diff options
author | David Thompson <dthompson2@worcester.edu> | 2014-02-16 10:44:24 -0500 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2014-02-16 10:47:04 -0500 |
commit | fc2584672c096ae63469cce9ede9abaa4a95ece7 (patch) | |
tree | 2de08e6fad5251720ff58abed145a8c83741c93d /data | |
parent | fd04e2133e098359e439a087535ce287f7fcc639 (diff) |
Rewrite font module.
FTGL has been dropped in favor of SDL_ttf.
* 2d/font: Rewrite everything!
* 2d/wrappers/ftgl.scm: Delete it.
* configure.ac: Check for SDL_ttf.
* data/Makefile.am (shaders_DATA): Add font shaders.
* data/shaders/font-fragment.glsl: New shader.
* data/shaders/font-vertex.glsl: New shader.
* examples/font.scm: Rewrite font example.
* examples/fonts/AUTHORS: Delete it.
* examples/fonts/Boxy-Bold.ttf: Delete it.
Diffstat (limited to 'data')
-rw-r--r-- | data/Makefile.am | 4 | ||||
-rw-r--r-- | data/shaders/font-fragment.glsl | 8 | ||||
-rw-r--r-- | data/shaders/font-vertex.glsl | 15 |
3 files changed, 26 insertions, 1 deletions
diff --git a/data/Makefile.am b/data/Makefile.am index b6d0d74..8fc3a3e 100644 --- a/data/Makefile.am +++ b/data/Makefile.am @@ -4,4 +4,6 @@ fonts_DATA = fonts/DejaVuSans.ttf shadersdir = $(pkgdatadir)/shaders shaders_DATA = \ shaders/sprite-vertex.glsl \ - shaders/sprite-fragment.glsl + shaders/sprite-fragment.glsl \ + shaders/font-vertex.glsl \ + shaders/font-fragment.glsl diff --git a/data/shaders/font-fragment.glsl b/data/shaders/font-fragment.glsl new file mode 100644 index 0000000..3dd10f1 --- /dev/null +++ b/data/shaders/font-fragment.glsl @@ -0,0 +1,8 @@ +#version 120 + +uniform sampler2D color_texture; +uniform vec4 color; + +void main (void) { + gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st) * color; +} diff --git a/data/shaders/font-vertex.glsl b/data/shaders/font-vertex.glsl new file mode 100644 index 0000000..196da12 --- /dev/null +++ b/data/shaders/font-vertex.glsl @@ -0,0 +1,15 @@ +#version 120 + +uniform mat4 projection; +uniform vec2 position; +uniform vec2 anchor; + +void main(void) { + mat4 translation = mat4(1.0, 0.0, 0.0, position.x - anchor.x, + 0.0, 1.0, 0.0, position.y - anchor.y, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0); + + gl_Position = projection * (gl_Vertex * translation); + gl_TexCoord[0] = gl_MultiTexCoord0; +} |