beginning of text sample

text can be rendered from right to left
This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent 3366edf5e7
commit 85fa337163
20 changed files with 127 additions and 5 deletions
+7 -1
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@@ -5,6 +5,7 @@ set(CMAKE_BUILD_TYPE Debug)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread -pedantic")
set(BUILD_SHARED_LIBS OFF)
set(BUILD_TESTS ON)
set(BUILD_SAMPLES ON)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
cmake_policy(SET CMP0015 NEW)
@@ -23,7 +24,7 @@ include_directories(external/glm/glm)
include_directories(external/glad)
include_directories(external/stb)
add_library(${PROJECT_NAME} SHARED external/glad/glad.c ${LIB_SRC})
add_library(vb01 SHARED external/glad/glad.c ${LIB_SRC})
set(GLFW_DIR external/glfw)
set(FREETYPE_DIR external/freetype)
@@ -73,3 +74,8 @@ if(BUILD_TESTS)
add_executable(vb01Tests ${TEST_SRC})
target_link_libraries(vb01Tests ${PROJECT_NAME} ${DEPS} cppunit)
endif()
if(BUILD_SAMPLES)
add_executable(textSample textSample.cpp)
target_link_libraries(textSample ${PROJECT_NAME})
endif()
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+3 -3
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@@ -8,6 +8,7 @@
#include "glad.h"
#include <glfw3.h>
#include <iostream>
#include <algorithm>
#include <ft2build.h>
#include FT_FREETYPE_H
@@ -64,7 +65,7 @@ namespace vb01{
shader->setVec3(node->getPosition(), "pos");
Vector2 advanceOffset = Vector2::VEC_ZERO;
for(int i = 0; i < entry.length(); i++){
for(int i = (leftToRight ? 0 : entry.length() - 1); (leftToRight ? (i < entry.length()) : (i >= 0)); (leftToRight ? i++ : i--)){
Glyph *glyphPtr = getGlyph(entry[i]);
if(!glyphPtr)
continue;
@@ -81,8 +82,7 @@ namespace vb01{
void Text::prepareGlyphs(Glyph glyph, Vector2 advanceOffset){
Vector3 nodePos = node->getPosition();
Vector2 origin = Vector2(nodePos.x, nodePos.y);
origin = origin + (advanceOffset * scale);
Vector2 origin = Vector2(nodePos.x, nodePos.y) + (advanceOffset * scale);
Vector2 size = glyph.size * scale, bearing = glyph.bearing * scale;
float data[] = {
+3 -1
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@@ -32,6 +32,8 @@ namespace vb01{
inline std::wstring getText(){return entry;}
inline bool isHorizontal(){return horizontal;}
inline void setHorizontal(bool h){this->horizontal = h;}
inline bool isLeftToRight(){return leftToRight;}
inline void setLeftToRight(bool ltr){this->leftToRight = ltr;}
inline Material* getMaterial(){return material;}
inline void setMaterial(Material *mat){this->material = mat;}
private:
@@ -46,7 +48,7 @@ namespace vb01{
std::vector<Glyph> characters;
unsigned int VAO, VBO;
float scale = 1;
bool horizontal = true;
bool horizontal = true, leftToRight = true;
};
}
+114
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@@ -0,0 +1,114 @@
#include <string>
#include "root.h"
#include "text.h"
#include "material.h"
#include "node.h"
#include "animationController.h"
#include "animationChannel.h"
using namespace std;
using namespace vb01;
int main(){
Root *root = Root::getSingleton();
Node *guiNode = root->getGuiNode();
const string PATH = "../", FONT_PATH = PATH + "samples/textSample/fonts/", TEX_PATH = PATH + "samples/textSample/textures/";
root->start(800, 600, PATH, "TextSample");
int numTexts = 4;
wstring texts[] = {
L"대한민국",
L"ĄČĘĖĮŠŲŪ„“",
L"عشر",
L"中華民國"
};
string fonts[] = {
"batang.ttf",
"Palem-nm.ttf",
"Amiri-Regular.ttf",
"sazanami-mincho.ttf"
};
bool leftToRight[] = {
true,
true,
false,
true
};
bool horizontal[] = {
true,
true,
true,
false
};
Material *textMat = new Material(Material::MATERIAL_TEXT);
textMat->setTexturingEnabled(true);
string frames[]{TEX_PATH + "bricks.jpg", TEX_PATH + "defaultTexture.jpg"};
Texture *texture = new Texture(frames, 2);
textMat->addDiffuseMap(texture);
for(int i = 0; i < numTexts; i++){
Text *text = new Text(FONT_PATH + fonts[i], texts[i]);
text->setLeftToRight(leftToRight[i]);
text->setScale(.5);
text->setHorizontal(horizontal[i]);
text->setMaterial(textMat);
Node *textNode = new Node(Vector3(0, 50 * (i + 1), 0), Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
textNode->addText(text);
guiNode->attachChild(textNode);
KeyframeChannel kcA;
kcA.animatable = texture;
kcA.type = KeyframeChannel::TEXTURE_FRAME_A;
Keyframe k0;
k0.interpolation = Keyframe::CONSTANT;
k0.value = 0;
k0.frame = 1;
kcA.keyframes = vector<Keyframe>({k0});
KeyframeChannel kcB;
kcB.animatable = texture;
kcB.type = KeyframeChannel::TEXTURE_FRAME_B;
Keyframe k1;
k1.interpolation = Keyframe::CONSTANT;
k1.value = 1;
k1.frame = 1;
kcB.keyframes = vector<Keyframe>({k1});
KeyframeChannel kcC;
kcC.animatable = texture;
kcC.type = KeyframeChannel::TEXTURE_MIX_RATIO;
Keyframe k;
k.interpolation = Keyframe::LINEAR;
k.value = 0;
k.frame = 1;
Keyframe kk;
kk.interpolation = Keyframe::LINEAR;
kk.value = 1;
kk.frame = 15;
Keyframe kkk;
kkk.interpolation = Keyframe::LINEAR;
kkk.value = 0;
kkk.frame = 29;
kcC.keyframes = vector<Keyframe>({k, kk, kkk});
Animation *anim = new Animation("tex");
anim->addKeyframeChannel(kcA);
anim->addKeyframeChannel(kcB);
anim->addKeyframeChannel(kcC);
AnimationController *controller = textNode->getAnimationController();
controller->addAnimation(anim);
AnimationChannel *channel = new AnimationChannel(controller);
channel->addAnimatable(texture);
channel->setAnimationName("tex");
channel->setLoop(true);
controller->addAnimationChannel(channel);
}
while(true){
root->update();
}
return 0;
}