// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "gl_fontutils.h" #include #include #include //------------------------------------------------------------------------------ GLFont::GLFont(GLuint fontTexture) : _dirty(false), _program(0), _transformBinding(0), _attrPosition(0), _attrData(0), _fontTexture(fontTexture), _scale(0) { _chars.reserve(500000); glGenVertexArrays(1, &_VAO); glGenBuffers(1, &_EAO); glGenBuffers(1, &_VBO); glBindVertexArray(_VAO); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EAO); glBindVertexArray(0); } //------------------------------------------------------------------------------ GLFont::~GLFont() { glDeleteVertexArrays(1, &_VAO); glGenBuffers(1, &_VBO); } //------------------------------------------------------------------------------ void GLFont::bindProgram() { static const char *shaderSource = #include "fontShader.gen.h" ; // Update and bind transform state if (! _program) { _program = glCreateProgram(); static char const versionStr[] = "#version 410\n", vtxDefineStr[] = "#define VERTEX_SHADER\n", geoDefineStr[] = "#define GEOMETRY_SHADER\n", fragDefineStr[] = "#define FRAGMENT_SHADER\n"; std::string vsSrc = std::string(versionStr) + vtxDefineStr + shaderSource, gsSrc = std::string(versionStr) + geoDefineStr + shaderSource, fsSrc = std::string(versionStr) + fragDefineStr + shaderSource; GLuint vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, vsSrc.c_str()), geometryShader = GLUtils::CompileShader(GL_GEOMETRY_SHADER, gsSrc.c_str()), fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, fsSrc.c_str()); glAttachShader(_program, vertexShader); glAttachShader(_program, geometryShader); glAttachShader(_program, fragmentShader); glLinkProgram(_program); GLint status; glGetProgramiv(_program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint infoLogLength; glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength); char *infoLog = new char[infoLogLength]; glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog); printf("%s\n", infoLog); delete[] infoLog; exit(1); } } glUseProgram(_program); if (! _scale) { _scale = glGetUniformLocation(_program, "scale"); } if (! _attrPosition) { _attrPosition = glGetAttribLocation(_program, "position"); } if (! _attrData) { _attrData = glGetAttribLocation(_program, "data"); } } //------------------------------------------------------------------------------ void GLFont::SetFontScale(float scale) { if (_scale) { glProgramUniform1f(_program, _scale, scale); } } //------------------------------------------------------------------------------ void GLFont::Clear() { _chars.clear(); } //------------------------------------------------------------------------------ void GLFont::Print3D(float const pos[3], const char * str, int color) { int len = (int)strlen(str); for (int i=0; i eao(_chars.size()); for (int i=0; i<(int)_chars.size(); ++i) { eao[i]=i; } glBufferData(GL_ELEMENT_ARRAY_BUFFER, eao.size()*sizeof(int), &eao[0], GL_STATIC_DRAW); // copy character data to VBO glBufferData(GL_ARRAY_BUFFER, _chars.size()*sizeof(Char), &_chars[0], GL_STATIC_DRAW); _dirty=false; } glEnableVertexAttribArray(_attrPosition); glVertexAttribPointer(_attrPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Char), 0); glEnableVertexAttribArray(_attrData); glVertexAttribPointer(_attrData, 4, GL_FLOAT, GL_FALSE, sizeof(Char), (void*)12); glDrawElements(GL_POINTS, (int)_chars.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); glUseProgram(0); } //------------------------------------------------------------------------------