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Author SHA1 Message Date
4ff8d8ff07 Update Font.cpp
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fix memleak
2024-07-17 16:52:31 -04:00
162732e4b7 Fix Dereference
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2024-07-17 16:11:36 -04:00
289157ab8a Fiddle with README some
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2024-07-17 15:54:39 -04:00
3a658b1096 Testing MeasureString with underlaid box. But it appears to be offset by half-height?
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2024-07-17 15:19:38 -04:00
480502f89e Implement Font::MeasureString (TODO: double check!!)
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2024-07-17 14:59:34 -04:00
d28f680cd0 Half-baked Font class implementation
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2024-07-16 14:54:47 -04:00
2d1e42c23b Half-ass Font class implementation
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2024-07-16 14:39:44 -04:00
abd691b648 uhhhhhhhhhh yeeeeeeea
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2024-07-16 14:19:39 -04:00
e261b610c2 Update TextRendering.cpp
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Reset the Texture after drawing text.
2024-07-15 11:50:27 -04:00
8625c52ee9 Implement optimizations for 2D text rendering (#23)
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The following patches are included:

## J2D: Rewrite text rendering

This patch rewrites text rendering for `J2D::DrawString` to now construct
a texture atlas for all ASCII-range glyphs in the FT font face, instead
of constructing a texture for every glyph.

This improves text rendering performance for several reasons:

1. Binding textures is relatively expensive as the GPU is required to do
   a context switch for internal data like texture parameters, and also
   cannot optimize for accesses to the same texture across draw calls.
   This patch removes the need to call `glBindTexture` more than once per
   call to `J2D::DrawString`.
2. As a consequence of the above, all glyphs for a given string can now
   be rendered in a single call to `glDrawArrays`. This is done by storing
   the cached texture coordinates on `CachedGlyph` and constructing a full
   array of vertices and texture coordinates for the entire string at
   once, resulting in only /one/ set of client-to-device attribute
   uploads and only one draw call, instead of being required to upload
   attribute data for each glyph separately.

## FontCache: Use map for efficient glyph lookup

This patch updates `CachedFont` to now use an `std::map` for cached glyphs,
instead of an `std::vector`. `std::map` allows O(log n) lookup, whereas
`std::vector` only allows O(n) lookup.

Note: `std::unordered_map` technically has better lookup complexity here,
with amortized O(1) lookup. However, hashmaps have a higher inherent
overhead than red-black trees so this would only be viable when going
above around 1000 entries, which should never happen here for ASCII
glyphs.

Co-authored-by: Ori Sky Farrell <ori.sky.farrell+git@gmail.com>
Reviewed-on: #23
Co-authored-by: ori_sky <redacted@ori.mx>
Co-committed-by: ori_sky <redacted@ori.mx>
2024-07-15 11:38:20 -04:00
12 changed files with 501 additions and 212 deletions

View File

@@ -38,6 +38,12 @@ CPMAddPackage(
NAME Event
URL https://git.redacted.cc/josh/Event/archive/Release-6.zip
)
CPMAddPackage(
NAME ReTexture
URL https://git.redacted.cc/Redacted/ReTexture/archive/Prerelease-2.zip
)
if (WIN32)
#CPMAddPackage(
#NAME harfbuzz
@@ -76,6 +82,7 @@ target_include_directories(JGL PUBLIC
${ReWindow_SOURCE_DIR}/include
${glad_SOURCE_DIR}/include
${jlog_SOURCE_DIR}/include
${ReTexture_SOURCE_DIR}/include
)
add_executable(JGL_Demo main.cpp)
@@ -93,4 +100,4 @@ if (WIN32)
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad jlog Event)
endif()
target_link_libraries(JGL_Demo PUBLIC JGL)
target_link_libraries(JGL_Demo PUBLIC JGL ReTexture)

