ES-DE/src/Font.cpp

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#include "Font.h"
#include <iostream>
#include <algorithm>
#include <vector>
#include "Renderer.h"
FT_Library Font::sLibrary;
bool Font::libraryInitialized = false;
int Font::getDpiX() { return 96; }
int Font::getDpiY() { return 96; }
void Font::initLibrary()
{
if(FT_Init_FreeType(&sLibrary))
{
std::cerr << "Error initializing FreeType!\n";
}else{
libraryInitialized = true;
}
}
Font::Font(std::string path, int size)
{
//register to receive init/deinit callbacks
Renderer::registerComponent(this);
mPath = path;
mSize = size;
onInit();
}
void Font::onInit()
{
if(!libraryInitialized)
initLibrary();
mMaxGlyphHeight = 0;
if(FT_New_Face(sLibrary, mPath.c_str(), 0, &face))
{
std::cerr << "Error creating font face! (path: " << mPath.c_str() << "\n";
return;
}
//FT_Set_Char_Size(face, 0, size * 64, getDpiX(), getDpiY());
FT_Set_Pixel_Sizes(face, 0, mSize);
buildAtlas();
FT_Done_Face(face);
}
void Font::onDeinit()
{
if(textureID)
glDeleteTextures(1, &textureID);
}
void Font::buildAtlas()
{
//find the size we should use
FT_GlyphSlot g = face->glyph;
int w = 0;
int h = 0;
/*for(int i = 32; i < 128; i++)
{
if(FT_Load_Char(face, i, FT_LOAD_RENDER))
{
fprintf(stderr, "Loading character %c failed!\n", i);
continue;
}
w += g->bitmap.width;
h = std::max(h, g->bitmap.rows);
}*/
//the max size (GL_MAX_TEXTURE_SIZE) is like 3300
w = 2048;
h = 512;
textureWidth = w;
textureHeight = h;
//create the texture
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
//copy the glyphs into the texture
int x = 0;
int y = 0;
int maxHeight = 0;
for(int i = 32; i < 128; i++)
{
if(FT_Load_Char(face, i, FT_LOAD_RENDER))
continue;
//prints rendered texture to the console
/*std::cout << "uploading at x: " << x << ", w: " << g->bitmap.width << " h: " << g->bitmap.rows << "\n";
for(int k = 0; k < g->bitmap.rows; k++)
{
for(int j = 0; j < g->bitmap.width; j++)
{
if(g->bitmap.buffer[g->bitmap.width * k + j])
std::cout << ".";
else
std::cout << " ";
}
std::cout << "\n";
}*/
if(x + g->bitmap.width >= textureWidth)
{
x = 0;
y += maxHeight;
maxHeight = 0;
}
if(g->bitmap.rows > maxHeight)
maxHeight = g->bitmap.rows;
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
charData[i].texX = x;
charData[i].texY = y;
charData[i].texW = g->bitmap.width;
charData[i].texH = g->bitmap.rows;
charData[i].advX = g->metrics.horiAdvance >> 6;
charData[i].advY = g->advance.y >> 6;
charData[i].bearingY = g->metrics.horiBearingY >> 6;
if(charData[i].texH > mMaxGlyphHeight)
mMaxGlyphHeight = charData[i].texH;
x += g->bitmap.width;
}
std::cout << "Final texture coords: " << x << ", " << y << "\n";
glBindTexture(GL_TEXTURE_2D, 0);
//std::cout << "generated texture \"" << textureID << "\" (w: " << w << " h: " << h << ")" << std::endl;
}
Font::~Font()
{
Renderer::unregisterComponent(this);
if(textureID)
glDeleteTextures(1, &textureID);
}
//why these aren't in an array:
//openGL reads these in the order they are in memory
//if I use an array, it will be 4 x values then 4 y values
//it'll read XX, XX, YY instead of XY, XY, XY
//...
//that was the thinking at the time and honestly an array would have been smarter wow I'm dumb
struct point {
GLfloat pos0x;
GLfloat pos0y;
GLfloat pos1x;
GLfloat pos1y;
GLfloat pos2x;
GLfloat pos2y;
};
struct tex {
GLfloat tex0x;
GLfloat tex0y;
GLfloat tex1x;
GLfloat tex1y;
GLfloat tex2x;
GLfloat tex2y;
};
void Font::drawText(std::string text, int startx, int starty, int color)
{
if(!textureID)
{
std::cerr << "Error - tried to draw with Font that has no texture loaded!\n";
return;
}
starty += mMaxGlyphHeight;
//padding (another 0.5% is added to the bottom through the sizeText function)
starty += mMaxGlyphHeight * 0.1;
int pointCount = text.length() * 2;
point* points = new point[pointCount];
tex* texs = new tex[pointCount];
GLubyte* colors = new GLubyte[pointCount * 3 * 4];
glBindTexture(GL_TEXTURE_2D, textureID);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//texture atlas width/height
float tw = (float)textureWidth;
float th = (float)textureHeight;
int p = 0;
int i = 0;
float x = startx;
float y = starty;
for(; p < pointCount; i++, p++)
{
unsigned char letter = text[i];
if(letter < 32 || letter >= 128)
letter = 127; //print [X] if character is not standard ASCII
points[p].pos0x = x; points[p].pos0y = y + charData[letter].texH - charData[letter].bearingY;
points[p].pos1x = x + charData[letter].texW; points[p].pos1y = y - charData[letter].bearingY;
points[p].pos2x = x; points[p].pos2y = y - charData[letter].bearingY;
texs[p].tex0x = charData[letter].texX / tw; texs[p].tex0y = (charData[letter].texY + charData[letter].texH) / th;
texs[p].tex1x = (charData[letter].texX + charData[letter].texW) / tw; texs[p].tex1y = charData[letter].texY / th;
texs[p].tex2x = charData[letter].texX / tw; texs[p].tex2y = charData[letter].texY / th;
p++;
points[p].pos0x = x; points[p].pos0y = y + charData[letter].texH - charData[letter].bearingY;
points[p].pos1x = x + charData[letter].texW; points[p].pos1y = y - charData[letter].bearingY;
points[p].pos2x = x + charData[letter].texW; points[p].pos2y = y + charData[letter].texH - charData[letter].bearingY;
texs[p].tex0x = charData[letter].texX / tw; texs[p].tex0y = (charData[letter].texY + charData[letter].texH) / th;
texs[p].tex1x = (charData[letter].texX + charData[letter].texW) / tw; texs[p].tex1y = charData[letter].texY / th;
texs[p].tex2x = texs[p].tex1x; texs[p].tex2y = texs[p].tex0y;
x += charData[letter].advX;
}
Renderer::buildGLColorArray(colors, color, pointCount * 3);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, points);
glTexCoordPointer(2, GL_FLOAT, 0, texs);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, pointCount * 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
delete[] points;
delete[] texs;
delete[] colors;
}
void Font::sizeText(std::string text, int* w, int* h)
{
int cwidth = 0;
for(unsigned int i = 0; i < text.length(); i++)
{
unsigned char letter = text[i];
if(letter < 32 || letter >= 128)
letter = 127;
cwidth += charData[letter].advX;
}
if(w != NULL)
*w = cwidth;
if(h != NULL)
*h = mMaxGlyphHeight + mMaxGlyphHeight * 0.5;
}
int Font::getHeight()
{
return mMaxGlyphHeight * 1.5;
}