GLSL Font
Last Updated: Oct 19th, 2014
Before we used alpha textures to render our fonts, but OpenGL 3.0+ does not support alpha textures. Using some GLSL trickery, we can treat a single color channel texture as like an alpha texture.From LFontProgram2D.glvs
//Transformation Matrices uniform mat4 LProjectionMatrix; uniform mat4 LModelViewMatrix; #if __VERSION__ >= 130 //Vertex position attribute in vec2 LVertexPos2D; //Texture coordinate attribute in vec2 LTexCoord; out vec4 texCoord; #else //Vertex position attribute attribute vec2 LVertexPos2D; //Texture coordinate attribute attribute vec2 LTexCoord; varying vec4 texCoord; #endif void main() { //Process texCoord texCoord = vec4( LTexCoord.s, LTexCoord.t, 0.0, 1.0 ); //Process vertex gl_Position = LProjectionMatrix * LModelViewMatrix * vec4( LVertexPos2D.x, LVertexPos2D.y, 0.0, 1.0 ); }
Our vertex shader for our GLSL font render is pretty much the same as with the textured polygon program. This makes sense since when we render text we're still rendering textured
quads.
From LFontProgram2D.glfs
//Texture Color uniform vec4 LTextColor; uniform sampler2D LTextureUnit; #if __VERSION__ >= 130 //Texture coordinate in vec4 texCoord; //Final color out vec4 gl_FragColor; #else //Texture coordinate varying vec4 texCoord; #endif void main() { //Get red texture color vec4 red = texture( LTextureUnit, texCoord.st ); //Set alpha fragment gl_FragColor = vec4( 1.0, 1.0, 1.0, red.r ) * LTextColor; }
While alpha textures are not supported, 8bit textures of pure red, green, and blue are. So what we're going to do is load the alpha texture as a red texture, and then in the
fragment shader you see here we'll be using the red component to set the alpha value of the fragment.
From LFontProgram2D.h
void setTextColor( LColorRGBA color ); /* Pre Condition: -Bound LFontProgram2D Post Condition: -Updates shader program textured polygon color Side Effects: -None */ void setTextureUnit( GLuint unit ); /* Pre Condition: -Bound LFontProgram2D Post Condition: -Updates shader program multitexture unit Side Effects: -None */ private: //Attribute locations GLint mVertexPos2DLocation; GLint mTexCoordLocation; //Coloring location GLint mTextColorLocation; //Texture unit location GLint mTextureUnitLocation; //Projection matrix glm::mat4 mProjectionMatrix; GLint mProjectionMatrixLocation; //Modelview matrix glm::mat4 mModelViewMatrix; GLint mModelViewMatrixLocation; };
The LFontProgram2D class pretty much functions the same as the textured polygon shader. For the sake of avoiding typos, note that this class has a setTextColor() function as
opposed to a setTextureColor() function.
From LFontProgram2D.cpp
bool LFontProgram2D::loadProgram() { //Generate program mProgramID = glCreateProgram(); //Load vertex shader GLuint vertexShader = loadShaderFromFile( "35_glsl_font/LFontProgram2D.glvs", GL_VERTEX_SHADER ); //Check for errors if( vertexShader == 0 ) { glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Attach vertex shader to program glAttachShader( mProgramID, vertexShader ); //Create fragment shader GLuint fragmentShader = loadShaderFromFile( "35_glsl_font/LFontProgram2D.glfs", GL_FRAGMENT_SHADER ); //Check for errors if( fragmentShader == 0 ) { glDeleteShader( vertexShader ); glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Attach fragment shader to program glAttachShader( mProgramID, fragmentShader ); //Link program glLinkProgram( mProgramID ); //Check for errors GLint programSuccess = GL_TRUE; glGetProgramiv( mProgramID, GL_LINK_STATUS, &programSuccess ); if( programSuccess != GL_TRUE ) { printf( "Error linking program %d!\n", mProgramID ); printProgramLog( mProgramID ); glDeleteShader( vertexShader ); glDeleteShader( fragmentShader ); glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Clean up excess shader references glDeleteShader( vertexShader ); glDeleteShader( fragmentShader ); //Get variable locations mVertexPos2DLocation = glGetAttribLocation( mProgramID, "LVertexPos2D" ); if( mVertexPos2DLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LVertexPos2D" ); } mTexCoordLocation = glGetAttribLocation( mProgramID, "LTexCoord" ); if( mTexCoordLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTexCoord" ); } mTextColorLocation = glGetUniformLocation( mProgramID, "LTextColor" ); if( mTextColorLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTextColor" ); } mTextureUnitLocation = glGetUniformLocation( mProgramID, "LTextureUnit" ); if( mTextureUnitLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTextureUnit" ); } mProjectionMatrixLocation = glGetUniformLocation( mProgramID, "LProjectionMatrix" ); if( mProjectionMatrixLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LProjectionMatrix" ); } mModelViewMatrixLocation = glGetUniformLocation( mProgramID, "LModelViewMatrix" ); if( mModelViewMatrixLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LModelViewMatrix" ); } return true; }
As you can see not much has changed. Most of the work is done in the fragment shader.
