Refactor & Fix inverted text & More
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This commit is contained in:
512
src/JGL.cpp
512
src/JGL.cpp
@@ -2,378 +2,170 @@
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// Created by dawsh on 1/17/24.
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//
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#include <vector>
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#include <glad/glad.h>
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#include <JGL/JGL.h>
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#include <glad/glad.h>
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#include <JGL/Color3.h>
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#if __linux__
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#endif
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#if _WIN32
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#endif
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GLuint program;
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namespace JGL
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{
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FT_Library ft;
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struct Font {
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int index = 0;
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FT_Face face;
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};
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std::vector<Font> faces;
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bool wasDepthTest = false;
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namespace JGL {
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using namespace J3ML;
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bool InitTextEngine() {
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if (FT_Init_FreeType(&ft))
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return true;
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return false;
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Vector2 wS;
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bool Update(const Vector2& window_size) {
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wS = window_size;
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return JGL::InitTextEngine();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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int LoadFont(const std::string &font_path) {
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if (ft == nullptr)
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return -1;
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void J2D::Begin() {
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glEnable(GL_TEXTURE_2D);
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// Switch to orthographic projection
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, wS.x, wS.y, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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Font font;
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if (FT_New_Face(ft, font_path.c_str(), 0, &font.face)) {
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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return -1;
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}
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unsigned int newIndex = 0;
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for (const auto& f : faces)
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if (f.index >= newIndex)
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newIndex = f.index + 1;
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font.index = newIndex;
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faces.push_back(font);
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std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
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return newIndex;
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wasDepthTest = false;
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if (glIsEnabled(GL_DEPTH_TEST))
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wasDepthTest = true,
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glDisable(GL_DEPTH_TEST);
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}
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void UnloadFont(int font_index) {
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for (int i = 0; i < faces.size(); i++)
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if (faces[i].index == font_index)
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FT_Done_Face(faces[i].face),
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faces.erase(faces.begin() + i);
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void J2D::End() {
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//Change back to the previous projection (The 3D one in Re3D's case.
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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if (wasDepthTest)
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glEnable(GL_DEPTH_TEST);
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}
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namespace J2D {
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void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_QUADS);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_LINE_LOOP);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
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auto vp_a = A;
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auto vp_b = B;
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_a.x, vp_a.y);
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glVertex2f(vp_b.x, vp_b.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness) {
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DrawLine2D(color, {x, y}, {w, h}, thickness);
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}
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void DrawPixel2D(const Color3 &color, float x, float y) {
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DrawPixel2D(color, {x, y});
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}
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
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auto vp_pos = coordinates;
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glBegin(GL_POINT);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glEnd();
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}
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void
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OutlineCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness) {
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glBegin(GL_LINE_LOOP);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float) subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void FillCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions) {
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glBegin(GL_POLYGON);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float) subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void OutlineTriangle2D(const Color3 &color, const Triangle2D &tri) {
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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void FillTriangle2D(const Color3 &color, const Triangle2D &tri) {
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size, unsigned int font_index) {
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glUseProgram(0); // Fixed-function pipeline.
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Font font{};
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CachedFont* cachedFont = fontCache.getFont(size, font_index);
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//If the font doesn't exist in the cache yet.
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if (!cachedFont) {
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fontCache.newFont(size, font_index);
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cachedFont = fontCache.getFont(size, font_index);
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}
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//Set up the regular font.
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for (const auto& f : faces)
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if (f.index == font_index)
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font = f;
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if (font.face == nullptr)
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return;
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GLfloat currentColor[4];
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glGetFloatv(GL_CURRENT_COLOR, currentColor);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, 1.0f);
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FT_Set_Pixel_Sizes(font.face, 0, size);
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std::vector<GLuint> textures(text.length());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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//For each character
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for (int i = 0; i < text.length(); i++) {
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float x2, y2, w, h;
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//If the font is in the cache already.
