get curves data in shader
This commit is contained in:
parent
6661f7eb0f
commit
d8a7bc7a98
6 changed files with 274 additions and 55 deletions
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@ -20,7 +20,7 @@ uniform vec4 color;
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// Size of the window (in pixels) used for 1-dimensional anti-aliasing along each rays.
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// 0 - no anti-aliasing
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// 1 - normal anti-aliasing
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// >=2 - exaggerated effect
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// >=2 - exaggerated effect
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uniform float antiAliasingWindowSize = 1.0;
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// Enable a second ray along the y-axis to achieve 2-dimensional anti-aliasing.
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@ -65,7 +65,7 @@ float computeCoverage(float inverseDiameter, vec2 p0, vec2 p1, vec2 p2) {
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// Quadratic segment, solve abc formula to find roots.
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float radicand = b.y*b.y - a.y*c.y;
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if (radicand <= 0) return 0.0;
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float s = sqrt(radicand);
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t0 = (b.y - s) / a.y;
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t1 = (b.y + s) / a.y;
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@ -86,7 +86,7 @@ float computeCoverage(float inverseDiameter, vec2 p0, vec2 p1, vec2 p2) {
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}
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float alpha = 0;
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if (t0 >= 0 && t0 < 1) {
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float x = (a.x*t0 - 2.0*b.x)*t0 + c.x;
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alpha += clamp(x * inverseDiameter + 0.5, 0, 1);
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@ -123,6 +123,10 @@ void main() {
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alpha += computeCoverage(inverseDiameter.y, rotate(p0), rotate(p1), rotate(p2));
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}
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}
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vec4 debug = texelFetch(curves, int(uv.x * textureSize(curves)));
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result = vec4(debug.rgb, 1.0);
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return;
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if (enableSuperSamplingAntiAliasing) {
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alpha *= 0.5;
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@ -5,7 +5,7 @@ PREVIOUS_DIR=$(pwd)
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cd $DIR
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emmake make clean && make clean && rm -rf obj && rm -rf ../../obj
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make clean && rm -rf obj && rm -rf ../../../addons/obj
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rm -rf ../../../libs/openFrameworksCompiled/lib/linux64/obj
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rm -rf ../../../libs/openFrameworksCompiled/lib/linux64/libopenFrameworks.a
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rm -rf ../../../libs/openFrameworksCompiled/lib/emscripten/obj
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@ -5,6 +5,10 @@
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#include "ofMain.h"
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#include <ft2build.h>
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#ifdef TARGET_OPENGLES
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#include <GL/gl.h>
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#include <GLES/gl.h>
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#endif
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#include FT_FREETYPE_H
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#include FT_MULTIPLE_MASTERS_H
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@ -89,13 +93,11 @@ class Font {
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static FT_Face loadFace(FT_Library library, const std::string & filename, std::string & error){
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FT_Face face = NULL;
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string pwd = ofSystem("pwd");
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cout << "pwd: " << pwd << endl;
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pwd.erase(std::remove_if(pwd.begin(), pwd.end(), ::isspace), pwd.end());
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cout << "fontPAth: " << pwd << "/" << filename << endl;
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string fontPath = pwd + "/" + filename;
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//string pwd = ofSystem("pwd");
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//pwd.erase(std::remove_if(pwd.begin(), pwd.end(), ::isspace), pwd.end());
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//string fontPath = pwd + "/" + filename;
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FT_Error ftError = FT_New_Face(library, fontPath.c_str(), 0, &face);
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FT_Error ftError = FT_New_Face(library, filename.c_str(), 0, &face);
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if(ftError){
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const char * ftErrorStr = FT_Error_String(ftError);
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if(ftErrorStr){
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@ -144,11 +146,18 @@ class Font {
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glGenTextures(1, &glyphTexture);
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glGenTextures(1, &curveTexture);
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#ifndef TARGET_OPENGLES
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glGenTextures(1, &glyphTexture);
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glGenTextures(1, &curveTexture);
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#endif
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glGenBuffers(1, &glyphBuffer);
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glGenBuffers(1, &curveBuffer);
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#ifndef TARGET_OPENGLES
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glGenBuffers(1, &glyphBuffer);
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glGenBuffers(1, &curveBuffer);
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#else
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glGenTextures(1, &glyphBuffer);
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glGenTextures(1, &curveBuffer);
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#endif
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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@ -190,13 +199,40 @@ class Font {
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uploadBuffers();
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glBindTexture(GL_TEXTURE_BUFFER, glyphTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, glyphBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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#ifndef TARGET_OPENGLES
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glBindTexture(GL_TEXTURE_BUFFER, glyphTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, glyphBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, curveTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, curveBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, curveTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, curveBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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#else
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//glBindTexture(GL_TEXTURE_2D, glyphTexture);
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//glTexImage2D(GL_TEXTURE_2D,
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//0,
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//GL_RG32I,
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//2048,
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//1,
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//0,
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//GL_RG,
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//GL_INT,