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@@ -4,23 +4,39 @@ Yet Another C++ Rendering Toolkit
![Static Badge](https://img.shields.io/badge/Lit-Based-%20)
## Goals
* Provide single-function-calls to render various graphics primitives in 2D and 3D.
* Integrated directly with our other toolkits (ReWindow, J3ML)
* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
## Non-Goals
* Full Rendering Engine
* OpenGL/Vulkan Wrapper
* Asset Loading & Management
## Features
* Modern C++ (20)
* Little-to-no overhead
* No hand-holding
* No-frills, straight up just renders shapes and text.
* Provides single-function-calls to render various graphics primitives in 2D and 3D.
* Integrates directly with our other toolkits (ReWindow, J3ML)
* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
* Little-to-no overhead.
* Integrates right into an existing OpenGL rendering system.
* High-performance text rendering.
## API Overview
### J2D
* DrawPixel
* DrawLine / DrawGradientLine
* DrawSprite
* OutlineRect / FillRect / FillGradientRect / FillRoundedRect
* OutlineCircle / FillCircle
* OutlineTriangle / FillTriangle
* DrawString
### J3D
* DrawLine
* DrawString
* DrawMatrixGizmo (WIP)
* DrawAxisAngleGizmo (WIP)
* DrawQuaternionGizmo (WIP)
### Types
* Font
* Sprite
* Color4/Color3
* Gradient
## Usage

39
include/JGL/Font.h Normal file
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@@ -0,0 +1,39 @@
#pragma once
#include <vector>
#include <filesystem>
#include <J3ML/LinearAlgebra.h>
#include <filesystem>
#include <iostream>
// LMFAO
extern "C" typedef struct FT_FaceRec_* FT_Face;
extern "C" typedef struct FT_LibraryRec_* FT_Library;
namespace JGL
{
/// Initializes FreeType engine.
bool InitTextEngine();
/// A Font class implementation.
/// Wraps the font's FreeType asset handle and provides helper functions.
class Font {
public:
/// Default constructor does not initialize any members
Font() = default;
Font(const std::filesystem::path& path);
/// Destructor handles freeing of the underlying asset handle.
~Font();
static Font LoadTTF(const std::filesystem::path& filepath);
static std::vector<Font> GetLoadedFonts();
/// Returns the bounding-box the given string would occupy at the given point-size, assuming normal (1) scaling.
/// @param text The string to measure.
/// @param ptSize The font size at which to measure.
/// @return The size-in-pixels that would contain the entire text.
Vector2 MeasureString(const std::string& text, float ptSize);
public:
int index = 0;
FT_Face face;
};
}

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@@ -1,43 +1,53 @@
#pragma once
#include <array>
#include <map>
#include <vector>
#include <glad/glad.h>
/// TODO: FontCache mechanism works amazing, but makes no fucking sense
/// Let's document and reorganize it to be a little nicer on the mental :)
namespace JGL {
class CachedGlyph;
class CachedFont;
class FontCache;
}
/// Represents a single font-character "glyph", that has been cached in-memory for fast retrieval.
class JGL::CachedGlyph {
private:
GLuint texture = 0;
char character;
std::array<GLfloat, 12> texcoords;
public:
int x2offset = 0, y2offset = 0, w = 0, h = 0;
float advanceX = 0, advanceY = 0;
//CachedGlyph(GLuint texture_id, char c);
CachedGlyph(GLuint texture_id, char c, float x2o, float y2o, float w, float h, float advX, float advY);
CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2o, float y2o, float w, float h, float advX, float advY);
char getCharacter();
const GLuint* getTexture();
const std::array<GLfloat, 12> getTexCoords() const;
};
/// Represents a Font object as it exists in the font-cache.
class JGL::CachedFont {
private:
std::vector<CachedGlyph*> glyphs{};
std::map<char, CachedGlyph*> glyphs;
GLuint texture = 0;
GLsizei texture_width = 0, texture_height = 0;
unsigned int font_size = 0;
unsigned int font_index = 0;
public:
void appendGlyph(CachedGlyph* glyph);
void eraseGlyph(CachedGlyph* glyph);
void eraseGlyph(char c);
void eraseGlyph(GLuint texture_id);
unsigned int getFontSize();
unsigned int getFontIndex();
CachedGlyph* getGlyph(char c);
std::vector<CachedGlyph*> getGlyphs();
CachedFont(unsigned int font_size, unsigned int font_index);
std::map<char, CachedGlyph*> getGlyphs();
const GLuint* getTexture();
GLsizei getTextureWidth() const;
GLsizei getTextureHeight() const;
CachedFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index);
};
class JGL::FontCache {
@@ -47,7 +57,7 @@ public:
std::vector<CachedFont*> getFonts();
CachedFont* getFont(unsigned int font_size, unsigned int font_index);
void appendFont(CachedFont* font);
void newFont(unsigned int font_size, unsigned int font_index);
void newFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index);
void eraseFont(CachedFont* font);
void purgeCache();
};
};

