implemented overlays and text, need depth configuration

This commit is contained in:
devZoGok
2021-10-18 19:05:04 +03:00
parent d1f2f9b152
commit 7a8a178a74
26 changed files with 544 additions and 73 deletions
+102
View File
@@ -0,0 +1,102 @@
#include"root.h"
#include"text.h"
#include"shader.h"
#include"texture.h"
#include"node.h"
#include<glad.h>
#include<glfw3.h>
#include<iostream>
#include<ft2build.h>
#include FT_FREETYPE_H
using namespace std;
namespace vb01{
Text::Text(string fontPath,string entry){
string basePath="/home/dominykas/c++/FSim/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,0,96);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
for(u32 i=0;i<128;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);
setText(entry);
}
Text::~Text(){}
void Text::update(){
Root *root=Root::getSingleton();
int width=root->getWidth(),height=root->getHeight();
shader->use();
shader->setVec4(color,"color");
shader->setVec2(Vector2(width,height),"screen");
Vector3 origin=node->getPosition();
for(int i=0;i<entry.length();i++){
Glyph ch;
bool foundChar=false;
for(Glyph c : characters)
if(entry.c_str()[i]==c.ch){
ch=c;
foundChar=true;
}
if(!foundChar)continue;
Vector2 size=ch.size*scale,bearing=ch.bearing;
float data[]={
origin.x+bearing.x,origin.y-bearing.y,0,1,
origin.x+bearing.x+size.x,origin.y-bearing.y,1,1,
origin.x+bearing.x+size.x,origin.y-bearing.y+size.y,1,0,
origin.x+bearing.x+size.x,origin.y-bearing.y+size.y,1,0,
origin.x+bearing.x,origin.y-bearing.y+size.y,0,0,
origin.x+bearing.x,origin.y-bearing.y,0,1
};
origin.x+=(ch.advance>>6)*scale;
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(data),data);
ch.texture->select();
glDrawArrays(GL_TRIANGLES,0,6);
}
}
void Text::setText(string 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);
}
}