[Add] gl_print (FreeType fonts).

This commit is contained in:
Allanis 2013-02-02 06:15:51 +00:00
parent d39e7925ea
commit e8ed98b69d
7 changed files with 269 additions and 51 deletions

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@ -12,8 +12,9 @@ DATAFILES = $(shell find ../gfx/ ../dat/ -name '*.png' -o -name '*.xml' -print)
CLUA = -I/usr/include/lua5.1 CLUA = -I/usr/include/lua5.1
CSDL = `sdl-config --cflags` CSDL = `sdl-config --cflags`
CXML = `xml2-config --cflags` CXML = `xml2-config --cflags`
CTTF = `freetype-config --cflags`
CGL = CGL =
CFLAGS = -Wall $(CLUA) $(CSDL) $(CXML) $(CGL) $(VERSION) CFLAGS = -Wall $(CLUA) $(CSDL) $(CXML) $(CTTF) $(CGL) $(VERSION)
ifdef DEBUG ifdef DEBUG
CFLAGS += -g3 -DDEBUG CFLAGS += -g3 -DDEBUG
else else
@ -23,8 +24,9 @@ endif
LDLUA = -llua5.1 LDLUA = -llua5.1
LDSDL = `sdl-config --libs` -lSDL_image LDSDL = `sdl-config --libs` -lSDL_image
LDXML = `xml2-config --libs` LDXML = `xml2-config --libs`
LDTTF = `freetype-config --libs`
LDGL = -lGL LDGL = -lGL
LDFLAGS = -lm $(LDLUA) $(LDSDL) $(LDXML) $(LDGL) LDFLAGS = -lm $(LDLUA) $(LDSDL) $(LDXML) $(LDTTF) $(LDGL)
%.o: ../src/%.c %.o: ../src/%.c
@gcc -c $(CFLAGS) -o $@ $< @gcc -c $(CFLAGS) -o $@ $<

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@ -15,23 +15,27 @@
#include "joystick.h" #include "joystick.h"
#include "space.h" #include "space.h"
#include "rng.h" #include "rng.h"
#include "ai.h"
#include "pilot.h" #include "pilot.h"
#define CONF_FILE "conf" #define CONF_FILE "conf"
static gl_font fdefault;
static int quit = 0; static int quit = 0;
static unsigned int time = 0; static unsigned int time = 0;
// Prototypes. // Prototypes.
void print_usage(char** argv); static void print_usage(char** argv);
static void display_fps(const double dt);
// Update. // Update.
static void update_all(void); static void update_all(void);
// Usage. // Usage.
void print_usage(char** argv) { static void print_usage(char** argv) {
LOG("USAGE: %s [-f] [-j n | -J s] [-hv]", argv[0]); LOG("USAGE: %s [-f] [-j n | -J s] [-hv]", argv[0]);
LOG("Options are:"); LOG("Options are:");
LOG("\t-f - Fullscreen"); LOG("\t-f - Fullscreen");
@ -120,6 +124,12 @@ int main(int argc, char** argv) {
joystick_use(indjoystick); joystick_use(indjoystick);
} }
// Misc.
if(ai_init())
WARN("Error initializing AI");
gl_fontInit(&fdefault, "/usr/share/fonts/truetype/freefont/FreeSans.ttf", 16);
// Data loading. // Data loading.
ships_load(); ships_load();
@ -144,9 +154,13 @@ int main(int argc, char** argv) {
update_all(); update_all();
} }
space_exit(); space_exit();
// Unload data. // Unload data.
pilots_free(); pilots_free();
ships_free(); ships_free();
gl_freeFont(&fdefault);
// Exit subsystems. // Exit subsystems.
joystick_exit(); joystick_exit();
gl_exit(); // Kills video output. gl_exit(); // Kills video output.
