208 lines
No EOL
6.8 KiB
C++
208 lines
No EOL
6.8 KiB
C++
#include "font.h"
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#include "logger.h"
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#include "panic.h"
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#include "rendering/shader.h"
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <memory>
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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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FT_Library freetype;
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Shader* fontShader;
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extern int viewportWidth, viewportHeight;
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unsigned int textVAO, textVBO;
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void fontInit() {
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if (FT_Error err = FT_Init_FreeType(&freetype)) {
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Logger::fatalErrorf("Failed to initialize Freetype: [%d]", err);
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panic();
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}
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fontShader = new Shader("assets/shaders/font.vs", "assets/shaders/font.fs");
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// Set up buffer
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glGenVertexArrays(1, &textVAO);
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glBindVertexArray(textVAO);
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glGenBuffers(1, &textVBO);
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glBindBuffer(GL_ARRAY_BUFFER, textVBO);
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// Dynamic, because we update the vertices often V~~~~~~~~~~~~~~
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void fontFinish() {
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if (FT_Error err = FT_Done_FreeType(freetype)) {
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Logger::fatalErrorf("Failed to free Freetype: [%d]", err);
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panic();
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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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FT_Face face;
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if (FT_Error err = FT_New_Face(freetype, fontPath.c_str(), 0, &face)) {
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Logger::fatalErrorf("Failed to create font '%s': [%d]", fontName.c_str(), err);
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panic();
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}
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std::shared_ptr<Font> font = std::make_shared<Font>();
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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_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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FT_Glyph glyph;
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FT_BitmapGlyph glyph_bitmap;
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Character character;
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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, 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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fontShader->use();
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fontShader->set("textColor", color);
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fontShader->set("text", 0);
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glActiveTexture(GL_TEXTURE0);
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glm::mat4 projection = glm::ortho(0.0f, (float)viewportWidth, 0.0f, (float)viewportHeight);
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fontShader->set("projection", projection);
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// This is not in the learnopengl guide but it is VERY important
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// I'm surprised I missed it but honestly... not so much. I'm an idiot
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glBindVertexArray(textVAO);
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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 = 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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float w = ch.size.x * scale;
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float h = ch.size.y * scale;
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.ID);
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.ID);
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, textVBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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x += (ch.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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float calcTextWidth(std::shared_ptr<Font> font, std::string text, float scale) {
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float x = 0;
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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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x += (ch.advance >> 6) * scale;
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}
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return x;
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} |