I managed to render a quad with all the glyphs from a font using stb_truetype.
However the color of the text is all red and i guess that's because the value is only coming in at the red channel.
but how can you make it alternate the color.
i have set all my color values to 1.0 but it doesn't matter.
here's my code:
main.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 | #include "glad\glad.c" #include "GLFW\glfw3.h" #include <stdio.h> #include <time.h> #include <math.h> #define STB_TRUETYPE_IMPLEMENTATION #include "include\stb_truetype.h" #define STB_IMAGE_IMPLEMENTATION #include "include\stb_image.h" #include <CJGL_Input.h> #include "include\CJ_Vector.h" #include "include\CJ_GameBuffer.h" #include "include\CJ_Window.h" #include "include\CJ_Shader.h" #define SCR_WIDTH 1920 #define SCR_HEIGHT 1080 #define INDEX_SIZE_OFFSET 6 * sizeof(unsigned int) #define NUMOBJECTS 50000 #define TILE_WIDTH 16 #define TILE_HEIGHT 16 #define NUMTILES_16_x 2 #define NUMTILES_16_y 4 #define nTILES NUMTILES_16_x * NUMTILES_16_y #define GROUND_MAP 0 #define GROUND_TILE_FIRST 1 #define GROUND_TILE_LAST GROUND_TILE_FIRST + nTILES #define BUILD_MENU GROUND_TILE_LAST + 1 GLenum err; bool running = true; struct Time { double startTime; double endTime; double dt_s; double dt_ms; double getMiliSeconds() { return dt_ms; } double getSeconds() { return dt_s; } void start() { dt_s = startTime - endTime; dt_ms = dt_s * 1000.0f; endTime = startTime; startTime = glfwGetTime(); } }; void updateVertexPosition(float *bufferData, GameBuffer gameBuffer); void updateVertexColor(float *bufferData, GameBuffer gameBuffer); void updateVertexTexCoord(float *bufferData, GameBuffer gameBuffer); void map(float **pData, unsigned int VBO) { glBindBuffer(GL_ARRAY_BUFFER, VBO); *pData = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); } void unMap() { glUnmapBuffer(GL_ARRAY_BUFFER); } struct TextureInfo { char *filePath; int width, height, nChannels; }; void loadTextures(TextureInfo *texInfo, unsigned char **data) { *data = stbi_load(texInfo->filePath, &texInfo->width, &texInfo->height, &texInfo->nChannels, 0); if(!data) { printf("Couldn't load texture file!\n"); } } void draw(int startingIndex, int amountOfObjectsToDraw); int main() { printf("GROUND_TILE_FIRST: %d\n", GROUND_TILE_FIRST); printf("GROUND_TILE_LAST: %d\n", GROUND_TILE_LAST); printf("BUILD_MENU: %d\n", BUILD_MENU); srand(time(NULL)); GLFWwindow *window = windowSetup(SCR_WIDTH, SCR_HEIGHT); unsigned int shaderProgram = compileShaderProgram(); GLuint VAO, posVBO, colVBO, texVBO, IBO; GLfloat MAIN_GAMEBUFFER[NUMOBJECTS * 16] = {}; GLuint indexBuffer[NUMOBJECTS * 6] = {}; //0, 1, 2, 2, 3, 0 4, 5, 6, 6, 7, 4 for(int i = 0; i < NUMOBJECTS; i++) { indexBuffer[0 + i * 6] = i * 4 + 0; indexBuffer[1 + i * 6] = i * 4 + 1; indexBuffer[2 + i * 6] = i * 4 + 2; indexBuffer[3 + i * 6] = i * 4 + 2; indexBuffer[4 + i * 6] = i * 4 + 3; indexBuffer[5 + i * 6] = i * 4 + 0; } glGenVertexArrays(1, &VAO); glGenBuffers(1, &posVBO); glGenBuffers(1, &colVBO); glGenBuffers(1, &texVBO); glGenBuffers(1, &IBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, posVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_STREAM_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, colVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(3); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, texVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_STREAM_DRAW); glEnableVertexAttribArray(7); glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexBuffer), indexBuffer, GL_STATIC_DRAW); // LOADING TEXTURE FILES unsigned char *data[3] = {}; TextureInfo textureInfo[3] = {}; textureInfo[0].filePath = "..