render boxes

master
Alessandro Mauri 2 years ago
parent 9de467eae9
commit a7a2193ea6
Signed by: alema
GPG Key ID: 2B7BF9531FF03BE8
  1. 8
      text_rendering/box_fragshader.glsl
  2. 19
      text_rendering/box_vertshader.glsl
  3. 22
      text_rendering/main.c
  4. 136
      text_rendering/ren.c
  5. 7
      text_rendering/ren.h

@ -0,0 +1,8 @@
#version 330 core
in vec4 col;
void main()
{
gl_FragColor = col;
}

@ -0,0 +1,19 @@
#version 330 core
uniform ivec2 viewsize;
layout(location = 0) in vec2 position;
layout(location = 2) in vec4 color;
out vec4 col;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
col = color;
}

@ -8,13 +8,26 @@
#include "util.h"
const char *str = "Ciao Mamma!\nprova: òçà°ù§|¬³¼$£ì\t";
SDL_Window *win;
void draw(void)
{
ren_clear();
ren_render_text(str, 0, 0, 200, 100, 12);
ren_render_box(100, 300, 50, 50, 0xffff0000);
SDL_GL_SwapWindow(win);
}
int main(void)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
SDL_Window *win = SDL_CreateWindow(
win = SDL_CreateWindow(
"test render",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
@ -26,7 +39,6 @@ int main(void)
return 1;
}
const char *str = "Ciao Mamma!\nprova: òçà°ù§|¬³¼$£ì\t";
SDL_Event e;
while(1) {
@ -38,12 +50,10 @@ int main(void)
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
ren_update_viewport(e.window.data1, e.window.data2);
ren_render_text(str, 0, 0, 200, 100, 12);
SDL_GL_SwapWindow(win);
draw();
break;
case SDL_WINDOWEVENT_EXPOSED:
ren_render_text(str, 0, 0, 200, 100, 12);
SDL_GL_SwapWindow(win);
draw();
break;
default: break;
}