From LTexture.h
protected: static LTexturedPolygonProgram2D* mTexturedPolygonProgram2D; GLuint powerOfTwo( GLuint num ); /* Pre Condition: -None Post Condition: -Returns nearest power of two integer that is greater Side Effects: -None */ void initVBO(); /* Pre Condition: -A valid OpenGL context -A loaded member texture Post Condition: -Generates VBO and IBO to use for rendering Side Effects: -Binds NULL VBO and IBO */ void freeVBO(); /* Pre Condition: -A generated VBO Post Condition: -Frees VBO and IBO Side Effects: -None */ //Texture name GLuint mTextureID; //Current pixels GLuint* mPixels32; GLubyte* mPixels8; //Pixel format GLuint mPixelFormat; //Texture dimensions GLuint mTextureWidth; GLuint mTextureHeight; //Unpadded image dimensions GLuint mImageWidth; GLuint mImageHeight; //VBO IDs GLuint mVBOID; GLuint mIBOID; };
On the outside, the LTexture class looks largely the same as before.
From LTexture.cpp
bool LTexture::loadTextureFromFile32( std::string path ) { //Texture loading success bool textureLoaded = false; //Generate and set current image ID ILuint imgID = 0; ilGenImages( 1, &imgID ); ilBindImage( imgID ); //Load image ILboolean success = ilLoadImage( path.c_str() ); //Image loaded successfully if( success == IL_TRUE ) { //Convert image to RGBA success = ilConvertImage( IL_RGBA, IL_UNSIGNED_BYTE ); if( success == IL_TRUE ) { //Initialize dimensions GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH ); GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT ); //Calculate required texture dimensions GLuint texWidth = powerOfTwo( imgWidth ); GLuint texHeight = powerOfTwo( imgHeight ); //Texture is the wrong size if( imgWidth != texWidth || imgHeight != texHeight ) { //Place image at upper left iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT ); //Resize image iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 ); } //Create texture from file pixels textureLoaded = loadTextureFromPixels32( (GLuint*)ilGetData(), imgWidth, imgHeight, texWidth, texHeight ); } //Delete file from memory ilDeleteImages( 1, &imgID ); //Set pixel format mPixelFormat = GL_RGBA; } //Report error if( !textureLoaded ) { printf( "Unable to load %s\n", path.c_str() ); } return textureLoaded; }
Naturally, RGBA texture loading hasn't changed.