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if (cachedFont->getGlyph(text.c_str()[i])) {
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CachedGlyph* glyph = cachedFont->getGlyph(text.c_str()[i]);
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glBindTexture(GL_TEXTURE_2D, *glyph->getTexture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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x2 = x + glyph->x2offset * scale;
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y2 = -y - glyph->y2offset * scale; // Adjust y-coordinate
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w = glyph->w * scale;
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h = glyph->h * scale;
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x += glyph->advanceX * scale;
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y += glyph->advanceY * scale;
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} else {
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if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
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continue;
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FT_GlyphSlot g = font.face->glyph;
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glGenTextures(1, &textures.at(i));
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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x2 = x + g->bitmap_left * scale;
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y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
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w = g->bitmap.width * scale;
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h = g->bitmap.rows * scale;
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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cachedFont->appendGlyph(new CachedGlyph(textures.at(i), text.c_str()[i], g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6)));
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}
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0);
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glVertex2f(x2, y2);
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glTexCoord2f(0, 1);
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glVertex2f(x2, y2 + h);
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glTexCoord2f(1, 1);
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glVertex2f(x2 + w, y2 + h);
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glTexCoord2f(0, 0);
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glVertex2f(x2, y2);
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glTexCoord2f(1, 1);
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glVertex2f(x2 + w, y2 + h);
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glTexCoord2f(1, 0);
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glVertex2f(x2 + w, y2);
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glEnd();
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}
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//for (unsigned int& texture : textures)
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//glDeleteTextures(1, &texture);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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void J2D::FillRect(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_QUADS);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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namespace J3D
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{
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void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
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{
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex3f(A.x, A.y, A.z);
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glVertex3f(B.x, B.y, B.z);
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glEnd();
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}
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void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size, unsigned int font_index)
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{
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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GLfloat currentColor[4];
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std::vector<GLuint> textures(text.length());;
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glGetFloatv(GL_CURRENT_COLOR, currentColor);
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glUseProgram(0); // Fixed-function pipeline.
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glColor4f(color.r, color.g, color.b, 1.0f);
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Font font;
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for (auto& f : faces)
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if (f.index == font_index)
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font = f;
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if (font.face == NULL) {
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std::cout << "null font" << std::endl;
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return;
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}
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FT_Set_Pixel_Sizes(font.face, 0, size);
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//for (c = text.c_str(); *c; c++)
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for (int i = 0; i < text.length(); i++)
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{
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if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
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continue;
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FT_GlyphSlot g = font.face->glyph;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &textures.at(i));
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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float x2 = x + g->bitmap_left * scale;
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float y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
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float z2 = z;
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float w = g->bitmap.width * scale;
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float h = g->bitmap.rows * scale;
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0);
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glVertex3f(x2, y2, z2);
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glTexCoord2f(0, 1);
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glVertex3f(x2, y2 + h, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(0, 0);
