prosperon/source/engine/font.c

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#include "font.h"
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#include "render.h"
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#include <shader.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <limits.h>
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#include <stdlib.h>
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#include <window.h>
#include "log.h"
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#include "openglrender.h"
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#include <stb_truetype.h>
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#include "stb_rect_pack.h"
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#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
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static uint32_t VBO = 0;
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static uint32_t VAO = 0;
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unsigned char ttf_buffer[1<<25];
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struct sFont *font;
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static struct shader *shader;
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void font_init(struct shader *textshader) {
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shader = textshader;
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shader_use(shader);
glGenBuffers(1, &VBO);
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glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindVertexArray(0);
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// Default font
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//font = MakeFont("teenytinypixels.ttf", 30);
font = MakeFont("LessPerfectDOSVGA.ttf", 16);
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}
void font_frame(struct window *w) {
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shader_use(shader);
}
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struct sFont *MakeFont(const char *fontfile, int height)
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{
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YughInfo("Making font %s.", fontfile);
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int packsize = 128;
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struct sFont *newfont = calloc(1, sizeof(struct sFont));
newfont->height = height;
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char fontpath[256];
snprintf(fontpath, 256, "fonts/%s", fontfile);
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fread(ttf_buffer, 1, 1<<25, fopen(fontpath, "rb"));
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unsigned char *bitmap = malloc(packsize*packsize);
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stbtt_packedchar glyphs[95];
stbtt_pack_context pc;
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stbtt_PackBegin(&pc, bitmap, packsize, packsize, 0, 1, NULL);
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stbtt_PackFontRange(&pc, ttf_buffer, 0, height, 32, 95, glyphs);
stbtt_PackEnd(&pc);
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stbi_write_png("packedfont.png", packsize, packsize, 1, bitmap, sizeof(char)*packsize);
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stbtt_fontinfo fontinfo;
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if (!stbtt_InitFont(&fontinfo, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0))) {
YughError("Failed to make font %s", fontfile);
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}
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float scale = stbtt_ScaleForPixelHeight(&fontinfo, height);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &newfont->texID);
glBindTexture(GL_TEXTURE_2D, newfont->texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, packsize, packsize, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap);
//glGenerateMipmap(GL_TEXTURE_2D);
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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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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for (unsigned char c = 32; c < 127; c++) {
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stbtt_packedchar glyph = glyphs[c-32];
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struct glrect r;
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r.s0 = glyph.x0 / (float) packsize;
r.s1 = glyph.x1 / (float) packsize;
r.t0 = glyph.y0 / (float) packsize;
r.t1 = glyph.y1 / (float) packsize;
newfont->Characters[c].Advance = glyph.xadvance;
newfont->Characters[c].Size[0] = glyph.x1 - glyph.x0;
newfont->Characters[c].Size[1] = glyph.y1 - glyph.y0;
newfont->Characters[c].Bearing[0] = glyph.xoff;
newfont->Characters[c].Bearing[1] = glyph.yoff2;
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newfont->Characters[c].rect = r;
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}
return newfont;
}
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static int curchar = 0;
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void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct shader *shader, float color[3])
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{
float w = c.Size[0] * scale;
float h = c.Size[1] * scale;
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float xpos = cursor[0] + c.Bearing[0] * scale;
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float ypos = cursor[1] - c.Bearing[1] * scale;
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float verts[4 * 4] = {
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xpos, ypos, c.rect.s0, c.rect.t1,
xpos+w, ypos, c.rect.s1, c.rect.t1,
xpos, ypos + h, c.rect.s0, c.rect.t0,
xpos + w, ypos + h, c.rect.s1, c.rect.t0
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};
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if (verts[5] < 0 || verts[10] < 0 || verts[0] > window_i(0)->width || verts[1] > window_i(0)->height)
return;
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glBufferSubData(GL_ARRAY_BUFFER, curchar*sizeof(verts), sizeof(verts), verts);
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curchar++;
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}
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void text_settype(struct sFont *mfont)
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{
font = mfont;
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}
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void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3], float lw)
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{
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shader_use(shader);
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shader_setvec3(shader, "textColor", color);
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int len = strlen(text);
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mfloat_t cursor[2] = { 0.f };
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cursor[0] = pos[0];
cursor[1] = pos[1];
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, font->texID);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, len*16*sizeof(float), NULL, GL_STREAM_DRAW);
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glBindVertexArray(VAO);
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const unsigned char *line, *wordstart;
line = (unsigned char*)text;
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curchar = 0;
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while (*line != '\0') {
switch (*line) {
case '\n':
cursor[1] -= scale * font->height;
line++;
break;
case ' ':
sdrawCharacter(font->Characters[*line], cursor, scale, shader, color);
cursor[0] += font->Characters[*line].Advance * scale;
line++;
break;
default:
wordstart = line;
int wordWidth = 0;
while (!isspace(*line) && *line != '\0') {
wordWidth += font->Characters[*line].Advance * scale;
line++;
}
if (lw > 0 && (cursor[0] + wordWidth - pos[0]) >= lw) {
cursor[0] = pos[0];
cursor[1] -= scale * font->height;
}
while (wordstart < line) {
sdrawCharacter(font->Characters[*wordstart], cursor, scale, shader, color);
cursor[0] += font->Characters[*wordstart].Advance * scale;
wordstart++;
}
}
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*curchar);
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}