\\assets\\mount.bmp"; textureInfo[1].filePath = "..\\assets\\myPng.png"; for(int i = 0; i < 2; i++) { loadTextures(&textureInfo[i], &data[i]); } stbtt_fontinfo *fontInfo = {}; stbtt_bakedchar bakedCharData[37] = {}; unsigned char fontBuffer[200000] = {}; unsigned char fontData[SCR_WIDTH*SCR_HEIGHT] = {}; FILE *hFontFile = fopen("C:\\windows\\fonts\\arial.ttf", "rb"); if(!hFontFile) { printf("fail open file\n"); } fread(fontBuffer, 1, sizeof(fontBuffer), hFontFile); stbtt_BakeFontBitmap(fontBuffer, 0, 126.0f, fontData, SCR_WIDTH, SCR_HEIGHT, 32, 69, bakedCharData); // LOADING TEXTURE ID'S GLuint textureID[3] = {}; for(int i = 0; i < 3; i++) { glGenTextures(1, &textureID[i]); } glBindTexture(GL_TEXTURE_2D, textureID[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureInfo[0].width, textureInfo[0].height, 0, GL_RGB, GL_UNSIGNED_BYTE, data[0]); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textureID[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureInfo[1].width, textureInfo[1].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data[1]); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textureID[2]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, fontData); stbtt_aligned_quad q = {}; float x = 0.0f; float y = 0.0f; char *text = "a"; stbtt_GetBakedQuad(bakedCharData, SCR_WIDTH, SCR_HEIGHT, *text-32, &x, &y, &q, 1); stbi_image_free(data[0]); stbi_image_free(data[1]); stbi_image_free(fontData); double mouseCurPosX = 0; double mouseCurPosY = 0; char windowTitle[120] = {}; float *pPosData = 0; float *pColData = 0; float *pTexData = 0; int winWidth = 0; int winHeight = 0; int winX = 0; int winY = 0; int iColorLoc = glGetUniformLocation(shaderProgram, "iColorData"); int winDimLoc = glGetUniformLocation(shaderProgram, "windowDimensions"); GameBuffer gameBuffer[NUMOBJECTS] = {}; for(int i = 0; i < NUMOBJECTS; i++) { gameBuffer[i].bufferIndex = i; } gameBuffer[0].createObject(0.0f, 0.0f, SCR_WIDTH * 1, SCR_HEIGHT * 1); gameBuffer[0].setTextureDivision(1.0f, 1.0f); gameBuffer[0].pickTextureFragment(0.0f, 0.0f); gameBuffer[0].setSolidColor(1.0f, 1.0f, 1.0f, 1.0f); gameBuffer[BUILD_MENU].setSolidColor(1.0f, 1.0f, 1.0f, 1.0f); gameBuffer[BUILD_MENU].createObject(0.0f, 0.0f, 64, 100.0f); gameBuffer[BUILD_MENU + 1].setSolidColor(1.0f, 1.0f, 1.0f, 0.5f); gameBuffer[BUILD_MENU + 1].createObject(500.0f, 500.0f, 80.0f, 100.0f); gameBuffer[BUILD_MENU].setTextureDivision(14.0f, 1.0f); gameBuffer[BUILD_MENU].pickTextureFragment(1.0f, 0.0f); gameBuffer[BUILD_MENU + 1].setTextureDivision(14.0f, 1.0f); gameBuffer[BUILD_MENU + 1].pickTextureFragment(1.0f, 0.0f); for ( int y = 0; y < NUMTILES_16_y; y++) { for ( int x = 0; x < NUMTILES_16_x; x++) { static int index = 0; static int tileMapIndex = 0; if(tileMapIndex == 8) { tileMapIndex = 0; } gameBuffer[GROUND_TILE_FIRST + index].createObject(200.0f + x * TILE_WIDTH, 200.0f + y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); gameBuffer[GROUND_TILE_FIRST + index].setTextureDivision(14.0f, 1.0f); gameBuffer[GROUND_TILE_FIRST + index].pickTextureFragment(3.0f, 0.0f); gameBuffer[GROUND_TILE_FIRST + index].setSolidColor(1.0f, 1.0f, 1.0f, 1.0f); tileMapIndex++; index++; } } float texPosX = 0.0f; float texPosY = 0.0f; glUseProgram(shaderProgram); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); printf("INDEX_SIZE_OFFSET: %lld\n", 6 * sizeof(unsigned char) ); printf("GROUND_TILE_LAST: %lld\n", GROUND_TILE_LAST ); printf("BUILD_MENU: %lld\n", BUILD_MENU ); printf("GROUND_TILE_LAST * INDEX_SIZE_OFFSET: %lld\n", GROUND_TILE_LAST * INDEX_SIZE_OFFSET); printf("BUILD_MENU * INDEX_SIZE_OFFSET: %lld\n", (BUILD_MENU) * INDEX_SIZE_OFFSET); printf("\n gameBuffer[GROUND_TILE_FIRST].getX(): %0.2f\n", gameBuffer[GROUND_TILE_FIRST + 1].getX()); printf("\n gameBuffer[GROUND_TILE_FIRST].getWidth(): %0.2f\n", gameBuffer[GROUND_TILE_FIRST + 1].getWidth()); printf("\n gameBuffer[GROUND_TILE_FIRST].getY(): %0.2f\n", gameBuffer[GROUND_TILE_FIRST + 1].getY()); printf("\n gameBuffer[GROUND_TILE_FIRST].getHeight(): %0.2f\n", gameBuffer[GROUND_TILE_FIRST + 1].getHeight()); Time time = {}; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); while(!glfwWindowShouldClose(window) && running) { time.start(); glfwGetWindowSize(window, &winWidth, &winHeight); glUniform2f(winDimLoc, (float)winWidth, (float)winHeight); checkInput(window); glClearColor(0.0f, 0.2f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glfwGetCursorPos(window, &mouseCurPosX, &mouseCurPosY); //sprintf(windowTitle, "CJGL Game - MouseCursor: %4.3f, %4.3f - Window (width/height): %d/%d - FrameTime: %0.3f - winX %d, winY %d", // mouseCurPosX, mouseCurPosY, // winWidth, winHeight, // time.getMiliSeconds(), winX, winY); //glfwSetWindowTitle(window, windowTitle); glViewport(0.0f, 0.0f, winWidth, winHeight); // arg 3 & 4 bestämmer storlek på "kartan" // ändra bara x och y för att flytta viewporten //glViewport(winX, winY, 5760, 3240); if(mouseCurPosX >= winWidth - 1) { winX -= 1000; } if(mouseCurPosY >= winHeight + 1) { winY += 1000; } if(mouseCurPosX <= 1) { winX += 1000; } if(mouseCurPosY <= 1) { winY -= 1000; } if(keyPressed[LEFT_MOUSE_BUTTON]) { for(int i = 0; i < (GROUND_TILE_LAST); i++) { if( ((mouseCurPosX - winX) >= gameBuffer[GROUND_TILE_FIRST + i].getX()) && ((mouseCurPosX - winX) <= (gameBuffer[GROUND_TILE_FIRST + i].getX() + gameBuffer[GROUND_TILE_FIRST + i].getWidth())) && ((mouseCurPosY + winY) >= gameBuffer[GROUND_TILE_FIRST + i].getY()) && ((mouseCurPosY + winY) <= (gameBuffer[GROUND_TILE_FIRST + i].getY() + gameBuffer[GROUND_TILE_FIRST + i].getHeight())) ) { gameBuffer[GROUND_TILE_FIRST + i].pickTextureFragment(5.0f, 0.0f); } } } for(int i = 0; i < (GROUND_TILE_LAST); i++) { gameBuffer[i].setX(gameBuffer[i].getX() + winX * time.getSeconds()); gameBuffer[i].setY(gameBuffer[i].getY() - winY * time.getSeconds()); } winX = 0.0f; winY = 0.0f; gameBuffer[BUILD_MENU].setX(-winX); gameBuffer[BUILD_MENU].setY(winY); if(keyPressed[LEFT_MOUSE_BUTTON]) { } if(keyPressed[RIGHT_MOUSE_BUTTON]) { } if(keyPressed[ESC]) { running = false; } if(keyPressed['W']) { } else { } if(keyPressed['S']) { } if(keyPressed['A']) { } if(keyPressed['D']) { } map(&pColData, colVBO); for(int i = 0; i < NUMOBJECTS; i++) { updateVertexColor(pColData, gameBuffer[i]); } unMap(); map(&pTexData, texVBO); for(int