#include "root.h" #include "text.h" #include "shader.h" #include "texture.h" #include "node.h" #include "material.h" #include "assetManager.h" #include "glad.h" #include #include #include #include #include FT_FREETYPE_H using namespace std; namespace vb01{ Text::Text(string fontPath, wstring e, u16 firstChar, u16 lastChar) : entry(e){ init(); applyFont(fontPath, firstChar, lastChar); } Text::~Text(){ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); } void Text::init(){ glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } //TODO ensure destruction of textures when unloading the asset void Text::applyFont(string fontPath, u16 firstChar, u16 lastChar){ characters.clear(); font = (FontAsset*)AssetManager::getSingleton()->getAsset(fontPath); FT_Face face = font->face; vector keys; for (pair p : font->glyphTextures) keys.push_back(p.first); for(u16 i = firstChar; i < lastChar; i++){ if(FT_Load_Char(face, i, FT_LOAD_RENDER)){ cout << "Could not load glyph\n"; continue; } Glyph c; c.ch = i; c.size = Vector2(face->glyph->bitmap.width, face->glyph->bitmap.rows); c.bearing = Vector2(face->glyph->bitmap_left, face->glyph->bitmap_top); c.advance = face->glyph->advance.x; c.texId = i; if(find(keys.begin(), keys.end(), i) == keys.end()) font->glyphTextures.push_back(make_pair(i, new Texture(face))); characters.push_back(c); } } void Text::update(){ Root *root = Root::getSingleton(); int width = root->getWidth(), height = root->getHeight(); material->update(); Shader *shader = material->getShader(); shader->setVec2(Vector2(width, height), "screen"); shader->setVec3(node->getPosition(), "pos"); Vector2 advanceOffset = Vector2::VEC_ZERO; 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; int glyphTexId = -1; for(int j = 0; j < font->glyphTextures.size(); j++) if(font->glyphTextures[j].first == glyphPtr->texId){ glyphTexId = j; break; } Glyph glyph = *glyphPtr; prepareGlyphs(glyph, glyphTexId, advanceOffset); Vector2 size = glyph.size, bearing = glyph.bearing; if(horizontal) advanceOffset.x += node->getScale().x * (size.x + bearing.x); else advanceOffset.y += node->getScale().y * size.y; } } void Text::prepareGlyphs(Glyph glyph, int glyphTexId, Vector2 advanceOffset){ Vector3 nodePos = node->getPosition(); Vector2 origin = Vector2(nodePos.x, nodePos.y) + (advanceOffset * scale); Vector3 scale = node->getScale(); Vector2 size = Vector2(glyph.size.x * scale.x, glyph.size.y * scale.y); Vector2 bearing = Vector2(glyph.bearing.x * scale.x, glyph.bearing.y * scale.y); float data[] = { origin.x + bearing.x, origin.y - bearing.y, 0, 0, origin.x + bearing.x + size.x, origin.y - bearing.y, 1, 0, origin.x + bearing.x + size.x, origin.y - bearing.y + size.y, 1, 1, origin.x + bearing.x + size.x, origin.y - bearing.y + size.y, 1, 1, origin.x + bearing.x, origin.y - bearing.y + size.y, 0, 1, origin.x + bearing.x, origin.y - bearing.y, 0, 0 }; glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(data), data); int id = 2; material->getShader()->setInt(id, "textures[1].pastTexture"); font->glyphTextures[glyphTexId].second->select(id); glDrawArrays(GL_TRIANGLES, 0, 6); } Text::Glyph* Text::getGlyph(u16 ch){ Glyph *glyph = nullptr; for(Glyph &g : characters) if(g.ch == ch) glyph = &g; return glyph; } }