#include "graphics.h" #include "array.h" bool init_gl(client_state* state) { EGLint attrs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT, EGL_CONFORMANT, EGL_OPENGL_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_NONE }; state->egl_window = wl_egl_window_create(state->surface, state->width, state->height); if (!state->egl_window) { fprintf(stderr, "ewindow\n"); return false; } state->egl_display = eglGetDisplay(state->display); if (state->egl_display == EGL_NO_DISPLAY) { fprintf(stderr, "edisplay\n"); return false; } { EGLint major, minor; if (eglInitialize(state->egl_display, &major, &minor) != EGL_TRUE) { fprintf(stderr, "eglinit\n"); return false; } printf("EGL version %u.%u\n", major, minor); } eglBindAPI(EGL_OPENGL_API); EGLint num_configs; if (eglChooseConfig(state->egl_display, attrs, &state->egl_config, 1, &num_configs) != EGL_TRUE) { fprintf(stderr, "econfig: %d\n", eglGetError()); return false; } state->egl_surface = eglCreateWindowSurface(state->egl_display, state->egl_config, (EGLNativeWindowType)state->egl_window, NULL); if (state->egl_surface == EGL_NO_SURFACE) { fprintf(stderr, "esurface\n"); return false; } state->egl_context = eglCreateContext(state->egl_display, state->egl_config, EGL_NO_CONTEXT, NULL); if (state->egl_context == EGL_NO_CONTEXT) { fprintf(stderr, "econtext: %x\n", eglGetError()); return false; } eglMakeCurrent(state->egl_display, state->egl_surface, state->egl_surface, state->egl_context); if (!gladLoadGL()) { fprintf(stderr, "gladLoadGL"); return false; } { GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); printf("GL version %u.%u\n", major, minor); } return true; } void render_frame(client_state *state) { glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, state->atlas.texture); // set up matrices glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, (double)state->width, (double)state->height, 0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // draw text glBegin(GL_QUADS); float pen_x = 300; float pen_y = 200; // TODO for unicode - check for missing characters, iterate over "unicode characters" for ( int n = 0; n < array_size(state->input_buffer); n++ ) { char c = state->input_buffer[n]; metric_t* m = &state->atlas.metrics[(int)c]; float start_x = pen_x + m->bearing_x; float start_y = pen_y - m->bearing_y; glTexCoord2f(m->texture_x_start, 0.0f); glVertex2f(start_x, start_y); glTexCoord2f(m->texture_x_start, 1.0f); glVertex2f(start_x, start_y + m->bitmap_height); glTexCoord2f(m->texture_x_end, 1.0f); glVertex2f(start_x + m->bitmap_width, start_y + m->bitmap_height); glTexCoord2f(m->texture_x_end, 0.0f); glVertex2f(start_x + m->bitmap_width, start_y); pen_x += m->advance_x; } glEnd(); glDisable(GL_TEXTURE_2D); eglSwapBuffers(state->egl_display, state->egl_surface); }