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@@ -1,6 +1,15 @@
//
// Created by dawsh on 1/17/24.
//
/// Josh's Graphics Library
/// A C++20 Library for rendering 2D and 3D primitives in an OpenGL context.
/// Developed and Maintained by Josh O'Leary @ Redacted Software.
/// Special Thanks to William Tomasine II and Maxine Hayes.
/// (c) 2024 Redacted Software
/// This work is dedicated to the public domain.
/// @file JGL.h
/// @desc All JGL usable functions are defined here. This is the public API.
/// @edit 2024-07-16
#pragma once
#include <string>
@@ -8,6 +17,7 @@
#include <JGL/Color4.h>
#include <JGL/Gradient.h>
#include <JGL/FontCache.h>
#include <JGL/Font.h>
#include <J3ML/LinearAlgebra.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
@@ -18,19 +28,10 @@
// OpenGL Wrapper for rendering 2D graphics primitives in both a 2D and 3D context
namespace JGL {
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Matrix3x3;
using J3ML::LinearAlgebra::Matrix4x4;
using J3ML::LinearAlgebra::AxisAngle;
using J3ML::LinearAlgebra::Quaternion;
using J3ML::Geometry::Sphere;
using J3ML::Geometry::OBB;
using J3ML::Geometry::Capsule;
using J3ML::Geometry::TriangleMesh;
using J3ML::Geometry::Plane;
using namespace J3ML::LinearAlgebra;
using namespace J3ML::Geometry;
/// TODO:
struct HSV {
float hue;
float saturation;
@@ -51,12 +52,12 @@ namespace JGL {
Vector3 C;
};
bool Update(const Vector2& window_size);
bool InitTextEngine();
int LoadFont(const std::string& font_path);
void Update(const Vector2& window_size);
//bool InitTextEngine();
Font LoadFont(const std::string& font_path); // TODO: Fully deprecate
void PurgeFontCache();
void UnloadFont(int font_index);
void SetActiveFont(const Font& font); // TODO: Implement
// TODO: implement correct coloring
/// Drawing functions for primitive 2D Shapes.
@@ -86,7 +87,7 @@ namespace JGL {
/// @param B The end point of the line segment.
/// @param thickness The width at which to render the line.
void DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness = 1);
void DrawLine(const Color3 &color, float x, float y, float w, float h, float thickness = 1);
void DrawLine(const Color3& color, float x, float y, float w, float h, float thickness = 1);
void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
@@ -100,6 +101,10 @@ namespace JGL {
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
void OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
///Draws a sprite to the screen.
void DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size);
void DrawSprite(GLuint texture, float x, float y, float w, float h);
/// Draws a filled rectangle on the screen.
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
void FillRect(const Color3& color, const Vector2& pos, const Vector2& size);
@@ -109,7 +114,7 @@ namespace JGL {
void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
/// Draws a filled rectangle with rounded corners on the screen.
void FillRoundedRect(const Color4 &color, const Vector2 &pos, const Vector2 &size, float radius = 5, unsigned int subdivisions = 8);
void FillRoundedRect(const Color4& color, const Vector2 &pos, const Vector2 &size, float radius = 5, unsigned int subdivisions = 8);
void FillRoundedRect(const Color3& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
/// Draws an outline of a circle on the screen.
@@ -130,14 +135,14 @@ namespace JGL {
void FillTriangle(const Color3& color, const Triangle2D& tri);
// TODO: Implement an overload that simply takes 3 Vector3's
/// Draws a text string on the screen with a given point-size and font.
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index);
void DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index);
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
void DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
// TODO: Implement the following:
void FillTexturedTriangle();
void FillTexturedPolygon();
void DrawSprite();
void DrawPartialSprite();
void DrawCubicBezierCurve();
void OutlinePolygon (const Color4& color, std::vector<Vector2> points);
@@ -159,7 +164,7 @@ namespace JGL {
void WireframeCapsule(const Color3& color, const Capsule& cap, float thickness = 1);
void FillTriangleMesh(const Color3& color, const TriangleMesh& mesh);
void WireframeTriangleMesh(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
void DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, unsigned int font_index);
void DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, const Font& font);
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
void DrawMatrixGizmo (const Matrix4x4&);

