prosperon/source/engine/font.c
2021-12-01 03:29:18 +00:00

241 lines
6.1 KiB
C

#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 struct Character Characters[127] = { '\0' };
static uint32_t VBO = 0;
static uint32_t VAO = 0;
unsigned char ttf_buffer[24 << 20];
unsigned char temp_bitmap[512 * 512];
struct sFont MakeFont(const char *fontfile, int height)
{
struct sFont newfont = { 0 };
newfont.height = height;
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,
newfont.
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);
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);
Characters[c].TextureID = ftexture;
Characters[c].Advance = advance;
Characters[c].Size[0] = w;
Characters[c].Size[1] = h;
Characters[c].Bearing[0] = lsb;
Characters[c].Bearing[1] = 0;
}
// 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);
}
void renderText(struct sFont font, struct mShader *shader,
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);
char modText[sizeof(*text)];
strcpy(modText, text);
char *line, *wordstart;
line = strtok(modText, "\n");
while (line != NULL) {
cursor[0] = pos[0];
int wordWidth = 0;
// iterate through all characters
while (*line != '\0') {
wordstart = line;
if (!isspace(*line)) {
struct Character ch = Characters[*line];
if (lw > 0
&& (cursor[0] + ((ch.Advance >> 6) * scale) - pos[0] >=
lw)) {
cursor[0] = pos[0];
cursor[1] -= scale * font.height;
} else {
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
cursor[0] += (ch.Advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
}
sdrawCharacter(ch, cursor, scale, shader, color);
++line;
} else {
while (!isspace(*line) || *line != '\0') { // Seek line to the end of the word
++line;
wordWidth += (Characters[*line].Advance >> 6) * scale;
}
// Now wordStart and stringPos surround the word, go through them. If the word that's about to be drawn goes past the line width, go to next line
if (lw > 0 && (cursor[0] + wordWidth - pos[0] >= lw)) {
cursor[0] = pos[0];
cursor[1] -= scale * font.height;
}
while (wordstart < line) { // Go through
struct Character ch = Characters[*wordstart];
sdrawCharacter(Characters[*wordstart], cursor, scale,
shader, color);
cursor[0] += (ch.Advance >> 6) * scale;
++wordstart;
}
}
}
cursor[1] -= scale * font.height;
line = strtok(NULL, "\n");
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}