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https://github.com/zhenyan121/Cubed.git
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117 lines
3.9 KiB
C++
117 lines
3.9 KiB
C++
#include "Cubed/tools/font.hpp"
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#include "Cubed/constants.hpp"
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#include "Cubed/shader.hpp"
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#include "Cubed/tools/log.hpp"
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#include "Cubed/tools/shader_tools.hpp"
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namespace fs = std::filesystem;
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namespace Cubed {
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Font::Font() {
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if (FT_Init_FreeType(&m_ft)) {
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Logger::error("FREETYPE: Could not init FreeType Library");
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}
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if (FT_New_Face(m_ft, font_path().c_str(), 0, &m_face)) {
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Logger::error("FREETYPE: Failed to load font");
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}
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FT_Set_Pixel_Sizes(m_face, 0, 48);
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setup_font_character();
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}
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Font::~Font() {
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FT_Done_Face(m_face);
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FT_Done_FreeType(m_ft);
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glDeleteTextures(1, &m_text_texture);
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}
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void Font::load_character(char8_t c) {
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if (FT_Load_Char(m_face, c, FT_LOAD_RENDER)) {
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Logger::error("FREETYTPE: Failed to load Glyph");
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return;
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}
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const auto& width = m_face->glyph->bitmap.width;
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const auto& height = m_face->glyph->bitmap.rows;
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<int>(c), width,
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height, 1, GL_RED, GL_UNSIGNED_BYTE,
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m_face->glyph->bitmap.buffer);
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Character character = {
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glm::vec2{0.0f, 0.0f},
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glm::vec2{static_cast<float>(width) / m_texture_width,
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static_cast<float>(height) / m_texture_height},
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glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
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glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
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static_cast<GLuint>(m_face->glyph->advance.x)};
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m_characters.insert({c, std::move(character)});
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}
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void Font::setup_font_character() {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &m_text_texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RED, m_texture_width,
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m_texture_height, MAX_CHARACTER, 0, GL_RED, GL_UNSIGNED_BYTE,
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nullptr);
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for (char8_t c = 0; c < 128; c++) {
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load_character(c);
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}
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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}
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std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
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float scale) {
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static Font font;
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std::vector<Vertex2D> vertices;
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for (char8_t c : text) {
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auto it = font.m_characters.find(c);
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if (it == font.m_characters.end()) {
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Logger::error("Can't find character {}", static_cast<char>(c));
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continue;
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}
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Character& ch = it->second;
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float xpos = x + ch.bearing.x * scale;
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float ypos = y - ch.bearing.y * scale;
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float w = ch.size.x * scale;
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float h = ch.size.y * scale;
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vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y,
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static_cast<float>(c));
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vertices.emplace_back(xpos, ypos, ch.uv_min.x, ch.uv_min.y,
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static_cast<float>(c));
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vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y,
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static_cast<float>(c));
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vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y,
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static_cast<float>(c));
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vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y,
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static_cast<float>(c));
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vertices.emplace_back(xpos + w, ypos + h, ch.uv_max.x, ch.uv_max.y,
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static_cast<float>(c));
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x += (ch.advance >> 6) * scale;
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}
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return vertices;
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}
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GLuint Font::text_texture() { return m_text_texture; }
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const std::string& Font::font_path() { return m_font_path; }
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} // namespace Cubed
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