @@ +Copyright 2015 The Rubik Project Authors (https://github.com/googlefonts/rubik) + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/assets/fonts/Rubik/Rubik-VariableFont_wght.ttf b/assets/fonts/Rubik/Rubik-VariableFont_wght.ttf new file mode 100644 index 0000000..bbab349 Binary files /dev/null and b/assets/fonts/Rubik/Rubik-VariableFont_wght.ttf differ diff --git a/cudoku.c b/cudoku.c index a4f4bee..1d13bd0 100644 --- a/cudoku.c +++ b/cudoku.c @@ -1,9 +1,12 @@ #include #include +#include #include #include "3rdparty/stb/stb_image.h" +#include "cudoku.h" +#include "font.h" #include "shader.h" static const float quad_vertices[] = { @@ -31,7 +34,7 @@ void set_scale_factor(int width, int height, float *x, float *y) { } } -unsigned int prepare_bg(bool use_texture) { +unsigned int prepare_bg(bool use_texture, unsigned int *texture) { unsigned int vbo, vao, ebo; glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); @@ -49,12 +52,11 @@ unsigned int prepare_bg(bool use_texture) { glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); if (use_texture) { - unsigned int texture; int tex_width = 0, tex_height = 0; unsigned char *tex_data = NULL; - glGenTextures(1, &texture); - glBindTexture(GL_TEXTURE_2D, texture); + glGenTextures(1, &(*texture)); + glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); @@ -80,20 +82,38 @@ unsigned int prepare_bg(bool use_texture) { return vao; } -void draw_bg_grid_shader(Shader shader, int vao, float* transform, float resolution) { +void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) { use_shader(shader); - set_mat4(shader, "transform", transform); + set_mat4f(shader, "transform", transform); set_float(shader, "resolution", resolution); glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } -void draw_bg_grid_texture(Shader shader, int vao, float* transform) { +void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) { use_shader(shader); - set_mat4(shader, "transform", transform); + set_mat4f(shader, "transform", transform); glBindVertexArray(vao); + glBindTexture(GL_TEXTURE_2D, texture); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } + +void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) { + // TODO: go thru the board state and call draw_text() with the appropriate number + // and position + + for (int i = 0; i < 9; i++) { + for (int j = 0; j < 9; j++) { + draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform); + } + } +} + +void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) { + const char *text = "You won!"; + Size text_size = calculate_text_size(text, 1.0f); + draw_text(shader, text, text_size, 1.0f, vao, vbo, transform); +} diff --git a/cudoku.h b/cudoku.h index 1f8f674..8ded31e 100644 --- a/cudoku.h +++ b/cudoku.h @@ -5,6 +5,8 @@ #include "shader.h" void set_scale_factor(int width, int height, float *x, float *y); -unsigned int prepare_bg(bool use_texture); -void draw_bg_grid_shader(Shader shader, int vao, float* transform, float resolution); -void draw_bg_grid_texture(Shader shader, int vao, float* transform); +unsigned int prepare_bg(bool use_texture, unsigned int *texture); +void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution); +void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform); +void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]); +void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform); diff --git a/font.c b/font.c new file mode 100644 index 0000000..eed1da8 --- /dev/null +++ b/font.c @@ -0,0 +1,220 @@ +#include +#include FT_FREETYPE_H +#include +#include + +#include "font.h" +#include "shader.h" + +Character numbers[9]; +Character characters[128]; + +int init_fonts(const char *font_path) { + FT_Library ft; + if (FT_Init_FreeType(&ft)) { + return -1; + } + + FT_Face face; + if (FT_New_Face(ft, font_path, 0, &face)) { + return -2; + } + + if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { + printf("[INFO] Got a variable font\n"); + FT_MM_Var *mm; + FT_Get_MM_Var(face, &mm); + + FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords); + + FT_Done_MM_Var(ft, mm); + } + + FT_Set_Pixel_Sizes(face, 0, 128); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + for (int i = 0; i < 9; i++) { + if (FT_Load_Char(face, '0' + (i + 1), FT_LOAD_RENDER)) { + printf("Error: failed to load glyph for number '%c'\n", '0' + i); + } + + unsigned int texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, + face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, + face->glyph->bitmap.buffer); + + 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); + + numbers[i].texture_id = texture; + numbers[i].advance = face->glyph->advance.x; + Size s = { .