#include "text.h" #include "shader.h" #include "sys.h" #include #include #include FT_FREETYPE_H struct text_renderer init_text_renderer(i32 width, i32 height) { struct text_renderer renderer = {0}; renderer.shader = get_shader("text"); glUseProgram(renderer.shader); mat projection = ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f); uniform_mat(renderer.shader, "projection", projection); uniform_i32(renderer.shader, "glyph", 0); glUseProgram(0); glGenVertexArrays(1, &renderer.vao); glGenBuffers(1, &renderer.vbo); glBindVertexArray(renderer.vao); glBindBuffer(GL_ARRAY_BUFFER, renderer.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(f32) * 6 * 4, 0, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return renderer; } void load_font(struct text_renderer *renderer, const char *dir, const char *filename, u32 size) { for (i32 i = 0; i < 128; i++) { struct text_char *c = renderer->chars + i; c->texture = 0; c->size = (v2){0.0f, 0.0f}; c->bearing = (v2){0.0f, 0.0f}; c->advance = 0; } FT_Library ft; if (FT_Init_FreeType(&ft)) die("failed to initialize freetype library"); FT_Face face; char path[512] = {0}; snprintf(path, 512, "%s/%s", (dir ? dir : "."), filename); if (FT_New_Face(ft, path, 0, &face)) die("failed to load \"%s\"", path); FT_Set_Pixel_Sizes(face, 0, size); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for (u8 c = 0; c < 128; c++) { if (FT_Load_Char(face, c, FT_LOAD_RENDER)) die("failed to load char \"%c\"", c); u32 texture; 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_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); renderer->chars[c] = (struct text_char){ texture, {face->glyph->bitmap.width, face->glyph->bitmap.rows}, {face->glyph->bitmap_left, face->glyph->bitmap_top}, face->glyph->advance.x }; glBindTexture(GL_TEXTURE_2D, 0); } FT_Done_Face(face); FT_Done_FreeType(ft); info("font \"%s\" loaded successfully", path); } v2 get_text_size(struct text_renderer renderer, const char *text, f32 scale) { v2 size = {0}; for (const char *c = text; *c; c++) { struct text_char ch = renderer.chars[(u8)*c]; f32 h = ch.size.y * scale; if (h > size.y) size.y = h; size.x += (ch.advance >> 6) * scale; } return size; } void render_text(struct text_renderer renderer, const char *text, v2 pos, f32 scale, v3 color) { glUseProgram(renderer.shader); uniform_v3(renderer.shader, "text_color", color); glActiveTexture(GL_TEXTURE0); glBindVertexArray(renderer.vao); for (const char *c = text; *c; c++) { struct text_char ch = renderer.chars[(u8)*c]; f32 x = pos.x + ch.bearing.x * scale; f32 y = pos.y + (renderer.chars['H'].bearing.y - ch.bearing.y) * scale; f32 w = ch.size.x * scale; f32 h = ch.size.y * scale; f32 vertices[] = { x, y + h, 0.0f, 1.0f, x + w, y, 1.0f, 0.0f, x, y, 0.0f, 0.0f, x, y + h, 0.0f, 1.0f, x + w, y + h, 1.0f, 1.0f, x + w, y, 1.0f, 0.0f, }; glBindTexture(GL_TEXTURE_2D, ch.texture); glBindBuffer(GL_ARRAY_BUFFER, renderer.vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); glDrawArrays(GL_TRIANGLES, 0, 6); glBindTexture(GL_TEXTURE_2D, 0); pos.x += (ch.advance >> 6) * scale; } glBindVertexArray(0); glUseProgram(0); } void render_text_centered(struct text_renderer renderer, const char *text, v2 pos, f32 scale, v3 color) { v2 size = get_text_size(renderer, text, scale); v2 top_left = sub_v2(pos, scale_v2(size, 0.5f)); render_text(renderer, text, top_left, scale, color); }