@ -165,6 +179,22 @@ static void update_all(void) {
space_render(dt); space_render(dt);
pilots_update(dt); pilots_update(dt);
display_fps(dt);
SDL_GL_SwapBuffers(); SDL_GL_SwapBuffers();
} }
static double fps = 0.;
static double fps_cur = 0.;
static double fps_dt = 1.;
static void display_fps(const double dt) {
fps_dt += dt;
fps_cur += 1.;
if(fps_dt > 1.) {
fps = fps_cur;
fps_dt = fps_cur = 0.;
}
Vec2 pos = { .x = 10., .y = (double)(gl_screen.h-20) };
gl_print(&fdefault, &pos, "%3.2f", fps);
}

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@ -1,6 +1,12 @@
#include <SDL.h> #include <SDL.h>
#include <SDL_image.h> #include <SDL_image.h>
#include <ft2build.h>
#include <freetype/freetype.h>
#include <freetype/ftglyph.h>
#include <math.h> #include <math.h>
#include <stdarg.h>
#include <string.h>
#include "def.h" #include "def.h"
#include "log.h" #include "log.h"
#include "opengl.h" #include "opengl.h"
@ -14,7 +20,25 @@ gl_info gl_screen;
// Our precious camera. // Our precious camera.
Vec2* gl_camera; Vec2* gl_camera;
// Misc.
static int flip_surface(SDL_Surface* surface); static int flip_surface(SDL_Surface* surface);
static int pot(int n);
// gl_texture.
static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh);
// Gl font.
static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base);
// ================
// MISC!
// ================
// Get me the closest power of two plox.
static int pot(int n) {
int i = 1;
while( i < n)
i<<=1;
return i;
}
// Flips the surface vertically. Return 0 on success. // Flips the surface vertically. Return 0 on success.
static int flip_surface(SDL_Surface* surface) { static int flip_surface(SDL_Surface* surface) {
@ -42,38 +66,22 @@ static int flip_surface(SDL_Surface* surface) {
return 0; return 0;
} }
// Load the SDL_Surface to an opengl texture. // ================
gl_texture* gl_loadImage(SDL_Surface* surface) { // TEXTURE!
// ================
// Returns the texture ID.
// Stores real sizes in rw/rh (from POT padding).
static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
GLuint texture;
SDL_Surface* tmp; SDL_Surface* tmp;
Uint32 saved_flags; Uint32 saved_flags;
Uint8 saved_alpha; Uint8 saved_alpha;
int potw, poth;
// Set up the texture defaults.
gl_texture* texture = MALLOC_L(gl_texture);
texture->w = (FP)surface->w;
texture->h = (FP)surface->h;
texture->sx = 1.;
texture->sy = 1.;
// Ensure size is power of two.
potw = surface->w;
if((potw &(potw-1)) != 0) {
potw = 1;
while(potw < surface->w)
potw <<= 1;
}
texture->rw = potw;
poth = surface->h; if(rw)*rw = pot(surface->w);
if((poth &(poth-1)) != 0) { if(rh)*rh = pot(surface->h);
poth = 1;
while(poth < surface->h)
poth <<= 1;
}
texture->rh = poth;
if(surface->w != potw || surface->h != poth) { if(surface->w != *rw || surface->h != *rh) {
// Size isn't original. // Size isn't original.
SDL_Rect rtemp; SDL_Rect rtemp;
rtemp.x = rtemp.y = 0; rtemp.x = rtemp.y = 0;
@ -88,14 +96,14 @@ gl_texture* gl_loadImage(SDL_Surface* surface) {
// Create the temp POT surface. // Create the temp POT surface.
tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
texture->rw, texture->rh, surface->format->BytesPerPixel*8, RGBMASK); *rw, *rh, surface->format->BytesPerPixel*8, RGBMASK);
if(tmp == NULL) { if(tmp == NULL) {
WARN("Unable to create POT surface %s", SDL_GetError()); WARN("Unable to create POT surface %s", SDL_GetError());
return NULL; return 0;
} }
if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) { if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) {
WARN("Unable to fill rect: %s", SDL_GetError()); WARN("Unable to fill rect: %s", SDL_GetError());
return NULL; return 0;
} }
SDL_BlitSurface(surface, &rtemp, tmp, &rtemp); SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
@ -109,14 +117,14 @@ gl_texture* gl_loadImage(SDL_Surface* surface) {
// Create the temp POT surface. // Create the temp POT surface.
tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
texture->rw, texture->rh, surface->format->BytesPerPixel*8, RGBMASK); *rw, *rh, surface->format->BytesPerPixel*8, RGBMASK);
if(tmp == NULL) { if(tmp == NULL) {
WARN("Unable to create POT surface %s", SDL_GetError()); WARN("Unable to create POT surface %s", SDL_GetError());
return NULL; return 0;
} }
if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) { if(SDL_FillRect(tmp, NULL, SDL_MapRGBA(surface->format, 0, 0, 0, SDL_ALPHA_TRANSPARENT))) {
WARN("Unable to fill rect: %s", SDL_GetError()); WARN("Unable to fill rect: %s", SDL_GetError());
return NULL; return 0;
} }
SDL_BlitSurface(surface, &rtemp, tmp, &rtemp); SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
@ -129,8 +137,8 @@ gl_texture* gl_loadImage(SDL_Surface* surface) {
SDL_SetAlpha(surface, saved_flags, saved_alpha); SDL_SetAlpha(surface, saved_flags, saved_alpha);
} }
glGenTextures(1, &texture->texture); // Create the texure. glGenTextures(1, &texture); // Create the texure.
glBindTexture(GL_TEXTURE_2D, texture->texture); // Load the texture. glBindTexture(GL_TEXTURE_2D, texture); // Load the texture.
// Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR // Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR
// also seems to create a bit of artifacts around the edges. // also seems to create a bit of artifacts around the edges.
@ -144,8 +152,24 @@ gl_texture* gl_loadImage(SDL_Surface* surface) {
SDL_UnlockSurface(surface); SDL_UnlockSurface(surface);
SDL_FreeSurface(surface); SDL_FreeSurface(surface);
return texture;
}
// Load the SDL_Surface to an openGL texture.
gl_texture* gl_loadImage(SDL_Surface* surface) {
int rw, rh;
// Set up the texture defaults.
gl_texture* texture = MALLOC_L(gl_texture);
texture->w = (FP)surface->w;
texture->h = (FP)surface->h;
texture->sx = 1.; texture->sx = 1.;
texture->sy = 1.; texture->sy = 1.;
texture->texture = gl_loadSurface(surface, &rw, &rh);
texture->rw = (FP)rw;
texture->rh = (FP)rh;
texture->sw = texture->w; texture->sw = texture->w;
texture->sh = texture->h; texture->sh = texture->h;
@ -190,13 +214,17 @@ gl_texture* gl_newSprite(const char* path, const int sx, const int sy) {
} }
// Free the texture. // Free the texture.
void gl_free(gl_texture* texture) { void gl_freeTexture(gl_texture* texture) {
glDeleteTextures(1, &texture->texture); glDeleteTextures(1, &texture->texture);
free(texture); free(texture);
} }
// ================
// BLITTING!
// ================
// Blit the sprite at given position. // Blit the sprite at given position.
void gl_blitSprite(gl_texture* sprite, Vec2* pos, const int sx, const int sy) { void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy) {
// Don't bother drawing if offscreen -- waste of cycles. // Don't bother drawing if offscreen -- waste of cycles.
if(fabs(pos->x - gl_camera->x) > gl_screen.w / 2 + sprite->sw / 2 || if(fabs(pos->x - gl_camera->x) > gl_screen.w / 2 + sprite->sw / 2 ||
fabs(pos->y-gl_camera->y) > gl_screen.h / 2 + sprite->sh / 2) fabs(pos->y-gl_camera->y) > gl_screen.h / 2 + sprite->sh / 2)
@ -232,7 +260,7 @@ void gl_blitSprite(gl_texture* sprite, Vec2* pos, const int sx, const int sy) {
} }
// Just straight out blit the thing at position. // Just straight out blit the thing at position.
