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This commit is contained in:
@@ -97,6 +97,7 @@ namespace Archimedes {
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glBindTexture(GL_TEXTURE_2D, texture.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture.getWidth(), texture.getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture.getBin());
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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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}
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void setupRenderTarget(RenderTarget& rt) override {
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@@ -144,8 +145,9 @@ namespace Archimedes {
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if(rt.texture.value().getActive()) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, rt.texture.value().getWidth(), rt.texture.value().getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, rt.texture.value().getBin());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt.texture.value().getWidth(), rt.texture.value().getHeight(), 0, GL_RED, GL_UNSIGNED_BYTE, rt.texture.value().getBin());
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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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}
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}
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@@ -30,7 +30,7 @@ namespace Archimedes {
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std::abort();
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}
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#ifdef RENDERER_OPENGL
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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@@ -4,6 +4,7 @@
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#include "utils/Objects/Body.h"
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#include <stb/stb_truetype.h>
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#include <stb/stb_image_write.h>
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#include <GL/glew.h>
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@@ -14,11 +15,12 @@ namespace Archimedes {
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unsigned int tex;
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std::vector<unsigned char> ttf;
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stbtt_bakedchar cdata[96];
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stbtt_bakedchar bcdata[96];
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std::string fontPath;
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std::string vs = "#version 330 core\n"
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std::string vs = "#version 430 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTex;\n"
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"uniform mat4 model;\n"
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@@ -27,19 +29,18 @@ namespace Archimedes {
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"out vec2 TexCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = proj * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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" gl_Position = proj * view * model * vec4(aPos.x, 1.0f - aPos.y, aPos.z, 1.0);\n"
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" TexCoord = aTex;\n"
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"}\0";
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std::string fs = "#version 330 core\n"
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std::string fs = "#version 430 core\n"
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"out vec4 FragColor;\n"
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"in vec2 TexCoord;\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 color;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(0.6f, 0.1f, 0.1f, texture(tex, TexCoord).a);\n"
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//" FragColor = vec4(1.0f);\n"
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" FragColor = vec4(color.rgb, texture(tex, TexCoord).r);\n"
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"}\n\0";
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@@ -47,111 +48,11 @@ namespace Archimedes {
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Shader shader;
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Texture texture;
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float fontSize = 200.0f;
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Text() {}
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~Text() {}
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//////////////////////////////////////
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// Load a TTF file into a texture and return the character data.
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stbtt_packedchar* LoadFont(const char* filename) {
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// Load TTF file into memory.
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std::ifstream file(filename, std::ios::ate | std::ios::binary);
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size_t fileSize = (size_t)file.tellg();
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char* ttfData = (char*)calloc(fileSize + 1, sizeof(char));
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file.seekg(0);
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file.read(ttfData, fileSize);
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file.close();
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// Pack TTF into pixel data using stb_truetype.
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stbtt_pack_context packContext;
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stbtt_packedchar *charData = (stbtt_packedchar*)calloc(126, sizeof(stbtt_packedchar));
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unsigned char* pixels = (unsigned char*)calloc(1024 * 1024, sizeof(char));
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stbtt_PackBegin(&packContext, pixels, 1024, 1024, 1024, 1, NULL);
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// Pack unicode codepoints 0 to 125 into the texture and character data. If a different starting
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// point than 0 is picked then lookups in charData array must be offset by that number.
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// With 0-125 the uppercase A will be at charData[65].
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// With 32-125 the uppercase A will be at charData[65-32].
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stbtt_PackFontRange(&packContext, (unsigned char*)ttfData, 0, 200.0f, 0, 125, charData);
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stbtt_PackEnd(&packContext);
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// Create OpenGL texture with the font pack pixel data.
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// Only uses one color channel since font data is a monochrome alpha mask.
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GLuint fontTexture;
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glGenTextures(1, &fontTexture);
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glBindTexture(GL_TEXTURE_2D, fontTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1024, 1024, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
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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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return charData;
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}
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// Calculate pixel width of a string.
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float TextWidth(const char* text, float height, stbtt_packedchar *charData) {
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float w = 0.0f;
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for (int i = 0; i < strlen(text); i++) {
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stbtt_packedchar c = charData[text[i]];
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w += c.xadvance;
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}
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// Scale width by rendered height to texture generated height ratio for final size.
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return w * (height / 200.0f);
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}
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// Render string using glDrawArrays.
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// X indicates the leftmost, center or rightmost point of the based on align (0:left, 1:center, 2:rigght).
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// Y is the baseline of the text.
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void RenderString(const char* text, float x, float y, float height, int align, stbtt_packedchar *charData, GLuint program) {
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// Scale of actual text compared to size on stb_truetype generated texture.
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float scale = height / 200.0f;
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// Resolution of window/display for shader position calculations.
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float resolution[2] = { 1024, 1024 };
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float position[2] = {x, y};
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if (align == 1) {
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// Center align
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position[0] -= TextWidth(text, height, charData) / 2.0f;
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} else if (align == 2) {
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// Right align
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position[0] -= TextWidth(text, height, charData);
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}
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glUniform2fv(glGetUniformLocation(program, "resolution"), 1, resolution);
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for (int i = 0; i < strlen(text); i++) {
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// Lookup current character data from stb_truetype.
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stbtt_packedchar c = charData[text[i]];
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// Position of character in texture.
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float charPosition[4] = {static_cast<float>(c.x0), static_cast<float>(c.y0), static_cast<float>(c.x1), static_cast<float>(c.y1)};
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// Find the actual size of character since fonts can be variable width.
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// 'M' usually is wider than '!', 'L' taller than 'o', etc.
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// Calculated by substracting start-offset from end-offset.
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// xoff is start offset from the left.
