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main.cpp
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#define _CRT_SECURE_NO_WARNINGS
#define _USE_MATH_DEFINES
#include <stdio.h>
#include <math.h>
#include <iostream>
#include <map>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/mat4x4.hpp>
#include <glm/ext.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
GLuint CompileShaders(bool vs_b, bool tcs_b, bool tes_b, bool gs_b, bool fs_b);
struct Character {
GLuint TextureID; // ID handle of the glyph texture
glm::ivec2 Size; // Size of glyph
glm::ivec2 Bearing; // Offset from baseline to left/top of glyph
GLuint Advance; // Offset to advance to next glyph
};
void APIENTRY GLDebugMessageCallback(GLenum source, GLenum type, GLuint id,GLenum severity, GLsizei length,const GLchar* msg, const void* data) {
printf("%d: %s\n",id, msg);
}
int main(int argc, char* argv[]) {
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 600, "YEAH", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
glEnable(GL_CULL_FACE);
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(GLDebugMessageCallback, NULL);
glViewport(0, 0, 800, 600);
GLuint shader = CompileShaders(true, false, false, false, true);
glUseProgram(shader);
FT_Library ft;
FT_Init_FreeType(&ft);
FT_Face face;
FT_New_Face(ft, "arial.ttf", 0, &face);
FT_Set_Pixel_Sizes(face, 0, 48);
std::map<GLchar, Character> Characters;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLubyte c = 0; c < 128; c++) {
FT_Load_Char(face, c, FT_LOAD_RENDER);
GLuint texture;
glCreateTextures(GL_TEXTURE_2D,1, &texture);
glTextureStorage2D(texture, 1, GL_R8, face->glyph->bitmap.width, face->glyph->bitmap.rows);
glTextureSubImage2D(texture, 0, 0, 0, face->glyph->bitmap.width, face->glyph->bitmap.rows, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);
glBindTexture(GL_TEXTURE_2D, texture);
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);
glBindTexture(GL_TEXTURE_2D, 0);
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
glUniformMatrix4fv(1, 1, GL_FALSE, glm::value_ptr(projection));
GLuint vao;
glCreateVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint buffer;
glCreateBuffers(1, &buffer);
glNamedBufferStorage(buffer, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_STORAGE_BIT);
glVertexArrayVertexBuffer(vao, 0, buffer, 0, sizeof(GLfloat) * 4);
glVertexArrayAttribFormat(vao, 0, 4, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vao, 0, 0);
glEnableVertexArrayAttrib(vao, 0);
glUniform3f(6, 0.88f, 0.59f, 0.07f);
std::string text("Hello OpenGL");
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
GLfloat x = 1.0f;
GLfloat y = 300.0f;
GLfloat scale = 1.0f;
//glActiveTexture(GL_TEXTURE0);
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[6*4] = {
xpos, ypos + h, 0.0f, 0.0f ,
xpos, ypos, 0.0f, 1.0f ,
xpos + w, ypos, 1.0f, 1.0f ,
xpos, ypos + h, 0.0f, 0.0f ,
xpos + w, ypos, 1.0f, 1.0f ,
xpos + w, ypos + h, 1.0f, 0.0f
};
glNamedBufferSubData(buffer, 0, sizeof(GLfloat)*6*4, vertices);
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (ch.Advance >> 6) * scale;
}
glfwSwapBuffers(window);
glfwPollEvents();
}
printf("%d", glGetError());
return 0;
}
GLuint CompileShaders(bool vs_b, bool tcs_b, bool tes_b, bool gs_b, bool fs_b) {
GLuint shader_programme = glCreateProgram();
GLuint vs, tcs, tes, gs, fs;
if (vs_b) {
FILE* vs_file;
long vs_file_len;
char* vertex_shader;
vs_file = fopen("shaders//vs.glsl", "rb");
fseek(vs_file, 0, SEEK_END);
vs_file_len = ftell(vs_file);
rewind(vs_file);
vertex_shader = (char*)malloc(vs_file_len + 1);
fread(vertex_shader, vs_file_len, 1, vs_file);
vertex_shader[vs_file_len] = '\0';
fclose(vs_file);
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint isCompiled = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
char* error = (char*)malloc(maxLength);
glGetShaderInfoLog(vs, maxLength, &maxLength, error);
