feat: add font class and render font function

This commit is contained in:
2026-03-28 12:04:31 +08:00
parent 93fbbaca2b
commit c37c45ad19
10 changed files with 217 additions and 11 deletions

View File

@@ -6,13 +6,6 @@
#include <exception>
static double last_time = glfwGetTime();
static double current_time = glfwGetTime();
static double delta_time = 0.0f;
static double fps_time_count = 0.0f;
static int frame_count = 0;
static int fps;
App::App() {
}
@@ -163,4 +156,12 @@ int App::start_cubed_application(int argc, char** argv) {
}
return 1;
}
float App::delte_time() {
return delta_time;
}
float App::get_fps() {
return fps;
}

View File

@@ -1,9 +1,11 @@
#include <Cubed/app.hpp>
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/renderer.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
@@ -23,6 +25,7 @@ Renderer::~Renderer() {
glDeleteBuffers(1, &m_outline_indices_vbo);
glDeleteBuffers(1, &m_sky_vbo);
glDeleteBuffers(1, &m_ui_vbo);
glDeleteBuffers(1, &m_text_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, m_vao.data());
glDeleteProgram(m_world_program);
@@ -45,11 +48,15 @@ void Renderer::init() {
m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
m_text_program = Shader::create_shader_program("shaders/text_v_shader.glsl", "shaders/text_f_shader.glsl");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
@@ -57,7 +64,6 @@ void Renderer::init() {
}, nullptr);
#endif
m_vao.resize(NUM_VAO);
glGenVertexArrays(NUM_VAO, m_vao.data());
glBindVertexArray(m_vao[0]);
@@ -91,6 +97,9 @@ void Renderer::init() {
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
glGenBuffers(1, &m_text_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@@ -118,6 +127,8 @@ void Renderer::render() {
render_outline();
render_ui();
render_text();
}
void Renderer::render_outline() {
@@ -170,6 +181,16 @@ void Renderer::render_sky() {
}
void Renderer::render_text() {
glUseProgram(m_text_program);
glDisable(GL_DEPTH_TEST);
m_proj_loc = glGetUniformLocation(m_text_program, "projection");
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
Font::render_text(m_text_program, m_text_vbo, std::string{"fps" + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
glEnable(GL_DEPTH_TEST);
}
void Renderer::render_ui() {
glUseProgram(m_ui_program);
glDisable(GL_DEPTH_TEST);

View File

@@ -0,0 +1,12 @@
#version 460
in vec2 texCoord;
out vec4 color;
layout (binding = 0) uniform sampler2D text;
uniform vec3 textColor;
void main(void) {
vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
color = vec4(textColor, 1.0) * smapled;
}

View File

@@ -0,0 +1,11 @@
#version 460
layout (location = 0) in vec4 vertex;
out vec2 texCoord;
uniform mat4 projection;
void main(void) {
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
texCoord = vec2(vertex.zw);
}

112
src/tools/font.cpp Normal file
View File

@@ -0,0 +1,112 @@
#include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp>
Font::Font() {
if (FT_Init_FreeType(&m_ft)) {
LOG::error("FREETYPE: Could not init FreeType Library");
}
if (FT_New_Face(m_ft, "assets/fonts/IBMPlexSans-Regular.ttf", 0, &m_face)) {
LOG::error("FREETYPE: Failed to load font");
}
FT_Set_Pixel_Sizes(m_face, 0, 48);
setup_font_character();
}
Font::~Font() {
FT_Done_Face(m_face);
FT_Done_FreeType(m_ft);
for (const auto& [key, character] : m_characters) {
glDeleteTextures(1, &character.texture_id);
}
}
void Font::load_character(char8_t c) {
if (FT_Load_Char(m_face, c, FT_LOAD_RENDER)) {
LOG::error("FREETYTPE: Failed to load Glyph");
return;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
m_face->glyph->bitmap.width,
m_face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
m_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);
Character character = {
texture,
glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
static_cast<GLuint>(m_face->glyph->advance.x)
};
m_characters.insert({c, std::move(character)});
}
void Font::setup_font_character() {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (char8_t c = 0; c < 128; c++) {
load_character(c);
}
}
void Font::render_text(GLuint program, GLuint vbo, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
static Font font;
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
for (char8_t c : text) {
auto it = font.m_characters.find(c);
if (it == font.m_characters.end()) {
LOG::error("Can't find character {}", static_cast<char>(c));
continue;
}
Character& ch = it->second;
float xpos = x + ch.bearing.x * scale;
float ypos = y - ch.bearing.y * scale;
float w = ch.size.x * scale;
float h = ch.size.y * scale;
float vertices[6][4] {
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos, ypos, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos + w, ypos + h, 1.0, 1.0 }
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (ch.advance >> 6) * scale;
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
}