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example.zig
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example.zig
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const std = @import("std");
const fons = @import("fontstash");
const glfw = @import("glfw");
const gl = @import("deps/zgl/zgl.zig");
const glfons = @import("glfontstash");
pub fn main() anyerror!void {
// Window init
try glfw.init( .{} );
defer glfw.terminate();
const window = try glfw.Window.create( 1024, 768, "Fontstash Example", null, null, .{
.context_version_major = 4,
.context_version_minor = 5,
.opengl_forward_compat = true,
.opengl_profile = .opengl_core_profile,
} );
defer window.destroy();
try glfw.makeContextCurrent( window );
try glfw.swapInterval( 1 );
if ( !gl.loadExtensions( glfw.getProcAddress ) ) {
std.log.info( "Error loading Glad", .{} );
return Error.InitFail;
}
const shader = try exampleShader();
// Fontstash init
var fontstashGlState: glfons.GlState = .{};
var fc = try glfons.create( &fontstashGlState, 1024, 1024, glfons.ZeroPosition.TopLeft );
var fontNormal = try fc.addFont( "sans", "DroidSerif-Regular.ttf" );
var fontItalic = try fc.addFont( "sans-italic", "DroidSerif-Italic.ttf" );
var fontBold = try fc.addFont( "sans-bold", "DroidSerif-Bold.ttf" );
var fontJapanese = try fc.addFont( "sans-jp", "DroidSansJapanese.ttf" );
// Render loop
while ( !window.shouldClose() ) {
const windowSize = try window.getSize();
// Update and render
gl.viewport(0, 0, windowSize.width, windowSize.height);
gl.clearColor(0.3, 0.3, 0.32, 1.0);
gl.clear( .{ .color = true, .depth = true, .stencil = false } );
gl.enable( gl.Capabilities.blend );
gl.blendFunc( gl.BlendFactor.src_alpha, gl.BlendFactor.one_minus_src_alpha );
gl.useProgram( shader.program );
gl.uniform2i( shader.uniformWindowSize, @intCast( i32, windowSize.width ), @intCast( i32, windowSize.height ) );
const white = glfons.color2int(255,255,255,255);
const brown = glfons.color2int(192,128,0,128);
const blue = glfons.color2int(0,192,255,255);
const black = glfons.color2int(0,0,0,255);
var sx: f32 = 50;
var sy: f32 = 50;
var dx: f32 = sx;
var dy: f32 = sy;
var lh: f32 = 0;
fc.clearState();
fc.setSize(124.0);
fc.setFont(fontNormal);
lh = fc.vertMetrics().lineh;
dx = sx;
dy += lh;
fc.setSize(124.0);
fc.setFont(fontNormal);
fc.setColor(white);
dx = fc.drawText(dx,dy,"The quick ");
fc.setSize(48.0);
fc.setFont(fontItalic);
fc.setColor(brown);
dx = fc.drawText(dx,dy,"brown ");
fc.setSize(24.0);
fc.setFont(fontNormal);
fc.setColor(white);
dx = fc.drawText(dx,dy,"fox ");
lh = fc.vertMetrics().lineh;
dx = sx;
dy += lh*1.2;
fc.setFont(fontItalic);
dx = fc.drawText(dx,dy,"jumps over ");
fc.setFont(fontBold);
dx = fc.drawText(dx,dy,"the lazy ");
fc.setFont(fontNormal);
dx = fc.drawText(dx,dy,"dog.");
dx = sx;
dy += lh*1.2;
fc.setSize(12.0);
fc.setFont(fontNormal);
fc.setColor(blue);
_ = fc.drawText(dx,dy,"Now is the time for all good men to come to the aid of the party.");
lh = fc.vertMetrics().lineh;
dx = sx;
dy += lh*1.2*2;
fc.setSize(18.0);
fc.setFont(fontItalic);
fc.setColor(white);
_ = fc.drawText(dx,dy,"Ég get etið gl.er án þess að meiða mig.");
lh = fc.vertMetrics().lineh;
dx = sx;
dy += lh*1.2;
fc.setFont(fontJapanese);
_ = fc.drawText(dx,dy,"私はガラスを食べられます。それは私を傷つけません。");
