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textshader.c
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// Bufferless text rendering demo for OpenGL
// https://github.com/sevmeyer/textshader
// SPDX-License-Identifier: 0BSD
#define GL_GLEXT_PROTOTYPES
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#define ASCII_MIN 0x20
#define ASCII_MAX 0x7E
static const GLuint BITMAPS[ASCII_MAX - ASCII_MIN + 1] = {
0x00000000,0x08421004,0x14A50000,0x15F52BEA,0xBC1741E4,0x0D641358,
0x1C1F252E,0x08420000,0x88421088,0x88421082,0x09F22800,0x00427C84,
0x40003188,0x00007C00,0x0000018C,0x10821042,0x1D18C62E,0x10C52108,
0x1D18383F,0x1F06422E,0x314947F0,0x3E17C22E,0x1C17C62E,0x3F042084,
0x1D17462E,0x1D18FA0E,0x00C6018C,0x58C03188,0x00820888,0x000F83E0,
0x00222082,0x1D083004,0xA3DAF42E,0x1D18FE31,0x1F17C62F,0x1D10862E,
0x1F18C62F,0x3E17843F,0x3E10BC21,0x3C1EC63E,0x231FC631,0x3E42109F,
0x3D08422E,0x22929D31,0x0210843F,0x23BAC631,0x233AE631,0x1D18C62E,
0x1F18BC21,0x1D18D536,0x1F18BD31,0x3C17422E,0x3E421084,0x2318C62E,
0x2318A944,0x231AD54A,0x22A21151,0x23151084,0x3E82083F,0x8421084E,
0x04221108,0x9084210E,0x08A88000,0x4000001F,0x04440000,0x00E87A3E,
0x02F8C62F,0x00E8862E,0x21E8C63E,0x00E8FC2E,0x1D10BC21,0x7D18FA0E,
0x02F8C631,0x1007A108,0xE2E803D0,0x03149571,0x0E421098,0x00FAD6B5,
0x00F8C631,0x00E8C62E,0x5F18BC21,0x7D18FA10,0x00F88421,0x01E0BA0F,
0x02F0862E,0x0118C63E,0x0118A944,0x011AD54A,0x01151151,0x6318FA0E,
0x01F4105F,0x8420884C,0x88421084,0x90882106,0x00095520};
static const char* VERT_SOURCE =
"#version 330 core\n"
"uniform vec2 uniPos;"
"uniform vec2 uniScale;"
"uniform uint uniChars[16];"
"out vec2 coords;"
"flat out uint bitmap;"
"void main()"
"{"
"int vert = gl_VertexID % 6;"
"int quad = gl_VertexID / 6;"
"bitmap = uniChars[quad];"
"float low = float(bitmap > 0x40000000u);"
"float big = float(bitmap > 0x80000000u);"
"float u = float((14u >> vert) & 1u);"
"float v = float((28u >> vert) & 1u);"
"float y = v*(6.0 + big);"
"coords = vec2(u, y/6.0);"
"vec2 pos = vec2(quad*6.0 + u*5.0, y - low);"
"gl_Position = vec4(pos*uniScale + uniPos, 0.0, 1.0);"
"}\n";
static const char* FRAG_SOURCE =
"#version 330 core\n"
"in vec2 coords;"
"flat in uint bitmap;"
"layout(location = 0) out vec4 color;"
"void main()"
"{"
"float roll = float(bitmap > 0xC0000000u);"
"uint row = (uint(coords.y*6.0 + roll*4.0) % 7u) % 6u;"
"uint col = uint(coords.x*5.0);"
"uint bit = 1u << (row*5u + col);"
"if ((bitmap & bit) == 0u) discard;"
"color = vec4(0.2, 0.2, 0.2, 1.0);"
"}\n";
static SDL_Window* window;
static SDL_GLContext context;
static GLuint vao;
static GLuint program;
static GLint uniPos;
static GLint uniScale;
static GLint uniChars;
void GLAPIENTRY debugCallback(GLenum, GLenum, GLuint,
GLenum, GLsizei, const GLchar* message, const void*)
{
SDL_Log("OpenGL debug message: %s", message);
}
static GLuint compileProgram()
{
glGenVertexArrays(1, &vao);
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShader, 1, &VERT_SOURCE, NULL);
glCompileShader(vertShader);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &FRAG_SOURCE, NULL);
glCompileShader(fragShader);
program = glCreateProgram();
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
uniPos = glGetUniformLocation(program, "uniPos");
uniScale = glGetUniformLocation(program, "uniScale");
uniChars = glGetUniformLocation(program, "uniChars");
return vao && uniPos >= 0 && uniScale >= 0 && uniChars >= 0;
}
static int initWindow()
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_Log("Could not initialize SDL: %s", SDL_GetError());
return 0;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
window = SDL_CreateWindow("textshader",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
960, 540, SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("Could not create window: %s", SDL_GetError());
return 0;
}
context = SDL_GL_CreateContext(window);
if (!context) {
SDL_Log("Could not create OpenGL context: %s", SDL_GetError());
return 0;
}
if (GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(debugCallback, NULL);
}
return compileProgram();
}
static void drawLabel(const char* text, int indent, int line, int scale)
{
int winW;
int winH;
SDL_GetWindowSizeInPixels(window, &winW, &winH);
const float pixW = 2.0f / winW;
const float pixH = 2.0f / winH;
const float x = -1.0f + (6 * pixW * indent);
const float y = +1.0f - (6 * pixH * (line + 1));
GLuint chars[16] = {0u};
int i = 0;
while (i < 16 && text[i] >= ASCII_MIN && text[i] <= ASCII_MAX) {
chars[i] = BITMAPS[text[i] - ASCII_MIN];
++i;
}
glUniform2f(uniPos, x, y);
glUniform2f(uniScale, pixW * scale, pixH * scale);
glUniform1uiv(uniChars, i, chars);
glDrawArrays(GL_TRIANGLES, 0, i * 6);
}
static void drawFrame()
{
glClearColor(1.0f, 0.866f, 0.333f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
drawLabel("HELLO, WORLD!", 41, 22, 6);
drawLabel("Bufferless text", 41, 35, 4);
drawLabel("rendering demo:", 41, 43, 4);
drawLabel(" !\"#$%&'()*+,-./", 41, 54, 2);
drawLabel("0123456789:;<=>?", 41, 58, 2);
drawLabel("@ABCDEFGHIJKLMNO", 41, 62, 2);
drawLabel("PQRSTUVWXYZ[\\]^_", 41, 66, 2);
drawLabel("`abcdefghijklmno", 41, 70, 2);
drawLabel("pqrstuvwxyz{|}~", 41, 74, 2);
drawLabel("The quick brown", 88, 54, 2);
drawLabel("fox jumps over", 90, 58, 2);
drawLabel("the lazy dog.", 92, 62, 2);
drawLabel("OpenGL 3.3", 88, 74, 3);
SDL_GL_SwapWindow(window);
}
static int pollEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT: return 0;
case SDL_KEYDOWN: return 0;
}
}
return 1;
}
int main(int argc, char *argv[])
{
(void)argc;
(void)argv;
if (initWindow()) {
drawFrame();
while (pollEvents()) {}
}
}