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//&glyphBuffer);
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//glBindTexture(GL_TEXTURE_2D, 0);
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//glBindTexture(GL_TEXTURE_2D, curveTexture);
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//glTexImage2D(GL_TEXTURE_2D,
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//0,
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//GL_RG32F,
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//2048,
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//1,
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//0,
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//GL_RG,
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//GL_INT,
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//&glyphBuffer);
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//glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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}
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~Font(){
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@ -205,11 +241,16 @@ class Font {
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glDeleteBuffers(1, &vbo);
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glDeleteBuffers(1, &ebo);
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glDeleteTextures(1, &glyphTexture);
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glDeleteTextures(1, &curveTexture);
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#ifndef TARGET_OPENGLES
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glDeleteTextures(1, &glyphTexture);
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glDeleteTextures(1, &curveTexture);
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glDeleteBuffers(1, &glyphBuffer);
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glDeleteBuffers(1, &curveBuffer);
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glDeleteBuffers(1, &glyphBuffer);
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glDeleteBuffers(1, &curveBuffer);
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#else
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glDeleteTextures(1, &glyphBuffer);
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glDeleteTextures(1, &curveBuffer);
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#endif
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FT_Done_Face(face);
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}
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@ -296,13 +337,95 @@ class Font {
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private:
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void uploadBuffers(){
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glBindBuffer(GL_TEXTURE_BUFFER, glyphBuffer);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(BufferGlyph) * bufferGlyphs.size(), bufferGlyphs.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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cout << "bufferGlyphs.size(): " << bufferGlyphs.size() << endl;
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cout << "bufferCurves.size(): " << bufferCurves.size() << endl;
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#ifndef TARGET_OPENGLES
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glBindBuffer(GL_TEXTURE_BUFFER, glyphBuffer);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(BufferGlyph) * bufferGlyphs.size(), bufferGlyphs.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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glBindBuffer(GL_TEXTURE_BUFFER, curveBuffer);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(BufferCurve) * bufferCurves.size(), bufferCurves.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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glBindBuffer(GL_TEXTURE_BUFFER, curveBuffer);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(BufferCurve) * bufferCurves.size(), bufferCurves.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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#else
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//glBindBuffer(GL_TEXTURE_2D, glyphBuffer);
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//glBufferData(GL_TEXTURE_2D, sizeof(BufferGlyph) * bufferGlyphs.size(), bufferGlyphs.data(), GL_STATIC_DRAW);
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//glBindBuffer(GL_TEXTURE_2D, 0);
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//glBindBuffer(GL_TEXTURE_2D, curveBuffer);
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//glBufferData(GL_TEXTURE_2D, sizeof(BufferCurve) * bufferCurves.size(), bufferCurves.data(), GL_STATIC_DRAW);
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//glBindBuffer(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glyphBuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RG32I,
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bufferGlyphs.size(),
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1,
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0,
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GL_RG_INTEGER,
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GL_INT,
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bufferGlyphs.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, curveBuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RG32F,
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bufferCurves.size(),
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1,
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0,
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GL_RG,
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GL_FLOAT,
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bufferCurves.data());
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//unsigned char * data = new unsigned char[3 * size * sizeof(unsigned char)];
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//for(unsigned int i = 0; i < size; i++){
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//data[i * 3] = (unsigned char)(155.0f);
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//data[i * 3 + 1] = (unsigned char)(155.0f);
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//data[i * 3 + 2] = (unsigned char)(255.0f);
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//}
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//glTexImage2D(GL_TEXTURE_2D,
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//0,
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//GL_RGB,
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//size,
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//1,
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//0,
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//GL_RGB,
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//GL_UNSIGNED_BYTE,
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//data);
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//
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//int size = 2048;
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//float * data = new float[2 * size * sizeof(float)];
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//for(unsigned int i = 0; i < size; i++){
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//data[i * 2] = (float)(0.0f);
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//data[i * 2 + 1] = (float)(0.0f);
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//}
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//glTexImage2D(GL_TEXTURE_2D,
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//0,
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//GL_RG32F,
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//size,
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//1,
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//0,
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//GL_RG,
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//GL_FLOAT,
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//data);
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#endif
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}
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void buildGlyph(uint32_t charcode, FT_UInt glyphIndex){
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@ -566,18 +689,33 @@ class Font {
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void drawSetup(){
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GLint location;
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location = glGetUniformLocation(program, "glyphs");
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glUniform1i(location, 0);