printf("Vertex shader error: ");
printf(error);
free(error);
}
glAttachShader(shader_programme, vs);
free(vertex_shader);
}
if (tcs_b) {
FILE* tcs_file;
long tcs_file_len;
char* tessellation_control_shader;
tcs_file = fopen("shaders//tcs.glsl", "rb");
fseek(tcs_file, 0, SEEK_END);
tcs_file_len = ftell(tcs_file);
rewind(tcs_file);
tessellation_control_shader = (char*)malloc(tcs_file_len + 1);
fread(tessellation_control_shader, tcs_file_len, 1, tcs_file);
tessellation_control_shader[tcs_file_len] = '\0';
fclose(tcs_file);
tcs = glCreateShader(GL_TESS_CONTROL_SHADER);
glShaderSource(tcs, 1, &tessellation_control_shader, NULL);
glCompileShader(tcs);
GLint isCompiled = 0;
glGetShaderiv(tcs, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(tcs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
char* error = (char*)malloc(maxLength);
glGetShaderInfoLog(tcs, maxLength, &maxLength, error);
printf("Tessellation control shader error: ");
printf(error);
free(error);
}
glAttachShader(shader_programme, tcs);
free(tessellation_control_shader);
}
if (tes_b) {
FILE* tes_file;
long tes_file_len;
char* tessellation_evaluation_shader;
tes_file = fopen("shaders//tes.glsl", "rb");
fseek(tes_file, 0, SEEK_END);
tes_file_len = ftell(tes_file);
rewind(tes_file);
tessellation_evaluation_shader = (char*)malloc(tes_file_len + 1);
fread(tessellation_evaluation_shader, tes_file_len, 1, tes_file);
tessellation_evaluation_shader[tes_file_len] = '\0';
fclose(tes_file);
tes = glCreateShader(GL_TESS_EVALUATION_SHADER);
glShaderSource(tes, 1, &tessellation_evaluation_shader, NULL);
glCompileShader(tes);
GLint isCompiled = 0;
glGetShaderiv(tes, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(tes, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
char* error = (char*)malloc(maxLength);
glGetShaderInfoLog(tes, maxLength, &maxLength, error);
printf("Tessellation evaluation shader error: ");
printf(error);
free(error);
}
glAttachShader(shader_programme, tes);
free(tessellation_evaluation_shader);
}
if (gs_b) {
FILE* gs_file;
long gs_file_len;
char* geometry_shader;
gs_file = fopen("shaders//gs.glsl", "rb");
fseek(gs_file, 0, SEEK_END);
gs_file_len = ftell(gs_file);
rewind(gs_file);
geometry_shader = (char*)malloc(gs_file_len + 1);
fread(geometry_shader, gs_file_len, 1, gs_file);
geometry_shader[gs_file_len] = '\0';
fclose(gs_file);
gs = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gs, 1, &geometry_shader, NULL);
glCompileShader(gs);
GLint isCompiled = 0;
glGetShaderiv(gs, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(gs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
char* error = (char*)malloc(maxLength);
glGetShaderInfoLog(gs, maxLength, &maxLength, error);
printf("Geometry shader error: ");
printf(error);
free(error);
}
glAttachShader(shader_programme, gs);
free(geometry_shader);
}
if (fs_b) {
FILE* fs_file;
long fs_file_len;
char* fragment_shader;
fs_file = fopen("shaders//fs.glsl", "rb");
fseek(fs_file, 0, SEEK_END);
fs_file_len = ftell(fs_file);
rewind(fs_file);
fragment_shader = (char*)malloc(fs_file_len + 1);
fread(fragment_shader, fs_file_len, 1, fs_file);
fragment_shader[fs_file_len] = '\0';
fclose(fs_file);
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLint isCompiled = 0;
glGetShaderiv(fs, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(fs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
char* error = (char*)malloc(maxLength);
glGetShaderInfoLog(fs, maxLength, &maxLength, error);
printf("Fragment shader error: ");
printf(error);
free(error);
}
glAttachShader(shader_programme, fs);
free(fragment_shader);
}
glLinkProgram(shader_programme);
if (vs_b) {
glDeleteShader(vs);
}
if (tcs_b) {
glDeleteShader(tcs);
}
if (tes_b) {
glDeleteShader(tes);
}
if (gs_b) {
glDeleteShader(gs);
}
if (fs_b) {
glDeleteShader(fs);
}
return shader_programme;
}