#include "root.h" #include "text.h" #include "shader.h" #include "texture.h" #include "node.h" #include "material.h" #include #include #include #include #include FT_FREETYPE_H using namespace std; namespace vb01{ Text::Text(string fontPath, wstring entry){ initFont(fontPath); setText(entry); } Text::~Text(){ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); } void Text::initFont(string fontPath){ FT_Library ft; FT_Face face; if(FT_Init_FreeType(&ft)) cout << "Couldn't init Freetype\n"; if(FT_New_Face(ft, fontPath.c_str(), 0, &face)) cout << "Could not load font\n"; FT_Set_Pixel_Sizes(face, 0, 100); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for(u16 i = 0; i < u16(0 - 1); i++){ if(FT_Load_Char(face, i, FT_LOAD_RENDER)){ cout << "Could not load glyph\n"; continue; } Glyph c; c.ch = i; c.texture = new Texture(face, 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; characters.push_back(c); } FT_Done_Face(face); FT_Done_FreeType(ft); } 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 = 0; i < entry.length(); i++){ Glyph *glyphPtr = getGlyph(entry[i]); if(!glyphPtr) continue; Glyph glyph = *glyphPtr; prepareGlyphs(glyph, advanceOffset); Vector2 size = glyph.size, bearing = glyph.bearing; if(horizontal) advanceOffset.x += (size.x + bearing.x); else advanceOffset.y += size.y; } } void Text::prepareGlyphs(Glyph glyph, Vector2 advanceOffset){ Vector3 nodePos = node->getPosition(); Vector2 origin = Vector2(nodePos.x, nodePos.y); origin = origin + (advanceOffset * scale); Vector2 size = glyph.size * scale, bearing = glyph.bearing * scale; 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 }; renderGlyphs(glyph, data, sizeof(data)); } void Text::renderGlyphs(Glyph glyph, float data[], u32 dataSize){ glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data); glyph.texture->select(2); glDrawArrays(GL_TRIANGLES, 0, 6); } void Text::setText(wstring text){ this->entry = text; 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); } Text::Glyph* Text::getGlyph(u16 ch){ Glyph *glyph = nullptr; for(Glyph &g : characters) if(g.ch == ch) glyph = &g; return glyph; } }