changed text and math classes

This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent 8f49bd1125
commit 72a9a33e7d
8 changed files with 233 additions and 211 deletions
+77 -67
View File
@@ -12,103 +12,113 @@
using namespace std;
namespace vb01{
Text::Text(string fontPath,string entry){
string basePath="../../vb01/text.";
shader=new Shader(basePath+"vert",basePath+"frag");
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(u32 i=0;i<256;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);
Text::Text(string fontPath, string entry){
initFont(fontPath);
setText(entry);
}
Text::~Text(){
delete shader;
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
}
void Text::initFont(string fontPath){
string basePath = "../../vb01/text.";
shader = new Shader(basePath + "vert", basePath + "frag");
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(u32 i = 0; i < 256; 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();
Root *root = Root::getSingleton();
int width = root->getWidth(), height=root->getHeight();
shader->use();
shader->setVec4(color,"color");
shader->setVec2(Vector2(width,height),"screen");
shader->setVec3(node->getPosition(),"pos");
shader->setVec4(color, "color");
shader->setVec2(Vector2(width, height), "screen");
shader->setVec3(node->getPosition(), "pos");
Vector3 origin=node->getPosition();
for(int i=0;i<entry.length();i++){
renderGlyphs();
}
void Text::renderGlyphs(){
Vector3 origin = node->getPosition();
for(int i = 0; i < entry.length(); i++){
Glyph ch;
bool foundChar=false;
bool foundChar = false;
for(Glyph c : characters)
if(entry.c_str()[i]==c.ch){
ch=c;
foundChar=true;
if(entry.c_str()[i] == c.ch){
ch = c;
foundChar = true;
}
if(!foundChar)continue;
Vector2 size=ch.size*scale,bearing=ch.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,
if(!foundChar)
continue;
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
Vector2 size = ch.size * scale, bearing = ch.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
};
origin.x+=(ch.advance>>6)*scale;
origin.x += (ch.advance >> 6) * scale;
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(data),data);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(data), data);
ch.texture->select();
glDrawArrays(GL_TRIANGLES,0,6);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
void Text::setText(string text){
this->entry=text;
this->entry = text;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
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);
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);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
float Text::getCharWidth(char c){
for(Glyph g : characters)
if(g.ch==c)
return g.size.x*scale;
if(g.ch == c)
return g.size.x * scale;
}
}