mirror of
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text drawing using freetype
This commit is contained in:
@@ -1,8 +1,8 @@
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|||||||
BIN=cudoku
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BIN=cudoku
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||||||
CC=gcc
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CC=gcc
|
||||||
CFLAGS=-Wall -Wextra -Werror -pedantic -O3 -g `pkg-config --cflags x11` -I3rdparty/glad/include -I3rdparty/stb
|
CFLAGS=-Wall -Wextra -pedantic -O3 -g `pkg-config --cflags freetype2` -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
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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` -lm
|
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
|
DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h
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||||||
|
|
||||||
%.o: %.c $(DEPS)
|
%.o: %.c $(DEPS)
|
||||||
|
|||||||
@@ -0,0 +1,202 @@
|
|||||||
|
|
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|
Apache License
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Binary file not shown.
@@ -0,0 +1,93 @@
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Copyright 2015 The Rubik Project Authors (https://github.com/googlefonts/rubik)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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"Original Version" refers to the collection of Font Software components as
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"Modified Version" refers to any derivative made by adding to, deleting,
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"Author" refers to any designer, engineer, programmer, technical
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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1) Neither the Font Software nor any of its individual components,
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
|
||||||
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This license becomes null and void if any of the above conditions are
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not met.
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||||||
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|
||||||
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DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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||||||
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
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OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
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@@ -1,9 +1,12 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <stdbool.h>
|
#include <stdbool.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
#include <glad/gl.h>
|
#include <glad/gl.h>
|
||||||
#include "3rdparty/stb/stb_image.h"
|
#include "3rdparty/stb/stb_image.h"
|
||||||
|
|
||||||
|
#include "cudoku.h"
|
||||||
|
#include "font.h"
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
|
|
||||||
static const float quad_vertices[] = {
|
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;
|
unsigned int vbo, vao, ebo;
|
||||||
glGenVertexArrays(1, &vao);
|
glGenVertexArrays(1, &vao);
|
||||||
glGenBuffers(1, &vbo);
|
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);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
|
||||||
|
|
||||||
if (use_texture) {
|
if (use_texture) {
|
||||||
unsigned int texture;
|
|
||||||
int tex_width = 0, tex_height = 0;
|
int tex_width = 0, tex_height = 0;
|
||||||
unsigned char *tex_data = NULL;
|
unsigned char *tex_data = NULL;
|
||||||
|
|
||||||
glGenTextures(1, &texture);
|
glGenTextures(1, &(*texture));
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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;
|
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);
|
use_shader(shader);
|
||||||
|
|
||||||
set_mat4(shader, "transform", transform);
|
set_mat4f(shader, "transform", transform);
|
||||||
set_float(shader, "resolution", resolution);
|
set_float(shader, "resolution", resolution);
|
||||||
|
|
||||||
glBindVertexArray(vao);
|
glBindVertexArray(vao);
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
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);
|
use_shader(shader);
|
||||||
set_mat4(shader, "transform", transform);
|
set_mat4f(shader, "transform", transform);
|
||||||
|
|
||||||
glBindVertexArray(vao);
|
glBindVertexArray(vao);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
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);
|
||||||
|
}
|
||||||
|
|||||||
@@ -5,6 +5,8 @@
|
|||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
|
|
||||||
void set_scale_factor(int width, int height, float *x, float *y);
|
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);
|
||||||
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);
|
||||||
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);
|
||||||
|
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);
|
||||||
|
|||||||
@@ -0,0 +1,220 @@
|
|||||||
|
#include <ft2build.h>
|
||||||
|
#include FT_FREETYPE_H
|
||||||
|
#include <freetype/ftmm.h>
|
||||||
|
#include <glad/gl.h>
|
||||||
|
|
||||||
|
#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);
|
||||||
|
}
|
||||||
|
|
||||||
@@ -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);
|
||||||
@@ -3,57 +3,109 @@
|
|||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
#include <glad/glx.h>
|
#include <glad/glx.h>
|
||||||
|
#include <time.h>
|
||||||
#include "3rdparty/stb/stb_image.h"
|
#include "3rdparty/stb/stb_image.h"
|
||||||
|
|
||||||
#include "x11.h"
|
#include "x11.h"
|