@ -81,7 +81,9 @@ struct {
GLuint font_prog;
GLuint box_prog;
GLuint font_buffer;
GLuint box_buffer;
GLint viewsize_loc;
GLint box_viewsize_loc;
GLint texturesize_loc;
struct vtstack font_stack;
struct vcstack box_stack;
@ -322,13 +324,13 @@ static int update_font_texture(void)
// TODO: push window size uniforms
int ren_init(SDL_Window *w)
{
// Initialize OpenGL
if (!w)
REN_RET(-1, REN_INVAL)
ren.gl = SDL_GL_CreateContext(w);
if (!ren.gl)
REN_RET(-1, REN_CONTEXT)
// select some features
GL(glEnable(GL_BLEND))
GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA))
GL(glDisable(GL_CULL_FACE))
@ -341,11 +343,12 @@ int ren_init(SDL_Window *w)
if (glew_err != GLEW_OK)
REN_RET(glew_err, REN_GLEW);
// Load font
ren.font = font_init();
if (!ren.font) REN_RET(-1, REN_FONT)
if (font_load(ren.font, FONT_PATH, 20)) REN_RET(-1, REN_FONT)
font_dump(ren.font, "./atlas.png");
// load font texture (atlas)
ren.font_texture = ren_texturer_rect(
(const char *)ren.font->atlas,
ren.font->width,
@ -353,16 +356,18 @@ int ren_init(SDL_Window *w)
GL_LINEAR, GL_LINEAR);
if (!ren.font_texture) return -1;
ren.font_prog = ren_compile_program(FONT_VERSHADER, FONT_FRAGSHADER);
if (!ren.font_prog) return -1;
// Create stacks
ren.font_stack = vtstack_init();
ren.box_stack = vcstack_init();
ren.box_stack = vcstack_init();
// generate the font buffer object
GL(glGenBuffers(1, &ren.font_buffer))
if (!ren.font_buffer) REN_RET(-1, REN_BUFFER)
GL(glGenBuffers(1, &ren.box_buffer))
if (!ren.box_buffer) REN_RET(-1, REN_BUFFER)
// Compile font shaders
ren.font_prog = ren_compile_program(FONT_VERSHADER, FONT_FRAGSHADER);
if (!ren.font_prog) return -1;
// create the uniforms, if the returned value is -1 then the uniform may have
// been optimized away, in any case do not return, just give a warning
ren.viewsize_loc = GL(glGetUniformLocation(ren.font_prog, "viewsize"))
@ -372,6 +377,14 @@ int ren_init(SDL_Window *w)
if (ren.texturesize_loc == -1)
printf("uniform %s was optimized away\n", "texturesize");
// Compile box shaders
ren.box_prog = ren_compile_program(BOX_VERSHADER, BOX_FRAGSHADER);
if (!ren.box_prog) return -1;
ren.box_viewsize_loc = GL(glGetUniformLocation(ren.box_prog, "viewsize"))
if (ren.box_viewsize_loc == -1)
printf("uniform %s was optimized away\n", "viewsize");
// Finishing touches
int width, height;
SDL_GetWindowSize(w, &width, &height);
ren_update_viewport(width, height);
@ -382,14 +395,20 @@ int ren_init(SDL_Window *w)
}
int ren_clear(void)
{
GL(glScissor(0, 0, ren.width, ren.height))
GL(glClear(GL_COLOR_BUFFER_BIT));
return 0;
}
static int ren_draw_font_stack(void)
{
GL(glUseProgram(ren.font_prog))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.font_buffer))
GL(glViewport(0, 0, ren.width, ren.height))
GL(glScissor(0, 0, ren.width, ren.height))
GL(glClear(GL_COLOR_BUFFER_BIT));
// this has caused me some trouble, convert from image coordiates to viewport
GL(glScissor(ren.s_x, ren.height-ren.s_y-ren.s_h, ren.s_w, ren.s_h))
GL(glUniform2i(ren.viewsize_loc, ren.width, ren.height))
@ -425,6 +444,54 @@ static int ren_draw_font_stack(void)
GL(glDisableVertexAttribArray(REN_UV_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glUseProgram(0))
vtstack_clear(&ren.font_stack);
return 0;
}
static int ren_draw_box_stack(void)
{
GL(glUseProgram(ren.box_prog))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.box_buffer))
GL(glViewport(0, 0, ren.width, ren.height))
GL(glScissor(0, 0, ren.width, ren.height))
GL(glUniform2i(ren.box_viewsize_loc, ren.width, ren.height))
GL(glEnableVertexAttribArray(REN_VERTEX_IDX))
GL(glEnableVertexAttribArray(REN_COLOR_IDX))
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
GL(glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_col),
0))
// the color gets normalized
GL(glVertexAttribPointer(
REN_COLOR_IDX,
4,
GL_INT,
GL_TRUE,
sizeof(struct v_col),
(void*)sizeof(vec2_i)))
// TODO: implement size and damage tracking on stacks
GL(glBufferData(
GL_ARRAY_BUFFER,
ren.box_stack.idx*sizeof(struct v_col),
ren.box_stack.items,
GL_DYNAMIC_DRAW))
GL(glDrawArrays(GL_TRIANGLES, 0, ren.box_stack.idx))
GL(glDisableVertexAttribArray(REN_VERTEX_IDX))
GL(glDisableVertexAttribArray(REN_COLOR_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glUseProgram(0))
vcstack_clear(&ren.box_stack);
return 0;
}
@ -552,16 +619,63 @@ int ren_render_text(const char *str, int x, int y, int w, int h, int size)
// inefficient but is simpler and allows for individual scissors
ren_set_scissor(x, y, w, h);
ren_draw_font_stack();
vtstack_clear(&ren.font_stack);
return 0;
}
// re-normalize color from 0-255 to 0-0x7fffffff, technically i'm dividing by 256 here
#define RENORM(x) (((unsigned long long)(x)*0x7fffffff)>>8)
#define R(x) (x&0xff)
#define G(x) ((x>>8)&0xff)
#define B(x) ((x>>16)&0xff)
#define A(x) ((x>>24)&0xff)
static int ren_push_box(int x, int y, int w, int h, unsigned int color)
{
struct v_col v;
vec4_i c = {
.r = RENORM(R(color)),
.g = RENORM(G(color)),
.b = RENORM(B(color)),
.a = RENORM(A(color)),
};
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x2, y2
v = (struct v_col){ .pos = { .x = x+w, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x4, y4
v = (struct v_col){ .pos = { .x = x, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
return 0;
}
int ren_render_box(int x, int y, int w, int h, unsigned int color)
{
ren_push_box(x, y, w, h, color);
ren_draw_box_stack();
return 0;
}
int ren_free(void)
{
GL(glUseProgram(0))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glDeleteProgram(ren.box_prog));
GL(glDeleteProgram(ren.font_prog));
GL(glDeleteTextures(1, &ren.font_texture))
GL(glDeleteBuffers(1, &ren.font_buffer))
SDL_GL_DeleteContext(ren.gl);

@ -7,6 +7,8 @@
#define FONT_PATH "./monospace.ttf"
#define FONT_VERSHADER "./font_vertshader.glsl"
#define FONT_FRAGSHADER "./font_fragshader.glsl"
#define BOX_VERSHADER "./box_vertshader.glsl"
#define BOX_FRAGSHADER "./box_fragshader.glsl"
#define REN_VERTEX_IDX 0
#define REN_UV_IDX 1
#define REN_COLOR_IDX 2
@ -33,7 +35,7 @@ struct v_text {
// colored vertex
struct v_col {
vec2_i pos;
vec2_i col;
vec4_i col;
};
@ -42,6 +44,9 @@ int ren_free(void);
const char * ren_strerror(void);
int ren_update_viewport(int w, int h);
int ren_render_text(const char *str, int x, int y, int w, int h, int size);
int ren_set_scissor(int x, int y, int w, int h);
int ren_render_box(int x, int y, int w, int h, unsigned int color);
int ren_clear(void);
#endif

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