learn-opengl/45-animation/src/text.cpp

114 lines
3.4 KiB
C++

#include "text.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "config.hpp"
#include <ft2build.h>
#include FT_FREETYPE_H
void Text::render(const std::string& text, float x, float y, float scale, glm::vec3 color) {
text_shader.use();
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
text_shader.setMat4("projection", projection);
glUniform3f(glGetUniformLocation(text_shader.ID, "textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(text_vao);
for(auto c : text) {
auto& ch = characters.at(c);
float xpos = x + ch.bearing.x * scale;
float ypos = y - (ch.size.y - ch.bearing.y) * scale;
float w = ch.size.x * scale;
float h = ch.size.y * scale;
float vertices[6][4] = {
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos, ypos, 0.0f, 1.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos + w, ypos + h, 1.0f, 0.0f }
};
// rander glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
// update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, text_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (ch.advance >> 6) * scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Text::load_font() {
FT_Library ft;
int fail = FT_Init_FreeType(&ft);
dbc::check(fail == 0, "FreeType failed.");
FT_Face face;
fail = FT_New_Face(ft, font.c_str(), 0, &face);
dbc::check(fail == 0, "Failed to load font.");
// load the font bitmaps
FT_Set_Pixel_Sizes(face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(unsigned char c = 0; c < 255; c++) {
fail = FT_Load_Char(face, c, FT_LOAD_RENDER);
dbc::check(fail == 0, $F("Failed to load char {}", int(c)));
unsigned int texture = UINT_MAX;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
characters.try_emplace(c,
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<unsigned int>(face->glyph->advance.x));
}
// unbind
glBindTexture(GL_TEXTURE_2D, 0);
// cleanup
FT_Done_Face(face);
FT_Done_FreeType(ft);
// create teh vao/vbo
glGenVertexArrays(1, &text_vao);
glGenBuffers(1, &text_vbo);
glBindVertexArray(text_vao);
glBindBuffer(GL_ARRAY_BUFFER, text_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), 0);
glBindVertexArray(0);
}