#include "font.h" #include "logger.h" #include "panic.h" #include "rendering/shader.h" #include #include #include #include #include #include FT_FREETYPE_H #include FT_STROKER_H // https://learnopengl.com/In-Practice/Text-Rendering FT_Library freetype; Shader* fontShader; extern int viewportWidth, viewportHeight; unsigned int textVAO, textVBO; void fontInit() { if (FT_Error err = FT_Init_FreeType(&freetype)) { Logger::fatalErrorf("Failed to initialize Freetype: [%d]", err); panic(); } fontShader = new Shader("assets/shaders/font.vs", "assets/shaders/font.fs"); // Set up buffer glGenVertexArrays(1, &textVAO); glBindVertexArray(textVAO); glGenBuffers(1, &textVBO); glBindBuffer(GL_ARRAY_BUFFER, textVBO); // Dynamic, because we update the vertices often V~~~~~~~~~~~~~~ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void fontFinish() { if (FT_Error err = FT_Done_FreeType(freetype)) { Logger::fatalErrorf("Failed to free Freetype: [%d]", err); panic(); } } static void loadCharTexture(FT_Face& face, FT_BitmapGlyph& glyph_bitmap, Character& character) { // Generate texture unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, glyph_bitmap->bitmap.width, glyph_bitmap->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, glyph_bitmap->bitmap.buffer ); // set texture options glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // now store character for later use character.ID = texture; character.size = glm::ivec2(glyph_bitmap->bitmap.width, glyph_bitmap->bitmap.rows); character.bearing = glm::ivec2(glyph_bitmap->left, glyph_bitmap->top); character.advance = (unsigned int)face->glyph->advance.x; } std::shared_ptr loadFont(std::string fontName) { std::string fontPath = "assets/font/" + fontName; FT_Face face; if (FT_Error err = FT_New_Face(freetype, fontPath.c_str(), 0, &face)) { Logger::fatalErrorf("Failed to create font '%s': [%d]", fontName.c_str(), err); panic(); } std::shared_ptr font = std::make_shared(); FT_Set_Pixel_Sizes(face, 0, 16); font->height = face->size->metrics.y_ppem; FT_Stroker stroker; FT_Stroker_New(freetype, &stroker); FT_Stroker_Set(stroker, 2 * 64, FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0); // Load each glyph glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for (unsigned char c = 0; c < 128; c++) { // load character glyph if (FT_Error err = FT_Load_Char(face, c, FT_LOAD_DEFAULT)) { Logger::errorf("Failed to load glyph %d in font '%s': [%d]", c, fontName.c_str(), err); continue; } FT_Glyph glyph; FT_BitmapGlyph glyph_bitmap; Character character; // Render base FT_Get_Glyph(face->glyph, &glyph); FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, nullptr, true); glyph_bitmap = (FT_BitmapGlyph)glyph; loadCharTexture(face, glyph_bitmap, character); font->characters[c] = character; FT_Done_Glyph(glyph); // TODO: Find out how to clear FT_BitmapGlyph... I cant import FT_Bitmap_Done for some reason // Render stroked // https://stackoverflow.com/a/28078293/16255372 FT_Get_Glyph(face->glyph, &glyph); FT_Glyph_StrokeBorder(&glyph, stroker, false, true); FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, nullptr, true); glyph_bitmap = reinterpret_cast(glyph); loadCharTexture(face, glyph_bitmap, character); font->strokeCharacters[c] = character; FT_Done_Glyph(glyph); } FT_Stroker_Done(stroker); FT_Done_Face(face); return font; } void drawText(std::shared_ptr font, std::string text, float x, float y, float scale, glm::vec3 color, bool drawStroke) { // activate corresponding render state glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); fontShader->use(); fontShader->set("textColor", color); fontShader->set("text", 0); glActiveTexture(GL_TEXTURE0); glm::mat4 projection = glm::ortho(0.0f, (float)viewportWidth, 0.0f, (float)viewportHeight); fontShader->set("projection", projection); // This is not in the learnopengl guide but it is VERY important // I'm surprised I missed it but honestly... not so much. I'm an idiot glBindVertexArray(textVAO); // iterate through all characters for (size_t i = 0; i < text.size(); i++) { unsigned char c = text[i]; Character ch = drawStroke ? font->strokeCharacters[c] : font->characters[c]; float xpos = x + ch.bearing.x * scale; float ypos = viewportHeight - y - font->height - (ch.size.y - ch.bearing.y) * scale; float w = ch.size.x * scale; float h = ch.size.y * scale; // render glyph texture over quad glBindTexture(GL_TEXTURE_2D, ch.ID); float vertices[6][4] = { { xpos, ypos + h, 0.0f, 0.0f }, { xpos, ypos, 0.0f, 1.0f }, { xpos + w, ypos, 1.0f, 1.0f }, { xpos, ypos + h, 0.0f, 0.0f }, { xpos + w, ypos, 1.0f, 1.0f }, { xpos + w, ypos + h, 1.0f, 0.0f } }; // render glyph texture over quad glBindTexture(GL_TEXTURE_2D, ch.ID); // update content of VBO memory glBindBuffer(GL_ARRAY_BUFFER, textVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); // render quad glDrawArrays(GL_TRIANGLES, 0, 6); // now advance cursors for next glyph (note that advance is number of 1/64 pixels) x += (ch.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64) } glBindTexture(GL_TEXTURE_2D, 0); } float calcTextWidth(std::shared_ptr font, std::string text, float scale) { float x = 0; // iterate through all characters for (size_t i = 0; i < text.size(); i++) { unsigned char c = text[i]; Character ch = font->characters[c]; x += (ch.advance >> 6) * scale; } return x; }