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TextRenderer.cpp
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/*******************************************************************
** Taken and adapted from learnopengl.com (part of a Breakout game)
******************************************************************/
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
#include "text_renderer.h"
#include "resource_manager.h"
TextRenderer::TextRenderer(GLuint width, GLuint height)
{
// Load and configure shader
this->TextShader = ResourceManager::GetShader("text");
this->TextShader.SetMatrix4("projection", glm::ortho(0.0f, static_cast<GLfloat>(width), static_cast<GLfloat>(height), 0.0f), GL_TRUE);
this->TextShader.SetInteger("text", 0);
// Configure VAO/VBO for texture quads
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void TextRenderer::Load(std::string font, GLuint fontSize)
{
// First clear the previously loaded Characters
this->Characters.clear();
// Then initialize and load the FreeType library
FT_Library ft;
if (FT_Init_FreeType(&ft)) // All functions return a value different than 0 whenever an error occurred
std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
// Load font as face
FT_Face face;
if (FT_New_Face(ft, font.c_str(), 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// Set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, fontSize);
// Disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Then for the first 128 ASCII characters, pre-load/compile their characters and store them
for (GLubyte c = 0; c < 128; c++) // lol see what I did there
{
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->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 character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
(GLuint)face->glyph->advance.x
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
}
void TextRenderer::RenderText(StateManager &manager, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color)
{
manager.tex2D = NO_TEX;
// Activate corresponding render state
manager.Active(this->TextShader);
this->TextShader.SetVector3f("textColor", color);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(this->VAO);
// Get the size of the whole text, to be able to center it
glm::vec2 text_size(0);
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++){
text_size.x += (Characters[*c].Advance >> 6) * scale;
GLint height = Characters[*c].Size.y * scale;
text_size.y = height > text_size.y ? height : text_size.y;
}
text_size *= 0.5f;
// Iterate through all characters
for (c = text.begin(); c != text.end(); c++)
{
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale - text_size.x;
GLfloat ypos = y + (this->Characters['H'].Bearing.y - ch.Bearing.y) * scale - text_size.y;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[4][4] = {
{ xpos, ypos, 0.0, 0.0 },
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos + w, ypos + h, 1.0, 1.0 }
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Now advance cursors for next glyph
x += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (1/64th times 2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}