mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2025-01-24 17:45:39 +00:00
aa6506aec1
Font sizes might be a little different than they were before - sorry about that!
309 lines
7.3 KiB
C++
309 lines
7.3 KiB
C++
#include "Font.h"
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#include <iostream>
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#include <algorithm>
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#include <vector>
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#include "Renderer.h"
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FT_Library Font::sLibrary;
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bool Font::libraryInitialized = false;
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int Font::getDpiX() { return 96; }
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int Font::getDpiY() { return 96; }
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void Font::initLibrary()
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{
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if(FT_Init_FreeType(&sLibrary))
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{
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std::cerr << "Error initializing FreeType!\n";
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}else{
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libraryInitialized = true;
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}
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}
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Font::Font(std::string path, int size)
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{
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//register to receive init/deinit callbacks
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Renderer::registerComponent(this);
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mPath = path;
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mSize = size;
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onInit();
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}
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void Font::onInit()
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{
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if(!libraryInitialized)
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initLibrary();
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mMaxGlyphHeight = 0;
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if(FT_New_Face(sLibrary, mPath.c_str(), 0, &face))
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{
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std::cerr << "Error creating font face! (path: " << mPath.c_str() << "\n";
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return;
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}
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//FT_Set_Char_Size(face, 0, size * 64, getDpiX(), getDpiY());
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FT_Set_Pixel_Sizes(face, 0, mSize);
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buildAtlas();
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FT_Done_Face(face);
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}
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void Font::onDeinit()
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{
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if(textureID)
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glDeleteTextures(1, &textureID);
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}
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void Font::buildAtlas()
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{
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//find the size we should use
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FT_GlyphSlot g = face->glyph;
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int w = 0;
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int h = 0;
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/*for(int i = 32; i < 128; i++)
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{
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if(FT_Load_Char(face, i, FT_LOAD_RENDER))
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{
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fprintf(stderr, "Loading character %c failed!\n", i);
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continue;
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}
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w += g->bitmap.width;
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h = std::max(h, g->bitmap.rows);
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}*/
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//the max size (GL_MAX_TEXTURE_SIZE) is like 3300
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w = 2048;
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h = 512;
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textureWidth = w;
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textureHeight = h;
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//create the texture
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
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//copy the glyphs into the texture
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int x = 0;
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int y = 0;
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int maxHeight = 0;
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for(int i = 32; i < 128; i++)
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{
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if(FT_Load_Char(face, i, FT_LOAD_RENDER))
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continue;
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//prints rendered texture to the console
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/*std::cout << "uploading at x: " << x << ", w: " << g->bitmap.width << " h: " << g->bitmap.rows << "\n";
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for(int k = 0; k < g->bitmap.rows; k++)
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{
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for(int j = 0; j < g->bitmap.width; j++)
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{
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if(g->bitmap.buffer[g->bitmap.width * k + j])
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std::cout << ".";
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else
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std::cout << " ";
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}
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std::cout << "\n";
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}*/
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if(x + g->bitmap.width >= textureWidth)
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{
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x = 0;
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y += maxHeight;
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maxHeight = 0;
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}
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if(g->bitmap.rows > maxHeight)
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maxHeight = g->bitmap.rows;
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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charData[i].texX = x;
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charData[i].texY = y;
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charData[i].texW = g->bitmap.width;
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charData[i].texH = g->bitmap.rows;
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charData[i].advX = g->metrics.horiAdvance >> 6;
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charData[i].advY = g->advance.y >> 6;
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charData[i].bearingY = g->metrics.horiBearingY >> 6;
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if(charData[i].texH > mMaxGlyphHeight)
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mMaxGlyphHeight = charData[i].texH;
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x += g->bitmap.width;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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//std::cout << "generated texture \"" << textureID << "\" (w: " << w << " h: " << h << ")" << std::endl;
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}
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Font::~Font()
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{
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Renderer::unregisterComponent(this);
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if(textureID)
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glDeleteTextures(1, &textureID);
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}
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//why these aren't in an array:
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//openGL reads these in the order they are in memory
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//if I use an array, it will be 4 x values then 4 y values
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//it'll read XX, XX, YY instead of XY, XY, XY
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//...