i = 0; i < NUMOBJECTS; i++) { updateVertexTexCoord(pTexData, gameBuffer[i]); } unMap(); map(&pPosData, posVBO); for(int i = 0; i < NUMOBJECTS; i++) { updateVertexPosition(pPosData, gameBuffer[i]); } unMap(); glBindTexture(GL_TEXTURE_2D, textureID[2]); draw(0, 1); glBindTexture(GL_TEXTURE_2D, textureID[0]); draw(GROUND_TILE_FIRST, GROUND_TILE_LAST); glBindTexture(GL_TEXTURE_2D, textureID[0]); // BUILDING FIRST MÅSTE VA I PARENTES FÖR TÄNK PÅ VAD #define expanderar till för något draw(BUILD_MENU, 2); glfwSwapBuffers(window); glfwPollEvents(); } for(int i = 0; i < sizeof(textureID) / sizeof(GLuint); i++) { glDeleteTextures(1, &textureID[i]); } glDeleteProgram(shaderProgram); glDeleteBuffers(1, &posVBO); glDeleteBuffers(1, &colVBO); glDeleteBuffers(1, &texVBO); glDeleteBuffers(1, &IBO); glDeleteVertexArrays(1, &VAO); glfwDestroyWindow(window); glfwTerminate(); return 0; } void draw(int startingIndex, int amountOfObjectsToDraw) { int indexSizeOffset = 6 * sizeof(unsigned int); glDrawElements(GL_TRIANGLES, ((amountOfObjectsToDraw + 0) * 6) , GL_UNSIGNED_INT, (void*)((startingIndex) * indexSizeOffset)); } void updateVertexPosition(float *bufferData, GameBuffer gameBuffer) { bufferData[0 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[0]; bufferData[4 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[4]; bufferData[8 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[8]; bufferData[12 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[12]; bufferData[1 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[1]; bufferData[5 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[5]; bufferData[9 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[9]; bufferData[13 + gameBuffer.bufferIndex * 16] = gameBuffer.objPosData[13]; } void updateVertexColor(float *bufferData, GameBuffer gameBuffer) { bufferData[0 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[0]; bufferData[1 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[1]; bufferData[2 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[2]; bufferData[3 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[3]; bufferData[4 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[4]; bufferData[5 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[5]; bufferData[6 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[6]; bufferData[7 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[7]; bufferData[8 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[8]; bufferData[9 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[9]; bufferData[10 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[10]; bufferData[11 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[11]; bufferData[12 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[12]; bufferData[13 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[13]; bufferData[14 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[14]; bufferData[15 + gameBuffer.bufferIndex * 16] = gameBuffer.objColData[15]; } void updateVertexTexCoord(float *bufferData, GameBuffer gameBuffer) { bufferData[0 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[0]; bufferData[1 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[1]; bufferData[4 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[4]; bufferData[5 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[5]; bufferData[8 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[8]; bufferData[9 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[9]; bufferData[13 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[13]; bufferData[12 + gameBuffer.bufferIndex * 16] = gameBuffer.objTexData[12]; } |
