Fix font rendering for fonts with horizontal bearing

This commit is contained in:
Bim Overbohm 2013-06-27 12:30:04 +02:00
parent 887a1e00f8
commit b187f05a16
2 changed files with 13 additions and 9 deletions

View file

@ -183,9 +183,10 @@ void Font::buildAtlas()
charData[i].texY = y;
charData[i].texW = g->bitmap.width;
charData[i].texH = g->bitmap.rows;
charData[i].advX = g->metrics.horiAdvance / 64.0f;
charData[i].advY = g->metrics.vertAdvance / 64.0f;
charData[i].bearingY = g->metrics.horiBearingY / 64.0f;
charData[i].advX = (float)g->metrics.horiAdvance / 64.0f;
charData[i].advY = (float)g->metrics.vertAdvance / 64.0f;
charData[i].bearingX = (float)g->metrics.horiBearingX / 64.0f;
charData[i].bearingY = (float)g->metrics.horiBearingY / 64.0f;
if(charData[i].texH > mMaxGlyphHeight)
mMaxGlyphHeight = charData[i].texH;
@ -257,10 +258,12 @@ void Font::drawText(std::string text, int startx, int starty, int color)
if(letter < 32 || letter >= 128)
letter = 127; //print [X] if character is not standard ASCII
//the glyph might not start at the cursor position, but needs to be shifted a bit
const float glyphStartX = x + charData[letter].bearingX * fontScale;
//order is bottom left, top right, top left
vert[i + 0].pos = Vector2<GLfloat>(x, y + (charData[letter].texH - charData[letter].bearingY) * fontScale);
vert[i + 1].pos = Vector2<GLfloat>(x + charData[letter].texW * fontScale, y - charData[letter].bearingY * fontScale);
vert[i + 2].pos = Vector2<GLfloat>(x, vert[i + 1].pos.y);
vert[i + 0].pos = Vector2<GLfloat>(glyphStartX, y + (charData[letter].texH - charData[letter].bearingY) * fontScale);
vert[i + 1].pos = Vector2<GLfloat>(glyphStartX + charData[letter].texW * fontScale, y - charData[letter].bearingY * fontScale);
vert[i + 2].pos = Vector2<GLfloat>(glyphStartX, vert[i + 1].pos.y);
Vector2<int> charTexCoord(charData[letter].texX, charData[letter].texY);
Vector2<int> charTexSize(charData[letter].texW, charData[letter].texH);

View file

@ -26,10 +26,11 @@ public:
int texW;
int texH;
float advX;
float advY;
float advX; //!<The horizontal distance to advance to the next character after this one
float advY; //!<The vertical distance to advance to the next character after this one
float bearingY;
float bearingX; //!<The horizontal distance from the cursor to the start of the character
float bearingY; //!<The vertical distance from the cursor to the start of the character
};
charPosData charData[128];