From LTexture.cpp
bool LTexture::loadPixelsFromFile8( std::string path ) { //Free texture data if needed freeTexture(); //Texture loading success bool pixelsLoaded = false; //Generate and set current image ID ILuint imgID = 0; ilGenImages( 1, &imgID ); ilBindImage( imgID ); //Load image ILboolean success = ilLoadImage( path.c_str() ); //Image loaded successfully if( success == IL_TRUE ) { //Convert image to grey scale success = ilConvertImage( IL_LUMINANCE, IL_UNSIGNED_BYTE ); if( success == IL_TRUE ) { //Initialize dimensions GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH ); GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT ); //Calculate required texture dimensions GLuint texWidth = powerOfTwo( imgWidth ); GLuint texHeight = powerOfTwo( imgHeight ); //Texture is the wrong size if( imgWidth != texWidth || imgHeight != texHeight ) { //Place image at upper left iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT ); //Resize image iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 ); } //Allocate memory for texture data GLuint size = texWidth * texHeight; mPixels8 = new GLubyte[ size ]; //Get image dimensions mImageWidth = imgWidth; mImageHeight = imgHeight; mTextureWidth = texWidth; mTextureHeight = texHeight; //Copy pixels memcpy( mPixels8, ilGetData(), size ); pixelsLoaded = true; } //Delete file from memory ilDeleteImages( 1, &imgID ); //Set pixel format mPixelFormat = GL_RED; } //Report error if( !pixelsLoaded ) { printf( "Unable to load %s\m", path.c_str() ); } return pixelsLoaded; }
As you can see, alpha texture loading hasn't changed much either. We just set the pixel format to red as opposed to alpha.
From LSpriteSheet.h
//Sprite drawing origin enum LSpriteOrigin { LSPRITE_ORIGIN_CENTER, LSPRITE_ORIGIN_TOP_LEFT, LSPRITE_ORIGIN_BOTTOM_LEFT, LSPRITE_ORIGIN_TOP_RIGHT, LSPRITE_ORIGIN_BOTTOM_RIGHT }; class LSpriteSheet : public LTexture { public: LSpriteSheet(); /* Pre Condition: -None Post Condition: -Initializes buffer ID Side Effects: -None */ ~LSpriteSheet(); /* Pre Condition: -None Post Condition: -Deallocates sprite sheet data Side Effects: -None */ int addClipSprite( LFRect& newClip ); /* Pre Condition: -None Post Condition: -Adds clipping rectangle to clip array -Returns index of clipping rectangle within clip array Side Effects: -None */ LFRect getClip( int index ); /* Pre Condition: -A valid index Post Condition: -Returns clipping clipping rectangle at given index Side Effects: -None */ bool generateDataBuffer( LSpriteOrigin origin = LSPRITE_ORIGIN_CENTER ); /* Pre Condition: -A loaded base LTexture -Clipping rectangles in clip array Post Condition: -Generates VBO and IBO to render sprites with -Sets given origin for each sprite -Returns true on success -Reports to console is an error occured Side Effects: -Member buffers are bound */ void freeSheet(); /* Pre Condition: -None Post Condition: -Deallocates member VBO, IBO, and clip array Side Effects: -None */ void freeTexture(); /* Pre Condition: -None Post Condition: -Frees sprite sheet and base LTexture Side Effects: -None */ void renderSprite( int index ); /* Pre Condition: -Loaded base LTexture -Generated VBO Post Condition: -Renders sprite at given index Side Effects: -Base LTexture is bound -Member buffers are bound */ protected: //Sprite clips std::vector<LFRect> mClips; //VBO data GLuint mVertexDataBuffer; GLuint* mIndexBuffers; };
The LSpriteSheet class is back and on the outside it hasn't changed much.
From LSpriteSheet.cpp
void LSpriteSheet::renderSprite( int index ) { //Sprite sheet data exists if( mVertexDataBuffer != NULL ) { //Set texture glBindTexture( GL_TEXTURE_2D, getTextureID() ); //Enable vertex and texture coordinate arrays mTexturedPolygonProgram2D->enableVertexPointer(); mTexturedPolygonProgram2D->enableTexCoordPointer(); //Bind vertex data glBindBuffer( GL_ARRAY_BUFFER, mVertexDataBuffer ); //Set texture coordinate data mTexturedPolygonProgram2D->setTexCoordPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, texCoord ) ); //Set vertex data mTexturedPolygonProgram2D->setVertexPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, position ) ); //Draw quad using vertex data and index data glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[ index ] ); glDrawElements( GL_QUADS, 4, GL_UNSIGNED_INT, NULL ); //Disable vertex and texture coordinate arrays mTexturedPolygonProgram2D->disableVertexPointer(); mTexturedPolygonProgram2D->disableTexCoordPointer(); } }
Again since we're doing 100% shader based rendering, the sprite sheet class uses the textured polygon shader. This is easy to do since a LSpriteSheet is an LTexture through
inheritance.