// Font alignment
fc.setSize(18.0);
fc.setFont(fontNormal);
fc.setColor(white);
dx = 50; dy = 350;
fc.setAlign(fons.AlignLeft | fons.AlignTop);
dx = fc.drawText(dx,dy,"Top");
dx += 10;
fc.setAlign(fons.AlignLeft | fons.AlignMiddle);
dx = fc.drawText(dx,dy,"Middle");
dx += 10;
fc.setAlign(fons.AlignLeft | fons.AlignBaseline);
dx = fc.drawText(dx,dy,"Baseline");
dx += 10;
fc.setAlign(fons.AlignLeft | fons.AlignBottom);
_ = fc.drawText(dx,dy,"Bottom");
dx = 150; dy = 400;
fc.setAlign(fons.AlignLeft | fons.AlignBaseline);
_ = fc.drawText(dx,dy,"Left");
dy += 30;
fc.setAlign(fons.AlignCenter | fons.AlignBaseline);
_ = fc.drawText(dx,dy,"Center");
dy += 30;
fc.setAlign(fons.AlignRight | fons.AlignBaseline);
_ = fc.drawText(dx,dy,"Right");
// Blur
dx = 500; dy = 350;
fc.setAlign(fons.AlignLeft | fons.AlignBaseline);
fc.setSize(60.0);
fc.setFont(fontItalic);
fc.setColor(white);
fc.setSpacing(5.0);
fc.setBlur(10.0);
_ = fc.drawText(dx,dy,"Blurry...");
dy += 50.0;
fc.setSize(18.0);
fc.setFont(fontBold);
fc.setColor(black);
fc.setSpacing(0.0);
fc.setBlur(3.0);
_ = fc.drawText(dx,dy+2,"DROP THAT SHADOW");
fc.setColor(white);
fc.setBlur(0);
_ = fc.drawText(dx,dy,"DROP THAT SHADOW");
try window.swapBuffers();
}
}
// GL shader used for example
const ExampleShader = struct {
program: gl.Program,
uniformWindowSize: gl.UInt,
};
const Error = error {
InitFail
};
pub fn exampleShader() !ExampleShader {
// Shader setup
const vertSource =
\\#version 450
\\
\\uniform ivec2 WindowSize;
\\
\\layout(location=0) in vec2 position;
\\layout(location=1) in vec2 texture0;
\\layout(location=2) in vec4 color;
\\
\\struct vertexData {
\\ vec2 texture0;
\\ vec4 color;
\\};
\\out vertexData data;
\\
\\void main()
\\{
\\ gl_Position = vec4( 2.0 * position.x / WindowSize.x - 1.0, 1.0 - 2.0 * position.y / WindowSize.y, 0, 1);
\\ data.texture0 = texture0;
\\ data.color = color;
\\}
;
const fragSource =
\\#version 450
\\
\\uniform sampler2D textureSampler;
\\
\\struct vertexData {
\\ vec2 texture0;
\\ vec4 color;
\\};
\\in vertexData data;
\\
\\layout(location=0) out vec4 outColor;
\\
\\void main()
\\{
\\ outColor = texture( textureSampler, data.texture0 ) * data.color;
\\}
;
const vertexShader = gl.createShader( gl.ShaderType.vertex );
errdefer vertexShader.delete();
vertexShader.source( 1, &[1][]const u8{ vertSource } );
vertexShader.compile();
if ( vertexShader.get( gl.ShaderParameter.compile_status ) == 0 ) {
std.log.err( "Error compiling vertex shader", .{} );
return Error.InitFail;
}
const fragmentShader = gl.createShader( gl.ShaderType.fragment );
errdefer fragmentShader.delete();
fragmentShader.source( 1, &[1][]const u8{ fragSource } );
fragmentShader.compile();
if ( fragmentShader.get( gl.ShaderParameter.compile_status ) == 0 ) {
std.log.err( "Error compiling fragment shader", .{} );
return Error.InitFail;
}
const shaderProgram = gl.createProgram();
shaderProgram.attach( vertexShader );
shaderProgram.attach( fragmentShader );
shaderProgram.link();
if ( shaderProgram.get( gl.ProgramParameter.link_status ) == 0 ) {
std.log.err( "Error linking shader program", .{} );
return Error.InitFail;
}
const uniformWindowSize = shaderProgram.uniformLocation( "WindowSize" );
return ExampleShader{
.program = shaderProgram,
.uniformWindowSize = uniformWindowSize.?,
};
}