openblocks/core/src/rendering/font.cpp

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No EOL
6.8 KiB
C++

#include "font.h"
#include "logger.h"
#include "panic.h"
#include "rendering/shader.h"
#include <GL/glew.h>
#include <GL/gl.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <memory>
#include <ft2build.h>
#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<Font> 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> font = std::make_shared<Font>();
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<FT_BitmapGlyph>(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> 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> 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;
}