Gamebuffer.h
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 | struct GameBuffer { unsigned int bufferIndex; float x; float y; float w; float h; float texDenomX; float texDenomY; float objPosData[16]; float objColData[16]; float objTexData[16]; void setBufferIndex(unsigned int index) { bufferIndex = index; } // POSITIONS void createObject(float inX, float inY, float inW, float inH) { x = inX; y = inY; w = inW; h = inH; objPosData[0] = x ; objPosData[4] = x ; objPosData[8] = x + w ; objPosData[12] = x + w ; objPosData[1] = y ; objPosData[5] = y + h ; objPosData[9] = y + h ; objPosData[13] = y ; } void setX(float inX) { x = inX; objPosData[0] = x ; objPosData[4] = x ; objPosData[8] = x + w ; objPosData[12] = x + w ; } void setY(float inY) { y = inY; objPosData[1] = y ; objPosData[5] = y + h; objPosData[9] = y + h; objPosData[13] = y ; } float getX() { return x; } float getY() { return y; } float getWidth() { return w; } float getHeight() { return h; } // COLORS void setSolidColor(float r,float g,float b,float a) { objColData[0] = r; objColData[1] = g; objColData[2] = b; objColData[3] = a; objColData[4] = r; objColData[5] = g; objColData[6] = b; objColData[7] = a; objColData[8] = r; objColData[9] = g; objColData[10] = b; objColData[11] = a; objColData[12] = r; objColData[13] = g; objColData[14] = b; objColData[15] = a; } // TEXTURES void setTextureDivision(float inTexDenom_X, float inTexDenom_Y) { texDenomX = 1.0f / inTexDenom_X; texDenomY = 1.0f / inTexDenom_Y; } void pickTextureFragment(float texFragX, float texFragY) { // up left objTexData[0] = 0.0f + (texFragX * texDenomX); objTexData[1] = 0.0f + (texFragY * texDenomY); // down left objTexData[4] = 0.0f + (texFragX * texDenomX); objTexData[5] = texDenomY + (texFragY * texDenomY); // down right objTexData[8] = texDenomX + (texFragX * texDenomX); objTexData[9] = texDenomY + (texFragY * texDenomY); // up right objTexData[12] = texDenomX + (texFragX * texDenomX); objTexData[13] = 0.0f + (texFragY * texDenomY); } }; |
vertexShader.glsl
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | #version 330 core layout (location = 0) in vec3 inPos; layout (location = 3) in vec4 inCol; layout (location = 7) in vec2 inTex; out vec4 colorVS; out vec2 texCoord; uniform vec2 windowDimensions; void main() { vec4 vertexPosition; vertexPosition.xyz = inPos.xyz; vertexPosition.x = (2 * vertexPosition.x / windowDimensions.x) - 1.0f; vertexPosition.y = 1.0f - ( 2 * vertexPosition.y / windowDimensions.y); vertexPosition.z = 0.0f; vertexPosition.w = 1.0f; gl_Position = vertexPosition; texCoord = inTex; colorVS.r = inCol.r; colorVS.g = inCol.g; colorVS.b = inCol.b; colorVS.a = inCol.a; } |
fragmentShader.glsl
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | #version 330 core in vec4 colorVS; in vec2 texCoord; out vec4 fragmentColor; uniform vec4 iColorData; uniform sampler2D ourTexture; void main() { vec4 result_Color = colorVS; fragmentColor = texture(ourTexture, texCoord) * result_Color; } |