From LFont.h
//Class wide program static LFontProgram2D* mFontProgram2D; //Font TTF library static FT_Library mLibrary; //Spacing variables GLfloat mSpace; GLfloat mLineHeight; GLfloat mNewLine; };
The LFont class now has a class wide shader object it uses.
From LFont.cpp
//LFont library FT_Library LFont::mLibrary; //Class wide program LFontProgram2D* LFont::mFontProgram2D = NULL; bool LFont::initFreeType() { //Init FreeType for single threaded applications #ifndef __FREEGLUT_H__ FT_Error error = FT_Init_FreeType( &mLibrary ); if( error ) { printf( "FreeType error:%X", error ); return false; } #endif return true; } void LFont::setFontProgram2D( LFontProgram2D* fontProgram2D ) { //Set rendering program mFontProgram2D = fontProgram2D; }
And of course it needs a function to set the class wide object.
From LFont.cpp
bool LFont::loadBitmap( std::string path ) { //Loading flag bool success = true; //Background pixel const GLubyte BLACK_PIXEL = 0x00; //Get rid of the font if it exists freeFont(); //Image pixels loaded if( loadPixelsFromFile8( path ) ) { //Get cell dimensions GLfloat cellW = imageWidth() / 16.f; GLfloat cellH = imageHeight() / 16.f; //Get letter top and bottom GLuint top = cellH; GLuint bottom = 0; GLuint aBottom = 0; //Current pixel coordinates int pX = 0; int pY = 0; //Base cell offsets int bX = 0; int bY = 0; //Begin parsing bitmap font GLuint currentChar = 0; LFRect nextClip = { 0.f, 0.f, cellW, cellH }; //Go through cell rows for( unsigned int rows = 0; rows < 16; ++rows ) { //Go through each cell column in the row for( unsigned int cols = 0; cols < 16; ++cols ) { //Begin cell parsing //Set base offsets bX = cellW * cols; bY = cellH * rows; //Initialize clip nextClip.x = cellW * cols; nextClip.y = cellH * rows; nextClip.w = cellW; nextClip.h = cellH; //Find left side of character for( int pCol = 0; pCol < cellW; ++pCol ) { for( int pRow = 0; pRow < cellH; ++pRow ) { //Set pixel offset pX = bX + pCol; pY = bY + pRow; //Non-background pixel found if( getPixel8( pX, pY ) != BLACK_PIXEL ) { //Set sprite's x offset nextClip.x = pX; //Break the loops pCol = cellW; pRow = cellH; } } } //Right side for( int pCol_w = cellW - 1; pCol_w >= 0; pCol_w-- ) { for( int pRow_w = 0; pRow_w < cellH; pRow_w++ ) { //Set pixel offset pX = bX + pCol_w; pY = bY + pRow_w; //Non-background pixel found if( getPixel8( pX, pY ) != BLACK_PIXEL ) { //Set sprite's width nextClip.w = ( pX - nextClip.x ) + 1; //Break the loops pCol_w = -1; pRow_w = cellH; } } } //Find Top for( int pRow = 0; pRow < cellH; ++pRow ) { for( int pCol = 0; pCol < cellW; ++pCol ) { //Set pixel offset pX = bX + pCol; pY = bY + pRow; //Non-background pixel found if( getPixel8( pX, pY ) != BLACK_PIXEL ) { //New Top Found if( pRow < top ) { top = pRow; } //Break the loops pCol = cellW; pRow = cellH; } } } //Find Bottom for( int pRow_b = cellH - 1; pRow_b >= 0; --pRow_b ) { for( int pCol_b = 0; pCol_b < cellW; ++pCol_b ) { //Set pixel offset pX = bX + pCol_b; pY = bY + pRow_b; //Non-background pixel found if( getPixel8( pX, pY ) != BLACK_PIXEL ) { //Set BaseLine if( currentChar == 'A' ) { aBottom = pRow_b; } //New bottom Found if( pRow_b > bottom ) { bottom = pRow_b; } //Break the loops pCol_b = cellW; pRow_b = -1; } } } //Go to the next character mClips.push_back( nextClip ); ++currentChar; } } //Set Top for( int t = 0; t < 256; ++t ) { mClips[ t ].y += top; mClips[ t ].h -= top; } //Create texture from parsed pixels if( loadTextureFromPixels8() ) { //Build vertex buffer from sprite sheet data if( !generateDataBuffer( LSPRITE_ORIGIN_TOP_LEFT ) ) { printf( "Unable to create vertex buffer for bitmap font!\n" ); success = false; } } else { printf( "Unable to create texture from bitmap font pixels!\n" ); success = false; } //Set texture wrap glBindTexture( GL_TEXTURE_2D, getTextureID() ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER ); //Set spacing variables mSpace = cellW / 2; mNewLine = aBottom - top; mLineHeight = bottom - top; } else { printf( "Could not load bitmap font image: %s!\n", path.c_str() ); success = false; } return success; }
Font loading hasn't changed much, which makes sense since shader programs handle rendering.