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@@ -3,6 +3,8 @@
#include <rewindow/types/window.h>
#include <JGL/Colors.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <JGL/Font.h>
#include "jlog/jlog.hpp"
using J3ML::LinearAlgebra::Vector2;
using namespace JGL;
@@ -57,8 +59,8 @@ struct point {
GLfloat t;
};
int FreeSans;
int Jupiteroid;
JGL::Font FreeSans;
JGL::Font Jupiteroid;
class JGLDemoWindow : public ReWindow::RWindow
{
@@ -69,9 +71,10 @@ public:
auto aspect = (float) window_size[0] / (float) window_size[1];
gladLoadGL();
JGL::InitTextEngine();
JGL::Update(getSize());
FreeSans = JGL::LoadFont("assets/fonts/FreeSans.ttf");
Jupiteroid = JGL::LoadFont("assets/fonts/Jupiteroid.ttf");
FreeSans = JGL::Font("assets/fonts/FreeSans.ttf");
Jupiteroid = JGL::Font("assets/fonts/Jupiteroid.ttf");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glMatrixMode(GL_PROJECTION);
@@ -118,6 +121,12 @@ public:
J2D::OutlineTriangle(Colors::Blue, {{100, 275}, {0, 275}, {100, 375}});
J2D::DrawGradientLine(JGL::Colors::Red, JGL::Colors::Blue, {105, 375}, {200, 275}, 2);
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
//DEBUG(std::format("Result: {},{}", result.x, result.y ));
// TODO: Note the discrepancy in Y between the FillRect and DrawString call here.
J2D::FillRect(JGL::Colors::Gray, {0, 0}, result);
// TODO: Does text render from the middle-point of the glyphs?
J2D::DrawString(JGL::Colors::Green, "Jupteroid Font", 0.f, 16, 1.f, 16, Jupiteroid);
J2D::DrawString(JGL::Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 33, 1,16, Jupiteroid);
J2D::DrawString(JGL::Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 50, 1,16, Jupiteroid);

