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JGL/src/TextRendering.cpp
Redacted 5fc4914180
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fix logger
2024-09-17 23:19:55 -04:00

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C++

#include <JGL/JGL.h>
#if __linux__
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include FT_OUTLINE_H
#endif
#if _WIN32
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_OUTLINE_H
#endif
#include <JGL/types/Font.h>
#include <JGL/types/FontCache.h>
#include "JGL/logger/logger.h"
namespace JGL {
CachedFont* CacheFont(const Font& font, u32 size) {
CachedFont* cachedFont;
FT_Set_Pixel_Sizes(font.face, 0, size);
jlog::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);
GLsizei width = 0;
GLsizei max_height = 0;
FT_ULong charcode;
FT_UInt gindex;
//We have to loop over the available glyphs twice as we need the
//final width and height of the texture_handle before we can construct it
//and subsequently upload the glyph data.
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;
width += g->bitmap.width;
max_height = std::max(max_height, (GLsizei) g->bitmap.rows);
charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
}
fontCache.newFont(texture_id, width, max_height, size, font.index);
cachedFont = fontCache.getFont(size, font.index);
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);
}
return cachedFont;
}
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
// Offset by height to render at "correct" location.
y += size;
CachedFont* cachedFont = fontCache.getFont(size, font.index);
if (font.face == nullptr)
jlog::Fatal("Drawing a string with an uninitialized font?");
//If the font doesn't exist in the cache yet.
if (!cachedFont)
cachedFont = CacheFont(font, size);
glColor4ubv(color.ptr());
//Texture parameters are restored when the texture_handle is bound
glBindTexture(GL_TEXTURE_2D, *cachedFont->getTexture());
std::vector<std::array<GLfloat, 12>> vertices(text.size());
std::vector<std::array<GLfloat, 12>> texcoords(text.size());
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();
vertices[i] = glyph_vertices;
texcoords[i] = glyph_texcoords;
}
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), texcoords.data());
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1, 1, 1, 1);
}
void J3D::DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngle& angle, bool draw_back_face) {
// TODO: Determine the proper scale factor mathematically
scale = scale * 0.002f;
scale = -scale;
float x = pos.x;
float y = pos.y;
float z = pos.z;
CachedFont* cachedFont = fontCache.getFont(size, font.index);
if (font.face == nullptr)
jlog::Fatal("Drawing a string with an uninitialized font?");
if (!cachedFont)
cachedFont = CacheFont(font, size);
glColor4ubv(color.ptr());
glBindTexture(GL_TEXTURE_2D, *cachedFont->getTexture());
std::vector<std::array<GLfloat, 18>> vertices(text.size());
std::vector<std::array<GLfloat, 12>> texcoords(text.size());
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(angle.pitch, 1.0f, 0.0f, 0.0f);
glRotatef(angle.yaw, 0.0f, 1.0f, 0.0f);
glRotatef(angle.roll, 0.0f, 0.0f, 1.0f);
x = y = z = 0;
for (int i = 0; i < text.length(); i++) {
CachedGlyph* glyph = cachedFont->getGlyph(text[i]);
float x2 = x + glyph->x2offset * scale;
float y2 = y - glyph->y2offset * scale;
float w = glyph->w * scale;
float h = glyph->h * scale;
std::array<GLfloat, 18> glyph_vertices
{
x2, y2, z,
x2, y2 + h, z,
x2 + w, y2 + h, z,
x2, y2, z,
x2 + w, y2 + h, z,
x2 + w, y2, z
};
vertices[i] = glyph_vertices;
texcoords[i] = glyph->getTexCoords();
x += glyph->advanceX * scale;
y += glyph->advanceY * scale;
}
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), texcoords.data());
if (!draw_back_face)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
if (!draw_back_face)
glDisable(GL_CULL_FACE);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
}