void gl_blitStatic(gl_texture* texture, Vec2* pos) { void gl_blitStatic(const gl_texture* texture, const Vec2* pos) {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Set up translation matrix. glPushMatrix(); // Set up translation matrix.
glTranslatef(pos->x - (FP)gl_screen.w/2., pos->y - (FP)gl_screen.h/2., 0); glTranslatef(pos->x - (FP)gl_screen.w/2., pos->y - (FP)gl_screen.h/2., 0);
@ -255,10 +283,156 @@ void gl_blitStatic(gl_texture* texture, Vec2* pos) {
} }
// Bind our precious camera to a vector. // Bind our precious camera to a vector.
void gl_bindCamera(Vec2* pos) { void gl_bindCamera(const Vec2* pos) {
gl_camera = pos; gl_camera = (Vec2*)pos;
} }
// Print text on screen! YES!!!! Just like printf! But different!
void gl_print(const gl_font* ft_font, Vec2* pos, const char* fmt, ...) {
//float h = ft_font->h / .63; // Slightly increases font size.
char text[256];
va_list ap;
//int i;
if(fmt == NULL)
*text = 0;
else {
// convert the symbols to text.
va_start(ap, fmt);
vsprintf(text, fmt, ap);
va_end(ap);
}
glListBase(ft_font->list_base);
glMatrixMode(GL_PROJECTION);
//for(i = 0; i < strlen(text); i++) {
glPushMatrix();
glTranslatef(pos->x - (FP)gl_screen.w/2., pos->y - (FP)gl_screen.h/2., 0);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, &text);
glPopMatrix();
//}
}
// ================
// FONT!
// ================
static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base) {
FT_Glyph glyph;
FT_Bitmap bitmap;
GLubyte* expanded_data;
int w, h;
int i, j;
if(FT_Load_Glyph(face, FT_Get_Char_Index(face, ch), FT_LOAD_DEFAULT))
WARN("FT_Load_Glyph failed");
if(FT_Get_Glyph(face->glyph, &glyph))
WARN("FT_Ge_Glyph failed");
// Convert your glyph to a bitmap.
FT_Glyph_To_Bitmap(&glyph, ft_render_mode_normal, 0, 1);
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
bitmap = bitmap_glyph->bitmap; // To simplify.
// Need the POT wrapping for GL.
w = pot(bitmap.width);
h = pot(bitmap.rows);
// Memory for textured data.
// Bitmap is useing two channels, one for luminosity and one for alpha.
expanded_data = (GLubyte*)malloc(sizeof(GLubyte)*2*w*h);
for(j = 0; j < h; j++) {
for(i = 0; i < w; i++) {
expanded_data[2*(i+j*w)] = expanded_data[2*(i+j*w)+1] =
(i >= bitmap.width || j >= bitmap.rows) ? 0 : bitmap.buffer[i + bitmap.width*j];
}
}
// Create the GL texture.
glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data);
free(expanded_data); // No need for this now.
// Create the display lists.
glNewList(list_base+ch, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
glPushMatrix();
// Corrects a spacing flaw between letters.
glTranslatef(bitmap_glyph->left, 0,0);
// Downwards correction for letters like g or y.
glTranslatef(0, bitmap_glyph->top-bitmap.rows,0);
// Take the opengl POT wrapping into account.
FP x = (FP)bitmap.width/(FP)w;
FP y = (FP)bitmap.rows/(FP)h;
// Draw the texture mapped quad.
glBegin(GL_QUADS);
glTexCoord2d(0, 0);
glVertex2f(0, bitmap.rows);
glTexCoord2d(x, y);
glVertex2f(bitmap.width, 0);
glTexCoord2d(x, 0);
glVertex2f(bitmap.width, bitmap.rows);
glEnd();
glPopMatrix();
glTranslatef(face->glyph->advance.x >> 6, 0,0);
// End of the display list.
glEndList();
}
void gl_fontInit(gl_font* font, const char* fname, unsigned int h) {
font->textures = malloc(sizeof(GLuint)*128);
font->h = h;
// Create a FreeType font library.