||||||
#include "cudoku.h"
|
#include "cudoku.h"
|
||||||
|
#include "font.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
|
|
||||||
|
|
||||||
void usage() {
|
void usage() {
|
||||||
printf("Usage: cudoku [OPTION]\n\n");
|
printf("Usage: cudoku [OPTION]\n\n");
|
||||||
printf(" %-20s%-20s", "-h, --help", "prints this help message\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", "--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;
|
Display *display;
|
||||||
Window window;
|
Window window;
|
||||||
|
|
||||||
int main(int argc, char *argv[]) {
|
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;
|
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
|
// 900 is the initial width and height
|
||||||
int width = 900, height = 900;
|
int width = 900, height = 900;
|
||||||
// scale factors for the entire board to nicely fit as a square inside
|
// scale factors for the entire board to nicely fit as a square inside
|
||||||
// the window
|
// the window
|
||||||
float x_scale = 1.f, y_scale = 1.f;
|
float x_scale = 1.f, y_scale = 1.f;
|
||||||
|
|
||||||
Shader grid_shader;
|
if (argc > 1) {
|
||||||
if (!use_texture)
|
char *flag = argv[1];
|
||||||
grid_shader = create_shader("shaders/board_v.glsl", "shaders/grid_f.glsl");
|
if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
|
||||||
else
|
usage();
|
||||||
grid_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
int vao = prepare_bg(use_texture);
|
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.vert", "shaders/grid_f.frag");
|
||||||
|
else
|
||||||
|
grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
|
||||||
|
|
||||||
|
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;
|
bool quit = false;
|
||||||
while (!quit) {
|
while (!quit) {
|
||||||
@@ -76,10 +128,17 @@ int main(int argc, char *argv[]) {
|
|||||||
quit = true;
|
quit = true;
|
||||||
break;
|
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);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
float transform[4][4] = {
|
float transform[4][4] = {
|
||||||
@@ -92,7 +151,9 @@ int main(int argc, char *argv[]) {
|
|||||||
if (!use_texture)
|
if (!use_texture)
|
||||||
draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height);
|
draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height);
|
||||||
else
|
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);
|
glXSwapBuffers(display, window);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ void read_shader_file(const char *path, char **buf) {
|
|||||||
FILE *fp = fopen(path, "rb");
|
FILE *fp = fopen(path, "rb");
|
||||||
|
|
||||||
if (!fp) {
|
if (!fp) {
|
||||||
printf("Could not open file %s", path);
|
printf("Could not open file \"%s\"\n", path);
|
||||||
exit(1);
|
exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -20,12 +20,7 @@ void read_shader_file(const char *path, char **buf) {
|
|||||||
*buf = malloc(filesize + 1);
|
*buf = malloc(filesize + 1);
|
||||||
(*buf)[filesize] = '\0';
|
(*buf)[filesize] = '\0';
|
||||||
|
|
||||||
|
fread(*buf, filesize, 1, fp);
|
||||||
size_t bytes_read = fread(*buf, filesize, 1, fp);
|
|
||||||
if (bytes_read != sizeof(**buf)) {
|
|
||||||
printf("Failed to fully read file %s", path);
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
fclose(fp);
|
fclose(fp);
|
||||||
}
|
}
|
||||||
@@ -82,7 +77,7 @@ void use_shader(Shader shader) {
|
|||||||
glUseProgram(shader.program);
|
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);
|
int loc = glGetUniformLocation(shader.program, name);
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
|
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);
|
int loc = glGetUniformLocation(shader.program, name);
|
||||||
glUniform1f(loc, val);
|
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);
|
||||||
|
}
|
||||||
|
|||||||
@@ -7,5 +7,6 @@ typedef struct Shader {
|
|||||||
void read_shader_file(const char *path, char **buf);
|
void read_shader_file(const char *path, char **buf);
|
||||||
Shader create_shader(const char *vertex_path, const char *fragment_path);
|
Shader create_shader(const char *vertex_path, const char *fragment_path);
|
||||||
void use_shader(Shader shader);
|
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_float(Shader shader, const char *name, float val);
|
||||||
|
void set_vec3f(Shader shader, const char *name, float val1, float val2, float val3);
|
||||||
|
|||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -47,3 +47,4 @@ void main()
|
|||||||
FragColor = vec4(240.f/255.f, 235.f/255.f, 227.f/255.f, 1.0);
|
FragColor = vec4(240.f/255.f, 235.f/255.f, 227.f/255.f, 1.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -29,7 +29,8 @@ int init_x11(Display **display, Window *window) {
|
|||||||
colormap = XCreateColormap(*display, root, visual, AllocNone);
|
colormap = XCreateColormap(*display, root, visual, AllocNone);
|
||||||
|
|
||||||
XSetWindowAttributes attributes;
|
XSetWindowAttributes attributes;
|
||||||
attributes.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | StructureNotifyMask;
|
attributes.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask |
|
||||||
|
StructureNotifyMask | ButtonPressMask;
|
||||||
attributes.colormap = colormap;
|
attributes.colormap = colormap;
|
||||||
|
|
||||||
*window = XCreateWindow(*display, root, 0, 0, win_width, win_height, 0,
|
*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;
|
XWindowAttributes win_attrs;
|
||||||
XGetWindowAttributes(*display, *window, &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);
|
glViewport(0, 0, win_attrs.width, win_attrs.height);
|
||||||
resize_x11_window(*display, *window);
|
resize_x11_window(*display, *window);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user