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demo-benchmark.c
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demo-benchmark.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.
* ============================================================================
*/
#include <stdio.h>
#include <wchar.h>
#include "freetype-gl.h"
#include "vertex-buffer.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; // position
float s, t; // texture
float r, g, b, a; // color
} vertex_t;
// ------------------------------------------------------- global variables ---
texture_atlas_t * atlas;
texture_font_t * font;
vertex_buffer_t * buffer;
wchar_t *text =
L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789 "
L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789 ";
int line_count = 42;
GLuint shader;
mat4 model, view, projection;
// --------------------------------------------------------------- add_text ---
void add_text( vertex_buffer_t * buffer, texture_font_t * font,
wchar_t * text, vec4 * color, vec2 * pen )
{
size_t i;
float r = color->red, g = color->green, b = color->blue, a = color->alpha;
for( i=0; i<wcslen(text); ++i )
{
texture_glyph_t *glyph = texture_font_get_glyph( font, text[i] );
if( glyph != NULL )
{
int kerning = 0;
if( i > 0)
{
kerning = texture_glyph_get_kerning( glyph, text[i-1] );
}
pen->x += kerning;
int x0 = (int)( pen->x + glyph->offset_x );
int y0 = (int)( pen->y + glyph->offset_y );
int x1 = (int)( x0 + glyph->width );
int y1 = (int)( y0 - glyph->height );
float s0 = glyph->s0;
float t0 = glyph->t0;
float s1 = glyph->s1;
float t1 = glyph->t1;
GLuint index = buffer->vertices->size;
GLuint indices[] = {index, index+1, index+2,
index, index+2, index+3};
vertex_t vertices[] = { { x0,y0,0, s0,t0, r,g,b,a },
{ x0,y1,0, s0,t1, r,g,b,a },
{ x1,y1,0, s1,t1, r,g,b,a },
{ x1,y0,0, s1,t0, r,g,b,a } };
vertex_buffer_push_back_indices( buffer, indices, 6 );
vertex_buffer_push_back_vertices( buffer, vertices, 4 );
pen->x += glyph->advance_x;
}
}
}
// ---------------------------------------------------------------- display ---
void display( void )
{
static int frame=0, time, timebase=0;
static int count = 0;
if( count == 0 && frame == 0 )
{
printf(
"Computing FPS with text generation and rendering at each frame...\n" );
printf(
"Number of glyphs: %d\n", (int)wcslen(text)*line_count );
}
frame++;
time = glutGet( GLUT_ELAPSED_TIME );
if( time-timebase > (2500) )
{
printf( "FPS : %.2f (%d frames in %.2f second, %.1f glyph/second)\n",
frame*1000.0/(time-timebase), frame, (time-timebase)/1000.0,
frame*1000.0/(time-timebase) * wcslen(text)*line_count );
timebase = time;
frame = 0;
++count;
if( count == 5 )
{
printf( "\nComputing FPS with text rendering at each frame...\n" );
printf( "Number of glyphs: %d\n", (int)wcslen(text)*line_count );
}
if( count > 9 )
{
exit( EXIT_SUCCESS );
}
}
if( count < 5 )
{
size_t i;
vec4 color = {{0,0,0,1}};
vec2 pen = {{0,0}};
vertex_buffer_clear( buffer );
pen.y = -font->descender;
for( i=0; i<line_count; ++i )
{
pen.x = 10.0;
add_text( buffer, font, text, &color, &pen );
pen.y += font->height - font->linegap;
}
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glBindTexture( GL_TEXTURE_2D, atlas->id );
glUseProgram( shader );
{
glUniform1i( glGetUniformLocation( shader, "texture" ),
0 );
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( buffer, GL_TRIANGLES );
}
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( EXIT_SUCCESS );
}
}
// ------------------------------------------------------------------- idle ---
void idle( void )
{
glutPostRedisplay();
}
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
size_t i;
vec4 color = {{0,0,0,1}};
vec2 pen = {{0,0}};
glutInit( &argc, argv );
glutInitWindowSize( 800, 600 );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutCreateWindow( "Freetype OpenGL benchmark" );
glutReshapeFunc( reshape );
glutDisplayFunc( display );
glutKeyboardFunc( keyboard );
glutIdleFunc( idle );
glewExperimental = GL_TRUE;
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) );
atlas = texture_atlas_new( 512, 512, 1 );
font = texture_font_new_from_file( atlas, 12, "fonts/VeraMono.ttf" );
buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f" );
pen.y = -font->descender;
for( i=0; i<line_count; ++i )
{
pen.x = 10.0;
add_text( buffer, font, text, &color, &pen );
pen.y += font->height - font->linegap;
}
glClearColor( 1.0, 1.0, 1.0, 1.0 );
glDisable( GL_DEPTH_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_TEXTURE_2D );
glEnable( GL_BLEND );
shader = shader_load("shaders/v3f-t2f-c4f.vert",
"shaders/v3f-t2f-c4f.frag");
mat4_set_identity( &projection );
mat4_set_identity( &model );
mat4_set_identity( &view );
glutMainLoop( );
return EXIT_SUCCESS;
}