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@@ -1,5 +1,4 @@
#include <JGL/FontCache.h>
#include <iostream>
using namespace JGL;
@@ -7,12 +6,11 @@ char CachedGlyph::getCharacter() {
return character;
}
const GLuint* CachedGlyph::getTexture() {
return &texture;
const std::array<GLfloat, 12> CachedGlyph::getTexCoords() const {
return texcoords;
}
CachedGlyph::CachedGlyph(GLuint texture_id, char c, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
texture = texture_id;
CachedGlyph::CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
character = c;
this->x2offset = x2offset;
this->y2offset = y2offset;
@@ -20,13 +18,14 @@ CachedGlyph::CachedGlyph(GLuint texture_id, char c, float x2offset, float y2offs
this->h = h;
this->advanceX = advanceX;
this->advanceY = advanceY;
this->texcoords = texcoords;
}
//TODO
//Because most things shown would be english characters. We can cut down on the iteration time significantly
//by putting each english character at the beginning of the list in order of how often they usually occur in text.
void JGL::CachedFont::appendGlyph(JGL::CachedGlyph* glyph) {
glyphs.push_back(glyph);
glyphs.emplace(glyph->getCharacter(), glyph);
}
unsigned int JGL::CachedFont::getFontSize() {
@@ -37,64 +36,50 @@ unsigned int JGL::CachedFont::getFontIndex() {
return font_index;
}
//TODO make this code go faster.
CachedGlyph* JGL::CachedFont::getGlyph(char c) {
for (const auto& g : glyphs)
if (c == g->getCharacter())
return g;
auto it = glyphs.find(c);
if (it != glyphs.end())
return it->second;
return nullptr;
}
CachedFont::CachedFont(unsigned int font_size, unsigned int font_index) {
CachedFont::CachedFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index) {
this->texture = texture_id;
this->texture_width = texture_width;
this->texture_height = texture_height;
this->font_size = font_size;
this->font_index = font_index;
}
void CachedFont::eraseGlyph(CachedGlyph* glyph) {
if (glyph == nullptr)
return;
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i] == glyph)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(char c) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getCharacter() == c)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(GLuint texture_id) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getTexture() == &texture_id)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
std::vector<CachedGlyph*> CachedFont::getGlyphs() {
std::map<char, CachedGlyph*> CachedFont::getGlyphs() {
return glyphs;
}
const GLuint* CachedFont::getTexture() {
return &texture;
}
GLsizei CachedFont::getTextureWidth() const {
return texture_width;
}
GLsizei CachedFont::getTextureHeight() const {
return texture_height;
}
void FontCache::appendFont(CachedFont* font) {
cachedFonts.push_back(font);
}
void FontCache::newFont(unsigned int font_size, unsigned int font_index) {
auto* font = new CachedFont(font_size, font_index);
void FontCache::newFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index) {
auto* font = new CachedFont(texture_id, texture_width, texture_height, font_size, font_index);
cachedFonts.push_back(font);
}
void FontCache::eraseFont(CachedFont* font) {
for (int i = 0; i < cachedFonts.size(); i++) {
if (cachedFonts[i] == font) {
for (auto& g: cachedFonts[i]->getGlyphs())
cachedFonts[i]->eraseGlyph(g);
delete cachedFonts[i];
cachedFonts.erase(cachedFonts.begin() + i);
}

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@@ -23,11 +23,11 @@ namespace JGL {
using namespace J3ML;
Vector2 wS;
bool Update(const Vector2& window_size) {
void Update(const Vector2& window_size) {
wS = window_size;
return JGL::InitTextEngine();
}
void J2D::Begin() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -112,10 +112,10 @@ namespace JGL {
if (wasColorArrayEnabled)
glEnableClientState(GL_COLOR_ARRAY);
/*
//Select whatever texture unit was selected before.
glActiveTexture(GL_TEXTURE0 + activeTextureUnit);
*/
//Put the draw color back how it was before.
glColor4f(oldColor[0], oldColor[1], oldColor[2], oldColor[3]);
@@ -123,6 +123,31 @@ namespace JGL {
inJ2D = false;
}
void J2D::DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size) {
if (!inJ2D)
ERROR("Attempt to Render J2D element before J2D begin.")
const std::vector<Vector2> textureCoordinates = {{0,0}, {1, 0}, {1,1}, {0,1}};
const std::vector<Vector2> vertices = {pos, {pos.x + size.x, pos.y}, {pos.x + size.x, pos.y + size.y}, {pos.x, pos.y + size.y}};
glBindTexture(GL_TEXTURE_2D, texture);
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);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
}
void J2D::DrawSprite(GLuint texture, float x, float y, float w, float h) {
J2D::DrawSprite(texture, {x, y}, {w, h});
}
void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
if (!inJ2D)
ERROR("Attempt to Render J2D element before J2D begin.")

6
src/JGL/Color3.cpp Normal file
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@@ -0,0 +1,6 @@
#include <JGL/Color3.h>
namespace JGL
{
}

6
src/JGL/Color4.cpp Normal file
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@@ -0,0 +1,6 @@
#include <JGL/Color4.h>
namespace JGL
{
}