FT_Library library;
if(FT_Init_FreeType(&library)) {
WARN("FT_Init_FreeType failed");
}
// Objects that freetype uses to store font info.
FT_Face face;
if(FT_New_Face(library, fname, 0, &face))
WARN("FT_New_Face failed loading library from %s", fname);
// FreeType is pretty nice and measures using 1/64 of a pixel, therfore expand.
FT_Set_Char_Size(face, h << 6, h << 6, 96, 96);
// Have OpenGL allocate space for the textures / display lists.
font->list_base = glGenLists(128);
glGenTextures(128, font->textures);
// Create each of the font display lists.
unsigned char i;
for(i = 0; i < 128; i++)
gl_fontMakeDList(face, i, font->list_base, font->textures);
// We can now free the face and library.
FT_Done_Face(face);
FT_Done_FreeType(library);
}
void gl_freeFont(gl_font* font) {
glDeleteLists(font->list_base, 128);
glDeleteTextures(128, font->textures);
free(font->textures);
}
// ================
// GLOBAL.
// ================
// Initialize SDL/OpenGL etc. // Initialize SDL/OpenGL etc.
int gl_init(void) { int gl_init(void) {
int depth, i, supported = 0; int depth, i, supported = 0;

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@ -39,16 +39,28 @@ typedef struct {
GLuint texture; // The opengl texture itself. GLuint texture; // The opengl texture itself.
} gl_texture; } gl_texture;
// Font info.
typedef struct {
float h; // Height.
GLuint* textures;
GLuint list_base;
} gl_font;
// gl_font loading/freeing.
void gl_fontInit(gl_font* font, const char* fname, unsigned int h);
void gl_freeFont(gl_font* font);
// gl_texute loading/freeing. // gl_texute loading/freeing.
gl_texture* gl_loadImage(SDL_Surface* surface); // Frees the surface. gl_texture* gl_loadImage(SDL_Surface* surface); // Frees the surface.
gl_texture* gl_newImage(const char* path); gl_texture* gl_newImage(const char* path);
gl_texture* gl_newSprite(const char* path, const int sx, const int sy); gl_texture* gl_newSprite(const char* path, const int sx, const int sy);
void gl_free(gl_texture* texture); void gl_freeTexture(gl_texture* texture);
// Rendering. // Rendering.
void gl_blitSprite(gl_texture* sprite, Vec2* pos, const int sx, const int sy); void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy);
void gl_blitStatic(gl_texture* texture, Vec2* pos); void gl_blitStatic(const gl_texture* texture, const Vec2* pos);
void gl_bindCamera(Vec2* pos); void gl_bindCamera(const Vec2* pos);
void gl_print(const gl_font* ft_font, Vec2* pos, const char* fmt, ...);
// Initialize/cleanup. // Initialize/cleanup.
int gl_init(void); int gl_init(void);

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@ -53,7 +53,7 @@ unsigned int pilot_create(Ship* ship, char* name, const Vec2* vel,
const Vec2* pos, const int flags); const Vec2* pos, const int flags);
// Cleanup. // Cleanup.
void pilot_free(void); void pilots_free(void);
// Update. // Update.
void pilots_update(FP dt); void pilots_update(FP dt);

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@ -145,7 +145,7 @@ void ships_free(void) {
for(i = 0; i < ships; i++) { for(i = 0; i < ships; i++) {
if((ship_stack+i)->name) if((ship_stack+i)->name)
free((ship_stack+i)->name); free((ship_stack+i)->name);
gl_free((ship_stack+i)->gfx_ship); gl_freeTexture((ship_stack+i)->gfx_ship);
} }
free(ship_stack); free(ship_stack);
ship_stack = NULL; ship_stack = NULL;

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@ -151,6 +151,6 @@ void space_render(FP dt) {
void space_exit(void) { void space_exit(void) {
int i; int i;
for(i = 0; i < STAR_LAYERS; i++) for(i = 0; i < STAR_LAYERS; i++)
gl_free(starBG[i]); gl_freeTexture(starBG[i]);
} }