From LFont.cpp
void LFont::renderText( GLfloat x, GLfloat y, std::string text, LFRect* area, int align ) { //If there is a texture to render from if( getTextureID() != 0 ) { //Draw positions GLfloat dX = x; GLfloat dY = y; //If the text needs to be aligned if( area != NULL ) { //Correct empty alignment if( align == 0 ) { align = LFONT_TEXT_ALIGN_LEFT | LFONT_TEXT_ALIGN_TOP; } //Handle horizontal alignment if( align & LFONT_TEXT_ALIGN_LEFT ) { dX = area->x; } else if( align & LFONT_TEXT_ALIGN_CENTERED_H ) { dX = area->x + ( area->w - substringWidth( text.c_str() ) ) / 2.f; } else if( align & LFONT_TEXT_ALIGN_RIGHT ) { dX = area->x + ( area->w - substringWidth( text.c_str() ) ); } //Handle vertical alignment if( align & LFONT_TEXT_ALIGN_TOP ) { dY = area->y; } else if( align & LFONT_TEXT_ALIGN_CENTERED_V ) { dY = area->y + ( area->h - stringHeight( text.c_str() ) ) / 2.f; } else if( align & LFONT_TEXT_ALIGN_BOTTOM ) { dY = area->y + ( area->h - stringHeight( text.c_str() ) ); } } //Move to draw position mFontProgram2D->leftMultModelView( glm::translate<GLfloat>( glm::mat4(), glm::vec3( dX, dY, 0.f ) ) ); //Set texture glBindTexture( GL_TEXTURE_2D, getTextureID() ); //Enable vertex and texture coordinate arrays mFontProgram2D->enableVertexPointer(); mFontProgram2D->enableTexCoordPointer(); //Bind vertex data glBindBuffer( GL_ARRAY_BUFFER, mVertexDataBuffer ); //Set texture coordinate data mFontProgram2D->setTexCoordPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, texCoord ) ); //Set vertex data mFontProgram2D->setVertexPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, position ) ); //Go through string for( int i = 0; i < text.length(); ++i ) { //Space if( text[ i ] == ' ' ) { mFontProgram2D->leftMultModelView( glm::translate<GLfloat>( glm::mat4(), glm::vec3( mSpace, 0.f, 0.f ) ) ); mFontProgram2D->updateModelView(); dX += mSpace; } //Newline else if( text[ i ] == '\n' ) { //Handle horizontal alignment GLfloat targetX = x; if( area != NULL ) { if( align & LFONT_TEXT_ALIGN_LEFT ) { targetX = area->x; } else if( align & LFONT_TEXT_ALIGN_CENTERED_H ) { targetX = area->x + ( area->w - substringWidth( &text.c_str()[ i + 1 ] ) ) / 2.f; } else if( align & LFONT_TEXT_ALIGN_RIGHT ) { targetX = area->x + ( area->w - substringWidth( &text.c_str()[ i + 1 ] ) ); } } //Move to target point mFontProgram2D->leftMultModelView( glm::translate<GLfloat>( glm::mat4(), glm::vec3( targetX - dX, mNewLine, 0.f ) ) ); mFontProgram2D->updateModelView(); dY += mNewLine; dX += targetX - dX; } //Character else { //Get ASCII GLuint ascii = (unsigned char)text[ i ]; //Update position matrix in program mFontProgram2D->updateModelView(); //Draw quad using vertex data and index data glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[ ascii ] ); glDrawElements( GL_QUADS, 4, GL_UNSIGNED_INT, NULL ); //Move over mFontProgram2D->leftMultModelView( glm::translate<GLfloat>( glm::mat4(), glm::vec3( mClips[ ascii ].w, 0.f, 0.f ) ) ); mFontProgram2D->updateModelView(); dX += mClips[ ascii ].w; } } //Disable vertex and texture coordinate arrays mFontProgram2D->disableVertexPointer(); mFontProgram2D->disableTexCoordPointer(); } }
Even in the font rendering function, all were doing is switching from sending the data to the fixed function pipeline to our own shader program.
