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#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* metric = &state->atlas.metrics[(int)c];
glTexCoord2f(metric->texture_offset, 0.0f); glVertex2f(pen_x, pen_y);
glTexCoord2f(metric->texture_offset, 1.0f); glVertex2f(pen_x, pen_y + metric->bitmap_height);
glTexCoord2f(metric->texture_size, 1.0f); glVertex2f(pen_x + metric->bitmap_width, pen_y + metric->bitmap_height);
glTexCoord2f(metric->texture_size, 0.0f); glVertex2f(pen_x + metric->bitmap_width, pen_y);
pen_x += metric->advance_x;
}
glEnd();
glDisable(GL_TEXTURE_2D);
eglSwapBuffers(state->egl_display, state->egl_surface);
}
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