feat(rendering): stroked text
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acc1f93f27
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2 changed files with 64 additions and 31 deletions
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@ -10,6 +10,7 @@
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_STROKER_H
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// https://learnopengl.com/In-Practice/Text-Rendering
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@ -52,6 +53,34 @@ void fontFinish() {
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}
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}
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static void loadCharTexture(FT_Face& face, FT_BitmapGlyph& glyph_bitmap, Character& character) {
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// Generate texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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glyph_bitmap->bitmap.width,
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glyph_bitmap->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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glyph_bitmap->bitmap.buffer
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);
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// set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// now store character for later use
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character.ID = texture;
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character.size = glm::ivec2(glyph_bitmap->bitmap.width, glyph_bitmap->bitmap.rows);
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character.bearing = glm::ivec2(glyph_bitmap->left, glyph_bitmap->top);
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character.advance = (unsigned int)face->glyph->advance.x;
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}
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std::shared_ptr<Font> loadFont(std::string fontName) {
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std::string fontPath = "assets/font/" + fontName;
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@ -66,50 +95,53 @@ std::shared_ptr<Font> loadFont(std::string fontName) {
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FT_Set_Pixel_Sizes(face, 0, 16);
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font->height = face->size->metrics.y_ppem;
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FT_Stroker stroker;
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FT_Stroker_New(freetype, &stroker);
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FT_Stroker_Set(stroker, 2 * 64, FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0);
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// Load each glyph
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (unsigned char c = 0; c < 128; c++) {
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// load character glyph
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if (FT_Error err = FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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if (FT_Error err = FT_Load_Char(face, c, FT_LOAD_DEFAULT)) {
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Logger::errorf("Failed to load glyph %d in font '%s': [%d]", c, fontName.c_str(), err);
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continue;
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}
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// Generate texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// now store character for later use
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FT_Glyph glyph;
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FT_BitmapGlyph glyph_bitmap;
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Character character;
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character.ID = texture;
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character.size = glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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character.bearing = glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top);
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character.advance = (unsigned int)face->glyph->advance.x;
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font->characters[c] = character;
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}
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// Render base
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FT_Get_Glyph(face->glyph, &glyph);
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FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, nullptr, true);
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glyph_bitmap = (FT_BitmapGlyph)glyph;
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loadCharTexture(face, glyph_bitmap, character);
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font->characters[c] = character;
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FT_Done_Glyph(glyph);
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// TODO: Find out how to clear FT_BitmapGlyph... I cant import FT_Bitmap_Done for some reason
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// Render stroked
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// https://stackoverflow.com/a/28078293/16255372
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FT_Get_Glyph(face->glyph, &glyph);
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FT_Glyph_StrokeBorder(&glyph, stroker, false, true);
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FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, nullptr, true);
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glyph_bitmap = reinterpret_cast<FT_BitmapGlyph>(glyph);
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loadCharTexture(face, glyph_bitmap, character);
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font->strokeCharacters[c] = character;
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FT_Done_Glyph(glyph);
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}
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FT_Stroker_Done(stroker);
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FT_Done_Face(face);
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return font;
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}
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void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale, glm::vec3 color) {
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void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale, glm::vec3 color, bool drawStroke) {
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// activate corresponding render state
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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@ -129,7 +161,7 @@ void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, fl
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// iterate through all characters
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for (size_t i = 0; i < text.size(); i++) {
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unsigned char c = text[i];
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Character ch = font->characters[c];
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Character ch = drawStroke ? font->strokeCharacters[c] : font->characters[c];
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float xpos = x + ch.bearing.x * scale;
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float ypos = viewportHeight - y - font->height - (ch.size.y - ch.bearing.y) * scale;
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@ -16,10 +16,11 @@ struct Character {
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struct Font {
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unsigned int height;
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Character characters[128];
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Character strokeCharacters[128];
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};
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void fontInit();
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void fontFinish();
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std::shared_ptr<Font> loadFont(std::string fontName);
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void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale=1.f, glm::vec3 color = glm::vec3(1,1,1));
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void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale=1.f, glm::vec3 color = glm::vec3(1,1,1), bool drawStroke = false);
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float calcTextWidth(std::shared_ptr<Font> font, std::string text, float scale = 1.f);
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