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glVertex3f(x2, y2, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(1, 0);
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glVertex3f(x2 + w, y2, z2);
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glEnd();
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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for (unsigned int& texture : textures)
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glDeleteTextures(1, &texture);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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void J2D::OutlineRect(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;
|
||||
auto vp_size = size;
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glLineWidth(thickness);
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
glVertex2f(vp_pos.x, vp_pos.y);
|
||||
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
|
||||
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
|
||||
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
|
||||
auto vp_a = A;
|
||||
auto vp_b = B;
|
||||
glBegin(GL_LINES);
|
||||
glLineWidth(thickness);
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
glVertex2f(vp_a.x, vp_a.y);
|
||||
glVertex2f(vp_b.x, vp_b.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color3 &color, float x, float y, float w, float h, float thickness) {
|
||||
DrawLine(color, {x, y}, {w, h}, thickness);
|
||||
}
|
||||
|
||||
void J2D::DrawPixel(const Color3 &color, float x, float y) {
|
||||
DrawPixel(color, {x, y});
|
||||
}
|
||||
|
||||
void J2D::DrawPixel(const Color3 &color, const Vector2 &coordinates) {
|
||||
auto vp_pos = coordinates;
|
||||
glBegin(GL_POINT);
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
glVertex2f(vp_pos.x, vp_pos.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J2D::OutlineCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness) {
|
||||
glBegin(GL_LINE_LOOP);
|
||||
GLfloat angle;
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
float step = (2.f * M_PI) / (float) subdivisions;
|
||||
for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
|
||||
GLfloat x = radius * sin(angle);
|
||||
GLfloat y = radius * cos(angle);
|
||||
x += center.x;
|
||||
y += center.y;
|
||||
glVertex2f(x, y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J2D::FillCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions) {
|
||||
glBegin(GL_POLYGON);
|
||||
GLfloat angle;
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
float step = (2.f * M_PI) / (float) subdivisions;
|
||||
for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
|
||||
GLfloat x = radius * sin(angle);
|
||||
GLfloat y = radius * cos(angle);
|
||||
x += center.x;
|
||||
y += center.y;
|
||||
glVertex2f(x, y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J2D::OutlineTriangle(const Color3 &color, const Triangle2D &tri) {
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
|
||||
glVertex2f(tri.A.x, tri.A.y);
|
||||
glVertex2f(tri.B.x, tri.B.y);
|
||||
glVertex2f(tri.C.x, tri.C.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J2D::FillTriangle(const Color3 &color, const Triangle2D &tri) {
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
|
||||
glVertex2f(tri.A.x, tri.A.y);
|
||||
glVertex2f(tri.B.x, tri.B.y);
|
||||
glVertex2f(tri.C.x, tri.C.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void J3D::Begin() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
wasDepthTest = false;
|
||||
if (glIsEnabled(GL_DEPTH_TEST))
|
||||
wasDepthTest = true,
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void J3D::End() {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
if (wasDepthTest)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
void J3D::DrawLine(const Color3 &color, const Vector3 &A, const Vector3 &B, float thickness) {
|
||||
glBegin(GL_LINES);
|
||||
glLineWidth(thickness);
|
||||
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
|
||||
glVertex3f(A.x, A.y, A.z);
|
||||
glVertex3f(B.x, B.y, B.z);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
245
src/JGL/TextRendering.cpp
Normal file
245
src/JGL/TextRendering.cpp
Normal file
@@ -0,0 +1,245 @@
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
#if __linux__
|
||||
#include <freetype2/ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#endif
|
||||
#if _WIN32
|
||||
#include <ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#endif
|
||||
|
||||
namespace JGL {
|
||||
FT_Library ft;
|
||||
|
||||
struct Font {
|
||||
int index = 0;
|
||||
FT_Face face;
|
||||
};
|
||||
std::vector<Font> faces;
|
||||
|
||||
int LoadFont(const std::string &font_path) {
|
||||
if (ft == nullptr)
|
||||
return -1;
|
||||
|
||||
Font font;
|
||||
if (FT_New_Face(ft, font_path.c_str(), 0, &font.face)) {
|
||||
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
unsigned int newIndex = 0;
|
||||
for (const auto& f : faces)
|
||||
if (f.index >= newIndex)
|
||||
newIndex = f.index + 1;
|
||||
|
||||
font.index = newIndex;
|
||||
faces.push_back(font);
|
||||
std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
|
||||
return newIndex;
|
||||
}
|
||||
|
||||
bool InitTextEngine() {
|
||||
if (FT_Init_FreeType(&ft))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
void UnloadFont(int font_index) {
|
||||
for (int i = 0; i < faces.size(); i++)
|
||||
if (faces[i].index == font_index)
|
||||
FT_Done_Face(faces[i].face),
|
||||
faces.erase(faces.begin() + i);
|
||||
}
|
||||
|
||||
FontCache fontCache;
|
||||
void J2D::DrawString(const Color3& color, std::string text, float x, float y, float scale, u32 size, unsigned int font_index) {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
|
||||
Font font{};
|
||||
CachedFont* cachedFont = fontCache.getFont(size, font_index);
|
||||
|
||||
//If the font doesn't exist in the cache yet.
|
||||
if (!cachedFont) {
|
||||
fontCache.newFont(size, font_index);
|
||||
cachedFont = fontCache.getFont(size, font_index);
|
||||
}
|
||||
|
||||
//Set up the regular font.
|
||||
for (const auto& f : faces)
|
||||
if (f.index == font_index)
|
||||
font = f;
|
||||
if (font.face == nullptr)
|
||||
return;
|
||||
|
||||
GLfloat currentColor[4];
|
||||
glGetFloatv(GL_CURRENT_COLOR, currentColor);
|
||||
|
||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, 1.0f);
|
||||
|
||||
FT_Set_Pixel_Sizes(font.face, 0, size);
|
||||
|
||||
std::vector<GLuint> textures(text.length());
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
//For each character
|
||||
for (int i = 0; i < text.length(); i++) {
|
||||
float x2, y2, w, h;
|
||||
//If the font is in the cache already.