From LUtil.cpp
//Screen dimensions LFRect gScreenArea = { 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT }; //Textured polygon shader LTexturedPolygonProgram2D gTexturedPolygonProgram2D; //Loaded texture LTexture gOpenGLTexture; LColorRGBA gImgColor = { 0.5f, 0.5f, 0.5f, 1.f }; //Font shader LFontProgram2D gFontProgram2D; //Loaded font LFont gFont; LColorRGBA gTextColor = { 1.f, 0.5f, 1.f, 1.f };
At the top of LUtil.cpp, we declare our shader and media objects.
From LUtil.cpp
bool loadGP() { //Load textured shader program if( !gTexturedPolygonProgram2D.loadProgram() ) { printf( "Unable to load textured polygon program!\n" ); return false; } //Bind textured shader program gTexturedPolygonProgram2D.bind(); //Initialize projection gTexturedPolygonProgram2D.setProjection( glm::ortho<GLfloat>( 0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, 1.0, -1.0 ) ); gTexturedPolygonProgram2D.updateProjection(); //Initialize modelview gTexturedPolygonProgram2D.setModelView( glm::mat4() ); gTexturedPolygonProgram2D.updateModelView(); //Set texture unit gTexturedPolygonProgram2D.setTextureUnit( 0 ); //Set program for texture LTexture::setTexturedPolygonProgram2D( &gTexturedPolygonProgram2D ); //Load font shader program if( !gFontProgram2D.loadProgram() ) { printf( "Unable to load font rendering program!\n" ); return false; } //Bind font shader program gFontProgram2D.bind(); //Initialize projection gFontProgram2D.setProjection( glm::ortho<GLfloat>( 0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, 1.0, -1.0 ) ); gFontProgram2D.updateProjection(); //Initialize modelview gFontProgram2D.setModelView( glm::mat4() ); gFontProgram2D.updateModelView(); //Set texture unit gFontProgram2D.setTextureUnit( 0 ); //Set program for font rendering LFont::setFontProgram2D( &gFontProgram2D ); return true; }
Here we're loading our two shader programs. Remember that in order to update a program's variables, it has to be currently bound.
From LUtil.cpp
void render() { //Clear color buffer glClear( GL_COLOR_BUFFER_BIT ); //Bind texture rendering program gTexturedPolygonProgram2D.bind(); //Reset transformations gTexturedPolygonProgram2D.setModelView( glm::mat4() ); //Render texture centered gTexturedPolygonProgram2D.setTextureColor( gImgColor ); gOpenGLTexture.render( ( SCREEN_WIDTH - gOpenGLTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gOpenGLTexture.imageHeight() ) / 2.f ); //Bind font rendering program gFontProgram2D.bind(); //Reset transformations gFontProgram2D.setModelView( glm::mat4() ); //Render text centered gFontProgram2D.setTextColor( gTextColor ); gFont.renderText( 0.f, 0.f, "GLSL Text Rendering!", &gScreenArea, LFONT_TEXT_ALIGN_CENTERED_H | LFONT_TEXT_ALIGN_CENTERED_V ); //Update screen glutSwapBuffers(); }
In the render() function we bind the textured polygon shader, set its modelview matrix and then render the texture.
Then we bind the font shader, update its modelview matrix (even though they have the same names in their shaders, they are seperate programs), and render the text.
Then we bind the font shader, update its modelview matrix (even though they have the same names in their shaders, they are seperate programs), and render the text.