165
src/JGL/Font.cpp Normal file
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@@ -0,0 +1,165 @@
#include <vector>
#include <string>
#include <iostream>
#if __linux__
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include FT_OUTLINE_H
#endif
#if _WIN32
#include <ft2build.h>
#include FT_FREETYPE_H
#endif
#include <JGL/Font.h>
namespace JGL::Detail
{
FT_Library ft;
std::vector<Font> fonts;
// TODO: Deprecating this in favor of class model of resource management.
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 : fonts)
if (f.index >= newIndex)
newIndex = f.index + 1;
font.index = newIndex;
fonts.push_back(font);
std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
return newIndex;
}
bool InitTextEngine() {
if (ft != nullptr)
throw std::runtime_error("Error::FREETYPE: FT_Library was initialized but is already initialized.");
if (FT_Init_FreeType(&ft))
return true;
return false;
}
void UnloadFont(int font_index) {
auto iter = fonts.begin();
while (iter != fonts.end())
{
if (iter->index == font_index){
FT_Done_Face(iter->face);
iter = fonts.erase(iter);
} else ++iter;
}
}
}
namespace JGL
{
bool InitTextEngine()
{
return Detail::InitTextEngine();
}
Font::Font(const std::filesystem::path& path)
{
if (Detail::ft == nullptr)
throw new std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
Font font;
if (FT_New_Face(Detail::ft, path.c_str(), 0, &face)) {
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
throw new std::runtime_error("Error::FREETYPE: Failed to load font!");
//return -1;
}
unsigned int newIndex = 0;
for (const auto& f : Detail::fonts)
if (f.index >= newIndex)
newIndex = f.index + 1;
index = newIndex;
Detail::fonts.push_back(font);
std::cout << "Loaded font from " << path << " with index " << newIndex << std::endl;
//return newIndex;
}
Font::~Font()
{
//Detail::UnloadFont(this->index);
}
std::vector<Font> Font::GetLoadedFonts() {
return Detail::fonts;
}
Font Font::LoadTTF(const std::filesystem::path& path)
{
return Font(path);
}
Vector2 Font::MeasureString(const std::string &text, float ptSize) {
// TODO: Work in-progress implementation unfortunately.
// This is likely returning slightly incorrect results for likely several reasons.
// Half-ass solution for now ~ dawsh.
FT_BBox glyph_bbox;
FT_Set_Pixel_Sizes(this->face, ptSize, ptSize);
Vector2 extents = Vector2(0,0);
for (const char& c : text) {
FT_GlyphSlot slot = face->glyph;
auto glyph_index = FT_Get_Char_Index(this->face, c);
auto error = FT_Load_Glyph(face, glyph_index, FT_LOAD_DEFAULT);
if (error)
continue;
Vector2 advance = {static_cast<float>(slot->advance.x >> 6),
static_cast<float>(slot->advance.y >> 6)};
extents += advance;
// Gives smaller results than we'd want.
if (extents.y < slot->metrics.height / 64) {
extents.y = slot->metrics.height / 64;
}
// Just fucking hardcode it, we know the glyph height is roughly always the ptSize anyway.
if (extents.y < ptSize)
{
extents.y = ptSize;
}
}
return extents;
}
}