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows }; + numbers[i].size = s; + Size bearing = { .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top }; + numbers[i].bearing = bearing; + } + + for (int c = 0; c < 128; c++) { + if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { + printf("Error: failed to load glyph for char '%c'\n", c); + } + + unsigned int texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, + face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, + face->glyph->bitmap.buffer); + + 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); + + characters[c].texture_id = texture; + characters[c].advance = face->glyph->advance.x; + Size s = { .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows }; + characters[c].size = s; + Size bearing = { .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top }; + characters[c].bearing = bearing; + } + + glBindTexture(GL_TEXTURE_2D, 0); + + FT_Done_Face(face); + FT_Done_FreeType(ft); + + return 0; +} + +void prepare_font(unsigned int *vao, unsigned int *vbo) { + glGenVertexArrays(1, &(*vao)); + glGenBuffers(1, &(*vbo)); + + glBindVertexArray(*vao); + glBindBuffer(GL_ARRAY_BUFFER, *vbo); + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*4, NULL, GL_DYNAMIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +Size calculate_text_size(const char *text, float scale) { + Size size = { .width = 0, .height = 0 }; + float w = 0; + float h = 0; + for (uint i = 0; i < strlen(text); i++) { + Character ch = characters[(uint)text[i]]; + w += ch.advance / 64.0; + if (ch.size.height > h) { + h = ch.size.height; + } + } + size.width = w * scale; + size.height = h * scale; + return size; +} + +void draw_number(Shader shader, int text, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) { + use_shader(shader); + set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f); + set_mat4f(shader, "transform", transform); + glActiveTexture(GL_TEXTURE0); + glBindVertexArray(vao); + + Character ch = numbers[text - 1]; + + float w = ch.size.width; + float h = ch.size.height; + float ratio = w / h; + + // draw the glyph over the entire board and then scale it down to the size + // of a single cell + float vert_h = 1.0; + float vert_w = vert_h * ratio; + // get size of a single cell in opengl coords (-1, 1) + float single_cell = (1.f/9.f) * 2; + // we minus 4 since we start at column and row 4 (0-indexed) + float offset_x = single_cell * (column - 4); + float offset_y = single_cell * (row - 4); + + // texture coords are y-flipped + float vertices[6][4] = { + // top left tri + { ((-(vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 0.0f, 1.0f }, + { ((-(vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 0.0f, 0.0f }, + { (( (vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 1.0f, 0.0f }, + + // bottom right tri + { ((-(vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 0.0f, 1.0f }, + { (( (vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 1.0f, 0.0f }, + { (( (vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 1.0f, 1.0f } + }; + + glBindTexture(GL_TEXTURE_2D, ch.texture_id); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glDrawArrays(GL_TRIANGLES, 0, 6); + + glBindVertexArray(0); + glBindTexture(GL_TEXTURE_2D, 0); +} + +void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform) { + use_shader(shader); + set_vec3f(shader, "textColor", 55.f / 255.f, 55.f / 255.f, 55.f / 255.f); + set_mat4f(shader, "transform", transform); + glActiveTexture(GL_TEXTURE0); + glBindVertexArray(vao); + + int c = 0; + int x = 0; + while (text[c] != '\0') { + Character ch = characters[(int)text[c]]; + + float xpos = ((x + ch.bearing.width * scale) / 900.f) - ((text_size.width / 2.f) * scale / 900.f); + float ypos = (((ch.bearing.height - ch.size.height) * scale) / 900.f) - ((text_size.height / 2.f) * scale / 900.f); + + float w = (ch.size.width * scale / 900.f); + float h = (ch.size.height * scale / 900.f); + + float vertices[6][4] = { + // top left tri + { xpos, ypos + h, 0.0f, 0.0f }, + { xpos, ypos, 0.0f, 1.0f }, + { xpos + w, ypos, 1.0f, 1.0f }, + + // bottom right tri + { xpos, ypos + h, 0.0f, 0.0f }, + { xpos + w, ypos, 1.0f, 1.0f }, + { xpos + w, ypos + h, 1.0f, 0.0f } + }; + + glBindTexture(GL_TEXTURE_2D, ch.texture_id); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glDrawArrays(GL_TRIANGLES, 0, 6); + + x += (ch.advance >> 6) * scale; + c++; + } + + glBindVertexArray(0); + glBindTexture(GL_TEXTURE_2D, 0); +} + diff --git a/font.h b/font.h new file mode 100644 index 0000000..e7f7c64 --- /dev/null +++ b/font.h @@ -0,0 +1,21 @@ +#pragma once + +#include "shader.h" + +typedef struct Size { + int width; + int height; +} Size; + +typedef struct Character { + unsigned int texture_id; + Size size; + Size bearing; + unsigned int advance; +} Character; + +int init_fonts(const char *font_path); +void prepare_font(unsigned int *vao, unsigned int *vbo); +Size calculate_text_size(const char *text, float scale); +void draw_number(Shader shader, int text, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform); +void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *projection); diff --git a/main.c b/main.c index 887c339..86bba3a 100644 --- a/main.c +++ b/main.c @@ -3,57 +3,109 @@ #include #include +#include #include "3rdparty/stb/stb_image.h" #include "x11.h" #include "cudoku.h" - -// TODO: everything from scratch -// X11 for windowing and input -// OpenGL for graphics -// OpenAL for audio ?? (copilot suggested this. I do want to do some audio desu) -// Simply port the js algo for sudoku generation -// Maybe after the game works fine we can use some winapi to add windows support +#include "font.h" void usage() { printf("Usage: cudoku [OPTION]\n\n"); printf(" %-20s%-20s", "-h, --help", "prints this help message\n"); printf(" %-20s%-20s", "--use-texture", "use a texture instead of generating the grid using shaders\n"); + printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n"); } Display *display; Window window; int main(int argc, char *argv[]) { + const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf"; + /* const char *font_path = "assets/fonts/Roboto/Roboto-Bold.ttf"; */ bool use_texture = false; - if (argc > 1) { - char *flag = argv[1]; - if (strcmp(flag, "--use-texture") == 0) { - use_texture = true; - } - if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) { - usage(); - return 0; - } - } - - int res = init_x11(&display, &window); - if (res < 0) return 1; - // 900 is the initial width and height int width = 900, height = 900; // scale factors for the entire board to nicely fit as a square inside // the window float x_scale = 1.f, y_scale = 1.f; + if (argc > 1) { + char *flag = argv[1]; + if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) { + usage(); + return 0; + } + + for (int i = 1; i < argc; i++) { + char *flag = argv[i]; + + if (strcmp(flag, "-f") == 0 || strcmp(flag, "--font") == 0) { + if (i + 1 < argc) { + font_path = argv[i + 1]; + i++; + } else { + printf("Error: used font flag with no provided font, defaulting to Rubik\n"); + } + } else if (strcmp(flag, "--use-texture") == 0) { + use_texture = true; + } + } + } + + int res = init_x11(&display, &window); + if (res < 0) return 1; + + res = init_fonts(font_path); + if (res == -1) { + printf("Error: could not initialize freetype library\n"); + return 1; + } else if (res == -2) { + printf("Error: could not load font file: \"%s\"\n", font_path); + return 1; + } + + unsigned int font_vao, font_vbo; + prepare_font(&font_vao, &font_vbo); + Shader font_shader = create_shader("shaders/font_v.vert", "shaders/font_f.frag"); + Shader grid_shader; + unsigned int grid_texture; if (!use_texture) - grid_shader = create_shader("shaders/board_v.glsl", "shaders/grid_f.glsl"); + grid_shader = create_shader("shaders/board_v.vert", "shaders/grid_f.frag"); else - grid_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl"); + grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag"); - int vao = prepare_bg(use_texture); + int vao = prepare_bg(use_texture, &grid_texture); + + int board[9][9] = { + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + {0, 0, 0, 0, 0, 0, 0, 0, 0}, + }; + srand(time(NULL)); + + for (int i = 0; i < 9; i++) { + for (int j = 0; j < 9; j++) { + int r = (rand() % 9) + 1; + board[i][j] = r; + } + } + + for (int i = 0; i < 9; i++) { + for (int j = 0; j < 9; j++) { + printf("%d | ", board[i][j]); + } + printf("\n"); + } + printf("\n"); bool quit = false; while (!quit) { @@ -76,10 +128,17 @@ int main(int argc, char *argv[]) { quit = true; break; } + } else if (xev.type == ButtonPress) { + if (xev.xbutton.button == Button1) { + int x = xev.xbutton.x; + int y = xev.xbutton.y; + // TOOD: + printf("x: %d, y: %d\n", x, y); + } } } - glClearColor(0.0, 0.0, 0.0, 1.0); + glClearColor(0.2, 0.2, 0.2, 1.0); glClear(GL_COLOR_BUFFER_BIT); float transform[4][4] = { @@ -92,7 +151,9 @@ int main(int argc, char *argv[]) { if (!use_texture) draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height); else - draw_bg_grid_texture(grid_shader, vao, (float *)transform); + draw_bg_grid_texture(grid_shader, vao, grid_texture, (float *)transform); + /* draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, board); */ + draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform); glXSwapBuffers(display, window); } diff --git a/shader.c b/shader.c index 18d3639..12e0c8d 100644 --- a/shader.c +++ b/shader.c @@ -9,7 +9,7 @@ void read_shader_file(const char *path, char **buf) { FILE *fp = fopen(path, "rb"); if (!fp) { - printf("Could not open file %s", path); + printf("Could not open file \"%s\"\n", path); exit(1); } @@ -20,12 +20,7 @@ void read_shader_file(const char *path, char **buf) { *buf = malloc(filesize + 1); (*buf)[filesize] = '\0'; - - size_t bytes_read = fread(*buf, filesize, 1, fp); - if (bytes_read != sizeof(**buf)) { - printf("Failed to fully read file %s", path); - exit(1); - } + fread(*buf, filesize, 1, fp); fclose(fp); } @@ -82,7 +77,7 @@ void use_shader(Shader shader) { glUseProgram(shader.program); } -void set_mat4(Shader shader, const char *name, float *mat4) { +void set_mat4f(Shader shader, const char *name, float *mat4) { int loc = glGetUniformLocation(shader.program, name); glUniformMatrix4fv(loc, 1, GL_FALSE, mat4); } @@ -91,3 +86,8 @@ void set_float(Shader shader, const char *name, float val) { int loc = glGetUniformLocation(shader.program, name); glUniform1f(loc, val); } + +void set_vec3f(Shader shader, const char *name, float val1, float val2, float val3) { + int loc = glGetUniformLocation(shader.program, name); + glUniform3f(loc, val1, val2, val3); +} diff --git a/shader.h b/shader.h index 1a5d9ca..e46bc26 100644 --- a/shader.h +++ b/shader.h @@ -7,5 +7,6 @@ typedef struct Shader { void read_shader_file(const char *path, char **buf); Shader create_shader(const char *vertex_path, const char *fragment_path); void use_shader(Shader shader); -void set_mat4(Shader shader, const char *name, float *mat); +void set_mat4f(Shader shader, const char *name, float *mat); void set_float(Shader shader, const char *name, float val); +void set_vec3f(Shader shader, const char *name, float val1, float val2, float val3); diff --git a/shaders/board_f.glsl b/shaders/board_f.frag similarity index 100% rename from shaders/board_f.glsl rename to shaders/board_f.frag diff --git a/shaders/board_v.glsl b/shaders/board_v.vert similarity index 100% rename from shaders/board_v.glsl rename to shaders/board_v.vert diff --git a/shaders/font_f.frag b/shaders/font_f.frag new file mode 100644 index 0000000..0db265d --- /dev/null +++ b/shaders/font_f.frag @@ -0,0 +1,11 @@ +#version 330 core +in vec2 TexCoords; +out vec4 FragColor; + +uniform sampler2D text; +uniform vec3 textColor; + +void main() { + vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r); + FragColor = vec4(textColor, 1.0) * sampled; +} diff --git a/shaders/font_v.vert b/shaders/font_v.vert new file mode 100644 index 0000000..b08c877 --- /dev/null +++ b/shaders/font_v.vert @@ -0,0 +1,10 @@ +#version 330 core +layout (location = 0) in vec4 vertex; + +out vec2 TexCoords; +uniform mat4 transform; + +void main() { + gl_Position = transform * vec4(vertex.xy, 0.0, 1.0); + TexCoords = vertex.zw; +} diff --git a/shaders/grid_f.glsl b/shaders/grid_f.frag similarity index 99% rename from shaders/grid_f.glsl rename to shaders/grid_f.frag index beab2c7..09bd11a 100644 --- a/shaders/grid_f.glsl +++ b/shaders/grid_f.frag @@ -47,3 +47,4 @@ void main() FragColor = vec4(240.f/255.f, 235.f/255.f, 227.f/255.f, 1.0); } } + diff --git a/x11.c b/x11.c index 901498b..9959dab 100644 --- a/x11.c +++ b/x11.c @@ -29,7 +29,8 @@ int init_x11(Display **display, Window *window) { colormap = XCreateColormap(*display, root, visual, AllocNone); XSetWindowAttributes attributes; - attributes.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | StructureNotifyMask; + attributes.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | + StructureNotifyMask | ButtonPressMask; attributes.colormap = colormap; *window = XCreateWindow(*display, root, 0, 0, win_width, win_height, 0, @@ -91,6 +92,10 @@ int init_x11(Display **display, Window *window) { XWindowAttributes win_attrs; XGetWindowAttributes(*display, *window, &win_attrs); + + // we enable blending for text + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, win_attrs.width, win_attrs.height); resize_x11_window(*display, *window);