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 <stb_truetype.h>
static uint32_t VBO = 0;
static uint32_t VAO = 0;
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unsigned char ttf_buffer[1<<25];
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unsigned char temp_bitmap[512 * 512];
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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);
// 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);
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// Default font
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font = MakeFont("teenytinypixels.ttf", 300);
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}
void font_frame(struct window *w) {
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shader_use(shader);
}
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// Height in pixels
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struct sFont *MakeFont(const char *fontfile, int height)
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{
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shader_use(shader);
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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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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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int ascent, descent, linegap;
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stbtt_GetFontVMetrics(&fontinfo, &ascent, &descent, &linegap);
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ascent = roundf(ascent*scale);
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descent = roundf(descent*scale);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (unsigned char c = 32; c < 127; c++) {
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unsigned char *bitmap;
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int advance, lsb, w, h, x0, y0;
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stbtt_GetCodepointHMetrics(&fontinfo, c, &advance, &lsb);
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bitmap = stbtt_GetCodepointBitmap(&fontinfo, scale, scale, c, &w, &h, &x0, &y0);
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GLuint ftexture;
glGenTextures(1, &ftexture);
glBindTexture(GL_TEXTURE_2D, ftexture);
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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newfont->Characters[c].TextureID = ftexture;
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newfont->Characters[c].Advance = advance * scale;
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newfont->Characters[c].Size[0] = w;
newfont->Characters[c].Size[1] = h;
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newfont->Characters[c].Bearing[0] = x0;
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newfont->Characters[c].Bearing[1] = y0*-1;
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}
return newfont;
}
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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;
float ypos = cursor[1] + (c.Bearing[1] * scale) - h;
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float verts[4 * 4] = {
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xpos, ypos, 0.f, 0.f,
xpos+w, ypos, 1.f, 0.f,
xpos, ypos + h, 0.f, 1.f,
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xpos + w, ypos + h, 1.f, 1.f
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};
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glBindTexture(GL_TEXTURE_2D, c.TextureID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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////// Outline calculation
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// 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
// };
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/////////// Shadow calculation
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/*
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float shadowOffset = 6.f;
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float sxpos = cursor[0] + c.Bearing[0] * scale + (scale * shadowOffset);
float sypos = cursor[1] - (c.Size[1] - c.Bearing[1]) * scale - (scale * shadowOffset);
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float sverts[4 * 4] = {
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sxpos, sypos, 0.f, 0.f,
sxpos+w, sypos, 1.f, 0.f,
sxpos, sypos + h, 0.f, 1.f,
sxpos + w, sypos+h, 1.f, 1.f
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};
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//// Shadow pass
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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);
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*/
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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);
mfloat_t cursor[2] = { 0.f };
cursor[0] = pos[0];
cursor[1] = pos[1];
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
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const unsigned char *line, *wordstart;
line = (unsigned char*)text;
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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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}
}