View File

@@ -1,148 +1,164 @@
#include <JGL/JGL.h>
#if __linux__
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include FT_OUTLINE_H
#include "jlog/jlog.hpp"
#endif
#if _WIN32
#include <ft2build.h>
#include FT_FREETYPE_H
#include <ft2build.h>
#include FT_FREETYPE_H
#endif
#include <JGL/Font.h>
#include <JGL/FontCache.h>
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;
FontCache fontCache; // <-- Not implemented yet
void PurgeFontCache() {
fontCache.purgeCache();
}
//TODO multi-texturing for 8x speedup. I tried. We'll come back to it later.
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index) {
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
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);
}
CachedFont* cachedFont = fontCache.getFont(size, font.index);
//Set up the regular font.
for (const auto& f : faces)
if (f.index == font_index)
font = f;
//for (const auto &f : Font::GetLoadedFonts())
// if (f.index == font.index)
// font = f;
if (font.face == nullptr)
return;
FT_Set_Pixel_Sizes(font.face, 0, size);
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
//If the font doesn't exist in the cache yet.
if (!cachedFont) {
DEBUG("Caching font data...");
GLuint texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
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);
std::vector<GLuint> textures(text.length());
GLsizei width = 0;
GLsizei max_height = 0;
//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]);
FT_ULong charcode;
FT_UInt gindex;
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);
//We have to loop over the available glyphs twice as we need the
//final width and height of the texture before we can construct it
//and subsequently upload the glyph data.
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;
charcode = FT_Get_First_Char(font.face, &gindex);
//Strings are char-based so we only handle charcodes within the extended ASCII range.
while (gindex != 0 && charcode < 255) {
if (FT_Load_Char(font.face, charcode, FT_LOAD_RENDER))
std::cout << "Error::FREETYPE: Failed to load charcode: " << charcode << std::endl;
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)));
width += g->bitmap.width;
max_height = std::max(max_height, (GLsizei)g->bitmap.rows);
charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
}
GLfloat vertices[12] = {x2, y2, x2, y2 + h, x2 + w, y2 + h,x2, y2, x2 + w, y2 + h, x2 + w, y2};
GLfloat textureCoordinates[12] = {0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0};
fontCache.newFont(texture_id, width, max_height, size, font.index);
cachedFont = fontCache.getFont(size, font.index);
glTexCoordPointer(2, GL_FLOAT, sizeof(GL_FLOAT) * 2, &textureCoordinates);
glVertexPointer(2, GL_FLOAT, sizeof(GL_FLOAT) * 2, &vertices);
glDrawArrays(GL_TRIANGLES, 0, 6);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, max_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
GLsizei xoffset = 0;
charcode = FT_Get_First_Char(font.face, &gindex);
while (gindex != 0 && charcode < 255) {
if (FT_Load_Char(font.face, charcode, FT_LOAD_RENDER))
std::cout << "Error::FREETYPE: Failed to load charcode: " << charcode << std::endl;
FT_GlyphSlot g = font.face->glyph;
glTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, 0, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
GLfloat u0 = (GLfloat)xoffset / cachedFont->getTextureWidth();
GLfloat u1 = u0 + (GLfloat)g->bitmap.width / cachedFont->getTextureWidth();
GLfloat v0 = 0.0f;
GLfloat v1 = (GLfloat)g->bitmap.rows / cachedFont->getTextureHeight();
std::array<GLfloat, 12> texcoords = {
u0, v0,
u0, v1,
u1, v1,
u0, v0,
u1, v1,
u1, v0
};
cachedFont->appendGlyph(new CachedGlyph((char)charcode, texcoords, g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6)));
xoffset += g->bitmap.width;
charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
}
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
//Texture parameters are restored when the texture is bound
glBindTexture(GL_TEXTURE_2D, *cachedFont->getTexture());
std::vector<GLfloat> vertices;
std::vector<GLfloat> texcoords;
for (int i = 0; i < text.length(); i++) {
float x2, y2, w, h;
CachedGlyph *glyph = cachedFont->getGlyph(text.c_str()[i]);
if (glyph == nullptr) continue;
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;
std::array<GLfloat, 12> glyph_vertices = {
x2, y2,
x2, y2 + h,
x2 + w, y2 + h,
x2, y2,
x2 + w, y2 + h,
x2 + w, y2
};
auto glyph_texcoords = glyph->getTexCoords();
//TODO make it like go faster because now the profiler says this is the slowest part.
vertices.insert(vertices.end(), glyph_vertices.begin(), glyph_vertices.end());
texcoords.insert(texcoords.end(), glyph_texcoords.begin(), glyph_texcoords.end());
}
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, vertices.data());
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, texcoords.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 2);
glBindTexture(GL_TEXTURE_2D, 0);
}
void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, unsigned int font_index) {
J2D::DrawString(Color4::FromColor3(color, 255), text, x, y, scale, size, font_index);
void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
J2D::DrawString(Color4::FromColor3(color, 255), text, x, y, scale, size, font);
}
void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, unsigned int font_index) {
void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, const Font& font) {
//TODO figure out what the scale should actually be mathematically.
scale = scale * 0.002f;
scale = -scale;
@@ -154,10 +170,10 @@ namespace JGL {
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;
//Font font;
//for (auto& f : Font::GetLoadedFonts())
//if (f.index == font.index)
//font = f;
if (font.face == NULL) {
std::cout << "null font" << std::endl;
return;