Files
panopainter/engine/font.cpp

124 lines
3.7 KiB
C++

#include "pch.h"
#include "font.h"
#include "shader.h"
std::map<kFont, Font> FontManager::m_fonts;
Sampler FontManager::m_sampler;
bool Font::load(const char* ttf, int font_size)
{
FILE* font_file = fopen(ttf, "rb");
if (font_file)
{
fseek(font_file, 0, SEEK_END);
long sz = ftell(font_file);
auto data = std::make_unique<uint8_t[]>(sz);
fseek(font_file, 0, SEEK_SET);
auto bytes = fread(data.get(), 1, sz, font_file);
assert(bytes==sz);
auto bitmap = std::make_unique<uint8_t[]>(w*h);
chars.resize(num_chars);
int ret = stbtt_BakeFontBitmap(data.get(), 0, (float)font_size, bitmap.get(), w, h, start_char, num_chars, chars.data());
font_tex.create(w, h, GL_RED, bitmap.get());
fclose(font_file);
return true;
}
return false;
}
void FontManager::init()
{
m_sampler.create();
}
bool FontManager::load(kFont id, const char* ttf, int sz)
{
return m_fonts[id].load(ttf, sz);
}
const Font& FontManager::get(kFont id)
{
return m_fonts[id];
}
bool TextMesh::create()
{
glGenBuffers(2, font_buffers);
glGenVertexArrays(1, &font_array);
glBindVertexArray(font_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)(sizeof(float)*2));
glBindVertexArray(0);
return true;
}
void TextMesh::update(kFont id, const char* text)
{
font_id = id;
auto& f = FontManager::get(id);
if (f.chars.size())
{
const auto len = strlen(text);
float x = 0;
float y = 0;
std::vector<glm::vec4> v;
std::vector<GLushort> idx;
glm::vec2 bbmin;
glm::vec2 bbmax;
for (int i = 0; i < len; i++)
{
int c = text[i] - f.start_char;
stbtt_aligned_quad q;
stbtt_GetBakedQuad((stbtt_bakedchar*)f.chars.data(), f.w, f.h, c, &x, &y, &q, true);
auto n = (int)v.size();
v.emplace_back(q.x0, q.y1, q.s0, q.t1);
v.emplace_back(q.x0, q.y0, q.s0, q.t0);
v.emplace_back(q.x1, q.y0, q.s1, q.t0);
v.emplace_back(q.x1, q.y1, q.s1, q.t1);
idx.push_back(n+0);
idx.push_back(n+1);
idx.push_back(n+2);
idx.push_back(n+0);
idx.push_back(n+2);
idx.push_back(n+3);
bbmin = glm::min(bbmin, { q.x0, q.y0 });
bbmax = glm::max(bbmax, { q.x1, q.y1 });
}
for (int i = 0; i < len*4; i++)
{
v[i] -= glm::vec4(bbmin, 0, 0);
}
bb = bbmax - bbmin;
font_array_count = (int)idx.size();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.size() * sizeof(GLushort), idx.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glBufferData(GL_ARRAY_BUFFER, v.size() * sizeof(glm::vec4), v.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
void TextMesh::draw()
{
auto& f = FontManager::get(font_id);
if (f.font_tex.ready())
{
glActiveTexture(GL_TEXTURE0);
f.font_tex.bind();
FontManager::m_sampler.bind(0);
glBindVertexArray(font_array);
glDrawElements(GL_TRIANGLES, font_array_count, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
f.font_tex.unbind();
FontManager::m_sampler.unbind();
}
}