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// xoff2 is end offset from the left.
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// yoff is start offset from the baseline (will be negative if above baseline).
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// yoff2 is end offset from the baseline.
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float size[2] = {(c.xoff2 - c.xoff) * scale, (c.yoff2 - c.yoff) * scale};
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// The actual position of character based on its offset form left/baseline.
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float renderPos[2] = {position[0] + c.xoff * scale, position[1] - c.yoff2 * scale};
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glUniform4fv(glGetUniformLocation(program, "charPosition"), 1, charPosition);
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glUniform2fv(glGetUniformLocation(program, "position"), 1, renderPos);
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glUniform2fv(glGetUniformLocation(program, "size"), 1, size);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Advance x position to start of next character.
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position[0] += c.xadvance * scale;
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}
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}
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///////////////////////////////////////////
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void textInit(std::string p) {
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@@ -179,7 +80,7 @@ void RenderString(const char* text, float x, float y, float height, int align, s
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file.close();
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stbtt_BakeFontBitmap(ttf.data(),0, 200.0f, temp_bitmap,1024,1024, 32,96, cdata);
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stbtt_BakeFontBitmap(ttf.data(),0, fontSize, temp_bitmap,1024,1024, 32,96, bcdata);
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std::vector<unsigned char> bin;
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bin.reserve(1024 * 1024);
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@@ -188,76 +89,74 @@ void RenderString(const char* text, float x, float y, float height, int align, s
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bin.push_back(c);
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}
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shader = Shader(vs, fs, Shader::LoadType::FromSource);
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texture = Texture(bin, 1024, 1024);
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shader = Shader(vs, fs, Shader::LoadType::FromSource);
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}
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Body* genText(std::vector<std::string> texts) {
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// assume orthographic projection with units = screen pixels, origin at top left
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::vector<float> v;
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std::vector<unsigned int> i;
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float x = 0, y = 0, oX = 0, dY = 0;
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float x = 0, y = 0, oX = 0, dY = fontSize;
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std::string text = "";
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unsigned int k = 0;
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for(std::string s : texts) {
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text += s + " ";
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}
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for(std::string text : texts) {
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for(unsigned int j = 0; j < text.length(); j++) {
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if (text[j] >= 32) {
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stbtt_aligned_quad q;
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stbtt_GetBakedQuad(bcdata, 1024,1024, text[j]-32, &x,&y,&q,0);//1=opengl & d3d10+,0=d3d9
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for(unsigned int j = 0; j < text.length(); j++) {
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if (text[j] >= 32) {
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stbtt_aligned_quad q;
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stbtt_GetBakedQuad(cdata, 512,512, text[j]-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
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v.push_back(q.x0);
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v.push_back(q.y0);
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v.push_back(0.0f);
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v.push_back(q.x0);
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v.push_back(q.y0);
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v.push_back(0.0f);
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v.push_back(q.s0);
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v.push_back(q.t0);
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v.push_back(q.s0);
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v.push_back(q.t0);
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v.push_back(q.x1);
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v.push_back(q.y0);
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v.push_back(0.0f);
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v.push_back(q.x1);
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v.push_back(q.y0);
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v.push_back(0.0f);
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v.push_back(q.s1);
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v.push_back(q.t0);
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v.push_back(q.s1);
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v.push_back(q.t0);
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v.push_back(q.x1);
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v.push_back(q.y1);
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v.push_back(0.0f);
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v.push_back(q.x1);
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v.push_back(q.y1);
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v.push_back(0.0f);
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v.push_back(q.s1);
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v.push_back(q.t1);
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v.push_back(q.s1);
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v.push_back(q.t1);
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v.push_back(q.x0);
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v.push_back(q.y1);
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v.push_back(0.0f);
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v.push_back(q.x0);
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v.push_back(q.y1);
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v.push_back(0.0f);
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v.push_back(q.s0);
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v.push_back(q.t1);
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v.push_back(q.s0);
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v.push_back(q.t1);
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i.push_back(j * 4);
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i.push_back(j * 4 + 1);
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i.push_back(j * 4 + 2);
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i.push_back(j * 4 + 2);
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i.push_back(j * 4 + 3);
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i.push_back(j * 4);
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dY = q.y1 - q.y0;
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i.push_back(k * 4);
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i.push_back(k * 4 + 1);
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i.push_back(k * 4 + 2);
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i.push_back(k * 4 + 2);
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i.push_back(k * 4 + 3);
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i.push_back(k * 4);
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k++;
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}
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}
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x = oX;
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y += dY;
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}
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@@ -269,7 +168,9 @@ void RenderString(const char* text, float x, float y, float height, int align, s
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LayoutElement(LayoutElement::Type::Float, 2, 5 * sizeof(float), 3 * sizeof(float))
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}),
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shader,
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texture
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texture,
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RenderMode::Triangles,
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glm::scale(glm::mat4(1.0f), glm::vec3(0.1f))
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);
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}
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};
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@@ -6,6 +6,9 @@
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#define STB_TRUETYPE_IMPLEMENTATION
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#include <stb/stb_truetype.h>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include <stb/stb_image_write.h>
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Sandbox::Sandbox(Archimedes::App* a, void* h) : Archimedes::Module(a, h) {
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name = "Sandbox";
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@@ -32,7 +32,7 @@ class Sandbox : public Archimedes::Module {
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Archimedes::Window* window;
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std::string cubeVS = "#version 330 core\n"
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std::string cubeVS = "#version 430 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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@@ -43,7 +43,7 @@ class Sandbox : public Archimedes::Module {
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" gl_Position = proj * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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std::string cubeFS = "#version 330 core\n"
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std::string cubeFS = "#version 430 core\n"
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"out vec4 FragColor;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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Block a user