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location = glGetUniformLocation(program, "curves");
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glUniform1i(location, 1);
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#ifndef TARGET_OPENGLES
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location = glGetUniformLocation(program, "glyphs");
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glUniform1i(location, 0);
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location = glGetUniformLocation(program, "curves");
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glUniform1i(location, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, glyphTexture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, glyphTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, curveTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, curveTexture);
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glActiveTexture(GL_TEXTURE0);
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#else
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glyphBuffer = glGetUniformLocation(program, "glyphs");
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glUniform1i(glyphBuffer, 0);
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curveBuffer = glGetUniformLocation(program, "curves");
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glUniform1i(curveBuffer, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, glyphBuffer);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, curveBuffer);
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glActiveTexture(GL_TEXTURE0);
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#endif
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glActiveTexture(GL_TEXTURE0);
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}
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void draw(float x, float y, float z, const std::string & text){
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@ -750,7 +888,9 @@ class Font {
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float worldSize;
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GLuint vao, vbo, ebo;
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GLuint glyphTexture, curveTexture;
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#ifndef TARGET_OPENGLES
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GLuint glyphTexture, curveTexture;
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#endif
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GLuint glyphBuffer, curveBuffer;
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std::vector <BufferGlyph> bufferGlyphs;
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@ -6,7 +6,8 @@ int main(){
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#ifdef OF_TARGET_OPENGLES
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ofGLESWindowSettings settings;
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//settings.setSize(1920, 1080);
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settings.glesVersion = 3;
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settings.glesVersionMajor = 3;
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settings.glesVersionMinor = 0;
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#else
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ofGLWindowSettings settings;
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settings.setSize(1920, 1080);
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@ -1,4 +1,33 @@
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#include "ofApp.h"
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#include "ofAppRunner.h"
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#include "ofGraphics.h"
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#include "ofTexture.h"
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#ifdef TARGET_EMSCRIPTEN
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#include <GLES/gl.h>
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#include <emscripten/emscripten.h>
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#endif
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/* validate webgl shaders like this:
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const gl = document.getElementDyId('canvas').getContext('webgl2');
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var get_shader=function(shadersource,shadertype)
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{
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var shader=gl.createShader(shadertype);
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gl.shaderSource(shader,shadersource);
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gl.compileShader(shader);
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// Check for any compilation error
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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}
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get_shader(`#version 300 es
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bla bla bla
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`, gl.FRAGMENT_SHADER); // -> aaaand error
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*/
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//--------------------------------------------------------------
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void ofApp::setup(){
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@ -46,8 +75,13 @@ to cultivate, or a resource to be exploited… This
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is going to be difficult. I don’t know yet where to
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start. I hope to capture something essential.)DONE";
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shaderCatalog = std::make_unique <ShaderCatalog>("data/ofxGPUFont/shaders/GL3");
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backgroundShader = shaderCatalog->get("background");
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#ifdef TARGET_EMSCRIPTEN
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string shaderDir = "data/ofxGPUFont/shaders/ES3";
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#else
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string shaderDir = "data/ofxGPUFont/shaders/GL3";
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#endif
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shaderCatalog = std::make_unique <ShaderCatalog>(shaderDir);
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//backgroundShader = shaderCatalog->get("background");
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fontShader = shaderCatalog->get("font");
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{
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@ -66,6 +100,24 @@ start. I hope to capture something essential.)DONE";
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bb);
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transform = Transform();
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int maxSamples;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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cout << "MAX_SAMPLES: " << ofToString(maxSamples) << endl;
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int maxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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cout << "MAX_TEXTURE_SIZE: " << ofToString(maxTexSize) << endl;
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const unsigned char * glVersion = glGetString(GL_VERSION);
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int glMajor, glMinor;
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glGetIntegerv(GL_MAJOR_VERSION, &glMajor);
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glGetIntegerv(GL_MINOR_VERSION, &glMinor);
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cout << "GL_VERSION: " << glVersion
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<< " | Major(" << ofToString(glMajor) << ")"
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<< " | Minor(" << ofToString(glMajor) << ")"
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<< endl;
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}
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//--------------------------------------------------------------
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@ -84,20 +136,25 @@ void ofApp::draw(){
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glm::mat4 view = transform.getViewMatrix();
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glm::mat4 model = glm::mat4(1.0f);
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{ // Draw background.