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//that was the thinking at the time and honestly an array would have been smarter wow I'm dumb
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struct point {
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GLfloat pos0x;
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GLfloat pos0y;
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GLfloat pos1x;
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GLfloat pos1y;
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GLfloat pos2x;
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GLfloat pos2y;
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};
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struct tex {
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GLfloat tex0x;
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GLfloat tex0y;
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GLfloat tex1x;
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GLfloat tex1y;
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GLfloat tex2x;
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GLfloat tex2y;
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};
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void Font::drawText(std::string text, int startx, int starty, int color)
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{
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if(!textureID)
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{
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std::cerr << "Error - tried to draw with Font that has no texture loaded!\n";
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return;
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}
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starty += mMaxGlyphHeight;
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//padding (another 0.5% is added to the bottom through the sizeText function)
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starty += mMaxGlyphHeight * 0.1;
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int pointCount = text.length() * 2;
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point* points = new point[pointCount];
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tex* texs = new tex[pointCount];
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GLubyte* colors = new GLubyte[pointCount * 3 * 4];
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glBindTexture(GL_TEXTURE_2D, textureID);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//texture atlas width/height
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float tw = (float)textureWidth;
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float th = (float)textureHeight;
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int p = 0;
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int i = 0;
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float x = startx;
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float y = starty;
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for(; p < pointCount; i++, p++)
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{
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unsigned char letter = text[i];
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if(letter < 32 || letter >= 128)
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letter = 127; //print [X] if character is not standard ASCII
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points[p].pos0x = x; points[p].pos0y = y + charData[letter].texH - charData[letter].bearingY;
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points[p].pos1x = x + charData[letter].texW; points[p].pos1y = y - charData[letter].bearingY;
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points[p].pos2x = x; points[p].pos2y = y - charData[letter].bearingY;
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texs[p].tex0x = charData[letter].texX / tw; texs[p].tex0y = (charData[letter].texY + charData[letter].texH) / th;
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texs[p].tex1x = (charData[letter].texX + charData[letter].texW) / tw; texs[p].tex1y = charData[letter].texY / th;
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texs[p].tex2x = charData[letter].texX / tw; texs[p].tex2y = charData[letter].texY / th;
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p++;
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points[p].pos0x = x; points[p].pos0y = y + charData[letter].texH - charData[letter].bearingY;
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points[p].pos1x = x + charData[letter].texW; points[p].pos1y = y - charData[letter].bearingY;
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points[p].pos2x = x + charData[letter].texW; points[p].pos2y = y + charData[letter].texH - charData[letter].bearingY;
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texs[p].tex0x = charData[letter].texX / tw; texs[p].tex0y = (charData[letter].texY + charData[letter].texH) / th;
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texs[p].tex1x = (charData[letter].texX + charData[letter].texW) / tw; texs[p].tex1y = charData[letter].texY / th;
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texs[p].tex2x = texs[p].tex1x; texs[p].tex2y = texs[p].tex0y;
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x += charData[letter].advX;
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}
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Renderer::buildGLColorArray(colors, color, pointCount * 3);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, points);
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glTexCoordPointer(2, GL_FLOAT, 0, texs);
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
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glDrawArrays(GL_TRIANGLES, 0, pointCount * 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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delete[] points;
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delete[] texs;
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delete[] colors;
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}
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void Font::sizeText(std::string text, int* w, int* h)
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{
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int cwidth = 0;
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for(unsigned int i = 0; i < text.length(); i++)
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{
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unsigned char letter = text[i];
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if(letter < 32 || letter >= 128)
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letter = 127;
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cwidth += charData[letter].advX;
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}
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if(w != NULL)
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*w = cwidth;
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if(h != NULL)
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*h = mMaxGlyphHeight + mMaxGlyphHeight * 0.5;
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}
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int Font::getHeight()
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{
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return mMaxGlyphHeight * 1.5;
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}
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