#include "font.h" #include "render.h" #include #include #include #include #include #include #include #include static uint32_t VBO = 0; static uint32_t VAO = 0; unsigned char ttf_buffer[1<<25]; unsigned char temp_bitmap[512 * 512]; struct sFont *font; static struct mShader *shader; void font_init(struct mShader *textshader) { shader = textshader; 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); } void font_frame(struct mSDLWindow *w) { shader_use(shader); } // Height in pixels struct sFont *MakeFont(const char *fontfile, int height) { shader_use(shader); struct sFont *newfont = calloc(1, sizeof(struct sFont)); newfont->height = height; char fontpath[256]; snprintf(fontpath, 256, "fonts/%s", fontfile); fread(ttf_buffer, 1, 1<<25, fopen(fontpath, "rb")); stbtt_fontinfo fontinfo; if (!stbtt_InitFont(&fontinfo, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0))) { printf("failed\n"); } float scale = stbtt_ScaleForPixelHeight(&fontinfo, height); int ascent, descent, linegap; stbtt_GetFontVMetrics(&fontinfo, &ascent, &descent, &linegap); ascent = roundf(ascent*scale); descent = roundf(descent*scale); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for (unsigned char c = 32; c < 128; c++) { unsigned char *bitmap; int advance, lsb, w, h, x0, y0; stbtt_GetCodepointHMetrics(&fontinfo, c, &advance, &lsb); bitmap = stbtt_GetCodepointBitmap(&fontinfo, scale, scale, c, &w, &h, &x0, &y0); 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); glGenerateMipmap(GL_TEXTURE_2D); 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); newfont->Characters[c].TextureID = ftexture; newfont->Characters[c].Advance = advance * scale; newfont->Characters[c].Size[0] = w; newfont->Characters[c].Size[1] = h; newfont->Characters[c].Bearing[0] = x0; newfont->Characters[c].Bearing[1] = y0*-1; } return newfont; } void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct mShader *shader, float color[3]) { float w = c.Size[0] * scale; float h = c.Size[1] * scale; float xpos = cursor[0] + c.Bearing[0] * scale; float ypos = cursor[1] + (c.Bearing[1] * scale) - h; float verts[4 * 4] = { xpos, ypos, 0.f, 0.f, xpos+w, ypos, 1.f, 0.f, xpos, ypos + h, 0.f, 1.f, xpos + w, ypos + h, 1.f, 1.f }; ////// Outline calculation // 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 // }; /////////// Shadow calculation 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, 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 }; 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); //// Character pass shader_setvec3(shader, "textColor", color); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void text_settype(struct sFont *mfont) { font = mfont; } void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3], float lw) { //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); const unsigned char *line, *wordstart; line = (unsigned char*)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++; } } } /* glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); */ }