prosperon/source/engine/font.c

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#include "font.h"
#include <shader.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <limits.h>
#include <GL/glew.h>
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h>
static uint32_t VBO = 0;
static uint32_t VAO = 0;
unsigned char ttf_buffer[24 << 20];
unsigned char temp_bitmap[512 * 512];
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struct sFont *font;
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static struct mShader *shader;
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void font_init() {
shader = MakeShader("textvert.glsl", "textfrag.glsl");
}
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struct sFont *MakeFont(const char *fontfile, int height)
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{
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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);
stbtt_fontinfo fontinfo = { 0 };
int i, j, ascent, baseline, ch = 0;
stbtt_InitFont(&fontinfo, ttf_buffer, 0);
stbtt_GetFontVMetrics(&fontinfo, &ascent, 0, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++) {
unsigned char *bitmap;
int advance, lsb, w, h;
stbtt_GetCodepointHMetrics(&fontinfo, c, &advance, &lsb);
bitmap =
stbtt_GetCodepointBitmap(&fontinfo, 0,
stbtt_ScaleForPixelHeight(&fontinfo,
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newfont->
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height), c,
&w, &h, 0, 0);
GLuint ftexture;
glGenTextures(1, &ftexture);
glBindTexture(GL_TEXTURE_2D, ftexture);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap);
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//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_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
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newfont->Characters[c].TextureID = ftexture;
newfont->Characters[c].Advance = advance;
newfont->Characters[c].Size[0] = w;
newfont->Characters[c].Size[1] = h;
newfont->Characters[c].Bearing[0] = lsb;
newfont->Characters[c].Bearing[1] = 0;
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}
// configure VAO/VBO for texture quads
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 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);
return newfont;
}
void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale,
struct mShader *shader, float color[3])
{
float xpos = cursor[0] + c.Bearing[0] * scale;
float ypos = cursor[1] - (c.Size[1] - c.Bearing[1]) * scale;
float w = c.Size[0] * scale;
float h = c.Size[1] * scale;
float verts[4 * 4] = {
xpos, ypos + h, 0.f, 0.f,
xpos, ypos, 0.f, 1.f,
xpos + w, ypos + h, 1.f, 0.f,
xpos + w, ypos, 1.f, 1.f
};
// float outlineWidth = 1.1;
// float ow = c.Size[0] * scale * outlineWidth;
// float oh = c.Size[1] * scale * outlineWidth;
// float oxpos = cursor[0] + c.Bearing[0] * scale * outlineWidth - ((ow-w)/2);
// float oypos = cursor[1] - (c.Size[1] - c.Bearing[1]) * scale * outlineWidth - ((oh-h)/2);
// float overts[4*4] = {
// oxpos, oypos + oh, 0.f, 0.f,
// oxpos, oypos, 0.f, 1.f,
// oxpos + ow, oypos + oh, 1.f, 0.f,
// oxpos + ow, oypos, 1.f, 1.f
// };
float shadowOffset = 6.f;
float sxpos =
cursor[0] + c.Bearing[0] * scale + (scale * shadowOffset);
float sypos =
cursor[1] - (c.Size[1] - c.Bearing[1]) * scale -
(scale * shadowOffset);
float sverts[4 * 4] = {
sxpos, sypos + h, 0.f, 0.f,
sxpos, sypos, 0.f, 1.f,
sxpos + w, sypos + h, 1.f, 0.f,
sxpos + w, sypos, 1.f, 1.f
};
glBindTexture(GL_TEXTURE_2D, c.TextureID);
//// Shadow pass
float black[3] = { 0, 0, 0 };
shader_setvec3(shader, "textColor", black);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(sverts), sverts);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//// Outline pass
shader_setvec3(shader, "textColor", color);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
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void text_settype(struct sFont *mfont)
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{
font = mfont;
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}
void strwidth(const char *str) {
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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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{
shader_use(shader);
shader_setvec3(shader, "textColor", color);
mfloat_t cursor[2] = { 0.f };
cursor[0] = pos[0];
cursor[1] = pos[1];
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
char *line, *wordstart;
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line = text;
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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glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}