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demo-gamma.c
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demo-gamma.c
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/* ============================================================================
* Freetype GL - A C OpenGL Freetype engine
* Platform: Any
* WWW: http://code.google.com/p/freetype-gl/
* ----------------------------------------------------------------------------
* Copyright 2011,2012 Nicolas P. Rougier. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of Nicolas P. Rougier.
* ============================================================================
*
* Example showing gamma influence
*
* ============================================================================
*/
#include <stdarg.h>
#include <stdio.h>
#include <wchar.h>
#include "freetype-gl.h"
#include "font-manager.h"
#include "vertex-buffer.h"
#include "text-buffer.h"
#include "markup.h"
#include "shader.h"
#include "mat4.h"
#if defined(__APPLE__)
#include <Glut/glut.h>
#elif defined(_WIN32) || defined(_WIN64)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
// ------------------------------------------------------- typedef & struct ---
typedef struct {
float x, y, z;
float r, g, b, a;
} vertex_t;
// ------------------------------------------------------- global variables ---
text_buffer_t *buffer;
vertex_buffer_t *background;
GLuint shader;
mat4 model, view, projection;
// ---------------------------------------------------------------- display ---
void display( void )
{
glClearColor( 1.0,1.0,1.0,1.0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUseProgram( shader );
{
glUniformMatrix4fv( glGetUniformLocation( shader, "model" ),
1, 0, model.data);
glUniformMatrix4fv( glGetUniformLocation( shader, "view" ),
1, 0, view.data);
glUniformMatrix4fv( glGetUniformLocation( shader, "projection" ),
1, 0, projection.data);
vertex_buffer_render( background, GL_TRIANGLES );
}
glUseProgram( buffer->shader );
{
glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "model" ),
1, 0, model.data);
glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "view" ),
1, 0, view.data);
glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "projection" ),
1, 0, projection.data);
text_buffer_render( buffer );
}
glutSwapBuffers( );
}
// ---------------------------------------------------------------- reshape ---
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
mat4_set_orthographic( &projection, 0, width, 0, height, -1, 1);
}
// --------------------------------------------------------------- keyboard ---
void keyboard( unsigned char key, int x, int y )
{
if ( key == 27 )
{
exit( 1 );
}
}
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitWindowSize( 512, 512 );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutCreateWindow( argv[0] );
glutReshapeFunc( reshape );
glutDisplayFunc( display );
glutKeyboardFunc( keyboard );
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf( stderr, "Error: %s\n", glewGetErrorString(err) );
exit( EXIT_FAILURE );
}
fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) );
buffer = text_buffer_new( LCD_FILTERING_OFF );
vec4 white = {{1.0, 1.0, 1.0, 1.0}};
vec4 black = {{0.0, 0.0, 0.0, 1.0}};
vec4 none = {{1.0, 1.0, 1.0, 0.0}};
markup_t markup;
markup.family = "fonts/Vera.ttf";
markup.size = 15.0;
markup.bold = 0;
markup.italic = 0;
markup.rise = 0.0;
markup.spacing = 0.0;
markup.gamma = 1.0;
markup.foreground_color = white;
markup.background_color = none;
markup.underline = 0;
markup.underline_color = none;
markup.overline = 0;
markup.overline_color = none;
markup.strikethrough = 0;
markup.strikethrough_color = none;
markup.font = 0;
size_t i;
vec2 pen;
pen.x = 32;
pen.y = 508;
wchar_t *text = L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789\n";
for( i=0; i < 14; ++i )
{
markup.gamma = 0.75 + 1.5*i*(1.0/14);
text_buffer_add_text( buffer, &pen, &markup, text, wcslen(text) );
}
pen.x = 32;
pen.y = 252;
markup.foreground_color = black;
for( i=0; i < 14; ++i )
{
markup.gamma = 0.75 + 1.5*i*(1.0/14);
text_buffer_add_text( buffer, &pen, &markup, text, wcslen(text) );
}
background = vertex_buffer_new( "vertex:3f,color:4f" );
vertex_t vertices[4*2] = { { 0, 0,0, 1,1,1,1}, { 0,256,0, 1,1,1,1},
{512,256,0, 1,1,1,1}, {512, 0,0, 1,1,1,1},
{0, 256,0, 0,0,0,1}, { 0,512,0, 0,0,0,1},
{512,512,0, 0,0,0,1}, {512,256,0, 0,0,0,1} };
GLuint indices[4*3] = { 0,1,2, 0,2,3, 4,5,6, 4,6,7 };
vertex_buffer_push_back( background, vertices, 8, indices, 12 );
shader = shader_load("shaders/v3f-c4f.vert",
"shaders/v3f-c4f.frag");
mat4_set_identity( &projection );
mat4_set_identity( &model );
mat4_set_identity( &view );
glutMainLoop( );
return 0;
}