|
||||
if (cachedFont->getGlyph(text.c_str()[i])) {
|
||||
CachedGlyph* glyph = cachedFont->getGlyph(text.c_str()[i]);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, *glyph->getTexture());
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
x2 = x + glyph->x2offset * scale;
|
||||
y2 = -y - glyph->y2offset * scale; // Adjust y-coordinate
|
||||
w = glyph->w * scale;
|
||||
h = glyph->h * scale;
|
||||
x += glyph->advanceX * scale;
|
||||
y += glyph->advanceY * scale;
|
||||
|
||||
} else {
|
||||
if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
|
||||
continue;
|
||||
|
||||
FT_GlyphSlot g = font.face->glyph;
|
||||
glGenTextures(1, &textures.at(i));
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i]);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
|
||||
|
||||
x2 = x + g->bitmap_left * scale;
|
||||
y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
|
||||
w = g->bitmap.width * scale;
|
||||
h = g->bitmap.rows * scale;
|
||||
x += (g->advance.x >> 6) * scale;
|
||||
y += (g->advance.y >> 6) * scale;
|
||||
cachedFont->appendGlyph(new CachedGlyph(textures.at(i), text.c_str()[i], g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6)));
|
||||
}
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex2f(x2, y2);
|
||||
|
||||
glTexCoord2f(0, 1);
|
||||
glVertex2f(x2, y2 + h);
|
||||
|
||||
glTexCoord2f(1, 1);
|
||||
glVertex2f(x2 + w, y2 + h);
|
||||
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex2f(x2, y2);
|
||||
|
||||
glTexCoord2f(1, 1);
|
||||
glVertex2f(x2 + w, y2 + h);
|
||||
|
||||
glTexCoord2f(1, 0);
|
||||
glVertex2f(x2 + w, y2);
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
//for (unsigned int& texture : textures)
|
||||
//glDeleteTextures(1, &texture);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
||||
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
|
||||
}
|
||||
|
||||
void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size, unsigned int font_index) {
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
float z = pos.z;
|
||||
GLfloat currentColor[4];
|
||||
std::vector<GLuint> textures(text.length());;
|
||||
glGetFloatv(GL_CURRENT_COLOR, currentColor);
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
glColor4f(color.r, color.g, color.b, 1.0f);
|
||||
|
||||
Font font;
|
||||
for (auto& f : faces)
|
||||
if (f.index == font_index)
|
||||
font = f;
|
||||
if (font.face == NULL) {
|
||||
std::cout << "null font" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
FT_Set_Pixel_Sizes(font.face, 0, size);
|
||||
|
||||
for (int i = 0; i < text.length(); i++) {
|
||||
if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
|
||||
continue;
|
||||
|
||||
FT_GlyphSlot g = font.face->glyph;
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glGenTextures(1, &textures.at(i));
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i]);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
|
||||
|
||||
float x2 = x + g->bitmap_left * scale;
|
||||
float y2 = y + g->bitmap_top * scale; // Adjust y-coordinate to invert the text
|
||||
float z2 = z;
|
||||
float w = g->bitmap.width * scale;
|
||||
float h = g->bitmap.rows * scale;
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex3f(x2, y2, z2);
|
||||
|
||||
glTexCoord2f(0, 1);
|
||||
glVertex3f(x2, y2 - h, z2);
|
||||
|
||||
glTexCoord2f(1, 1);
|
||||
glVertex3f(x2 + w, y2 - h, z2);
|
||||
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex3f(x2, y2, z2);
|
||||
|
||||
glTexCoord2f(1, 1);
|
||||
glVertex3f(x2 + w, y2 - h, z2);
|
||||
|
||||
glTexCoord2f(1, 0);
|
||||
glVertex3f(x2 + w, y2, z2);
|
||||
|
||||
glEnd();
|
||||
|
||||
x += (g->advance.x >> 6) * scale;
|
||||
y += (g->advance.y >> 6) * scale;
|
||||
}
|
||||
|
||||
for (unsigned int& texture : textures)
|
||||
glDeleteTextures(1, &texture);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
||||
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); // Set draw color back to whatever it was before.
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user