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GLuint program = backgroundShader->program;
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glUseProgram(program);
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glBindVertexArray(emptyVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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//{ // Draw background.
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//GLuint program = backgroundShader->program;
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//glUseProgram(program);
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//glBindVertexArray(emptyVAO);
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//glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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//glBindVertexArray(0);
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//glUseProgram(0);
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//}
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ofBackground(ofColor::pink);
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// Uses premultiplied-alpha.
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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int currentProgram;
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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if(font){
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GLuint program = fontShader->program;
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glUseProgram(program);
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@ -107,6 +164,7 @@ void ofApp::draw(){
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location = glGetUniformLocation(program, "projection");
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glUniformMatrix4fv(location, 1, false, glm::value_ptr(projection));
|
||||
|
||||
location = glGetUniformLocation(program, "view");
|
||||
glUniformMatrix4fv(location, 1, false, glm::value_ptr(view));
|
||||
location = glGetUniformLocation(program, "model");
|
||||
|
@ -116,7 +174,7 @@ void ofApp::draw(){
|
|||
glUniform1f(location, z);
|
||||
|
||||
location = glGetUniformLocation(program, "color");
|
||||
glUniform4f(location, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glUniform4f(location, 1.0f, 0.0f, 1.0f, 1.0f);
|
||||
|
||||
location = glGetUniformLocation(program, "antiAliasingWindowSize");
|
||||
glUniform1f(location, (float)antiAliasingWindowSize);
|
||||
|
@ -128,11 +186,12 @@ void ofApp::draw(){
|
|||
float cx = 0.5f * (bb.minX + bb.maxX);
|
||||
float cy = 0.5f * (bb.minY + bb.maxY);
|
||||
font->draw(-cx, -cy, 0, mainText);
|
||||
glUseProgram(0);
|
||||
glUseProgram(currentProgram);
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
ofDrawBitmapStringHighlight("fps: " + ofToString(ofGetFrameRate()), 20, 20);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------
|
||||
|
@ -142,7 +201,16 @@ void ofApp::keyPressed(int key){
|
|||
|
||||
//--------------------------------------------------------------
|
||||
void ofApp::keyReleased(int key){
|
||||
|
||||
if(key == 'l'){
|
||||
#ifdef TARGET_EMSCRIPTEN
|
||||
string shaderDir = "data/ofxGPUFont/shaders/ES3";
|
||||
#else
|
||||
string shaderDir = "data/ofxGPUFont/shaders/GL3";
|
||||
#endif
|
||||
shaderCatalog = std::make_unique <ShaderCatalog>(shaderDir);
|
||||
//backgroundShader = shaderCatalog->get("background");
|
||||
fontShader = shaderCatalog->get("font");
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------
|
||||
|
|
|
@ -77,7 +77,7 @@ class ofApp : public ofBaseApp {
|
|||
GLuint emptyVAO;
|
||||
|
||||
std::unique_ptr <ShaderCatalog> shaderCatalog;
|
||||
std::shared_ptr <ShaderCatalog::Entry> backgroundShader;
|
||||
//std::shared_ptr <ShaderCatalog::Entry> backgroundShader;
|
||||
std::shared_ptr <ShaderCatalog::Entry> fontShader;
|
||||
|
||||
Font::BoundingBox bb;
|
||||
|
@ -89,8 +89,14 @@ class ofApp : public ofBaseApp {
|
|||
|
||||
float helpFontBaseSize = 20.0f;
|
||||
|
||||
// Size of the window (in pixels) used for 1-dimensional anti-aliasing along each rays.
|
||||
// 0 - no anti-aliasing
|
||||
// 1 - normal anti-aliasing
|
||||
// >=2 - exaggerated effect
|
||||
int antiAliasingWindowSize = 1;
|
||||
// Enable a second ray along the y-axis to achieve 2-dimensional anti-aliasing.
|
||||
bool enableSuperSamplingAntiAliasing = true;
|
||||
// Draw control points for debugging (green - on curve, magenta - off curve).
|
||||
bool enableControlPointsVisualization = false;
|
||||
|
||||
bool showHelp = true;
|
||||
|
|
Loading…
Reference in a new issue