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draw_text.c
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draw_text.c
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#include <draw_text.h>
void printBitmap(FT_Bitmap bitmap){
for(int y = 0; y<bitmap.rows; y++){
for(int x = 0; x<bitmap.width; x++){
printf("%02x", bitmap.buffer[x+y*bitmap.width]);
}
printf("\n");
}
}
GLuint compileTextShader(){
//Load shaders
GLchar * vertexShaderSource = readShaderFile("shaders/glyph.vs");
if(vertexShaderSource == NULL) fprintf(stderr, "Can't read shaders/glyph.vs\n");
GLuint vertexShader = createShader(vertexShaderSource, GL_VERTEX_SHADER);
if(vertexShader == 0) fprintf(stderr, "Can't create shaders/glyph.vs\n");
GLchar * fragmentShaderSource = readShaderFile("shaders/glyph.fs");
if(fragmentShaderSource == NULL) fprintf(stderr, "Can't read shaders/glyph.fs\n");
GLuint fragmentShader = createShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
if(fragmentShader == 0) fprintf(stderr, "Can't create shaders/glyph.fs\n");
//Create shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
//* check compilation errors
{
GLint status;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
if(!status){
char buffer[512];
glGetProgramInfoLog(shaderProgram, 512, NULL, buffer);
fprintf(stderr, "Linking Shader program error : %s\n", buffer);
}
}
glDeleteShader(vertexShader);
free(vertexShaderSource);
glDeleteShader(fragmentShader);
free(fragmentShaderSource);
return shaderProgram;
}
Atlas createTextAtlas(unsigned long start, unsigned long end, const char* font_path, int width_px, int height_px){ //end excluded
/* Initialize the FreeType library */
FT_Library library;
FT_Face face;
int error = FT_Init_FreeType( &library );
if ( error )
{
printf("Freetype lib init error\n");
//return error;
}
error = FT_New_Face(library, font_path, 0, &face);
if ( error == FT_Err_Unknown_File_Format )
{
printf("Freetype lib font file format init error\n");
}
else if ( error )
{
printf("Freetype lib font init error\n");
//return error;
}
if(FT_Select_Charmap(face , ft_encoding_unicode)){
printf("Freetype encoding error\n");
}
error = FT_Set_Pixel_Sizes(
face, // handle to face object
width_px, // pixel_width
height_px ); // pixel_height
if(error){
printf("FreeType set pixel size error\n");
//return error;
}
/* Calculate atlas dimensions */
int w = 0;
int h = 0;
for(unsigned long i = start; i<end; i++){
if(FT_Load_Char(face, i, FT_LOAD_RENDER)) {
fprintf(stderr, "Loading character %c failed!\n", i);
continue;
}
/*printf("bitmap : \n");
printBitmap(face->glyph->bitmap);*/
w += face->glyph->bitmap.width;
h = MAX(h, face->glyph->bitmap.rows);
}
/* Create the atlas texture */
GLuint tex;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// set texture options
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
AtlasCharacter* characters = (AtlasCharacter*) malloc(sizeof(AtlasCharacter)*(end-start));
int x = 0;
for(unsigned long i = 0; i<end-start; i++){
if(FT_Load_Char(face, i+start, FT_LOAD_RENDER)){
printf("error loading %c (%x)\n", i+start, i+start);
}else{
glTexSubImage2D(GL_TEXTURE_2D, 0, x, 0, face->glyph->bitmap.width, face->glyph->bitmap.rows, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);
characters[i].ax = face->glyph->advance.x >> 6;
characters[i].ay = face->glyph->advance.y >> 6;
characters[i].bw = face->glyph->bitmap.width;
characters[i].bh = face->glyph->bitmap.rows;
characters[i].bl = face->glyph->bitmap_left;
characters[i].bt = face->glyph->bitmap_top;
characters[i].tx = (float)x / w;
x += face->glyph->bitmap.width;
}
}
FT_Done_Face(face);
FT_Done_FreeType(library);
return (Atlas) {characters, w, h, tex, end-start, start};
}
DrawableText createDrawableTextUsingAtlas(wchar_t * text, Atlas* atlas, float x, float y, float sx, float sy){
AtlasCharacter* characters = atlas->characters;
float atlas_width = (float) atlas->width;
float atlas_height = (float) atlas->height;
unsigned int text_len = wcslen(text);
unsigned int vertices_count = 4*4*text_len;
unsigned int elements_count = 2*3*text_len;
//printf("Text len %i gonna create %i vertices and %i elements (%i + %i)\n", text_len, vertices_count, elements_count, sizeof(GLfloat)*vertices_count, sizeof(GLuint)*elements_count);
GLfloat* vertices = (GLfloat*) malloc(sizeof(GLfloat)*vertices_count);
//printf("Vertices OK\n");
GLuint* elements = (GLuint*) malloc(sizeof(GLuint)*elements_count);
//printf("Elements OK\n");
for(unsigned int i = 0; i<text_len;i++){
if(text[i] < atlas->start || text[i] > atlas->count+atlas->start) continue;
//printf("calculate %c vertices\n", text[i]);
unsigned int ie = i*2*3;
unsigned int iv = i*4*4;
elements[ie] = 0+i*4;
elements[ie+1] = 1+i*4;
elements[ie+2] = 2+i*4;
elements[ie+3] = 2+i*4;
elements[ie+4] = 3+i*4;
elements[ie+5] = 0+i*4;
AtlasCharacter ac = characters[text[i]-atlas->start];
//printf("bl : %f, bt : %f, bw : %f, bh : %f\n", ac.bl, ac.bt, ac.bw, ac.bh);
float xpos = x + ac.bl * sx;
float ypos = -y - (ac.bh - ac.bt) * sy;
float w = ac.bw * sx;
float h = ac.bh * sy;
/* Advance the cursor to the start of the next character */
x += ac.ax * sx;
y += ac.ay * sy; //? character in line so ? => perhaps in link with the minus sign of ypos above ¯\_(ツ)_/¯
float l = xpos;
float t = (ypos + h);
float r = (xpos + w);
float b = ypos;
//TL
vertices[iv] = l;
vertices[iv+1] = t;
vertices[iv+2] = ac.tx;
vertices[iv+3] = 0;
//BL
vertices[iv+4] = l;
vertices[iv+5] = b; //! not normalized
vertices[iv+6] = ac.tx;
vertices[iv+7] = ac.bh/atlas_height;
//BR
vertices[iv+8] = r; //! not normalized
vertices[iv+9] = b; //!
vertices[iv+10] = ac.tx + ac.bw/atlas_width;;
vertices[iv+11] = ac.bh/atlas_height;
//TR
vertices[iv+12] = r;
vertices[iv+13] = t;
vertices[iv+14] = ac.tx + ac.bw/atlas_width;;
vertices[iv+15] = 0;
}
//Create shader program
GLint shaderProgram = compileTextShader();
//Upload shader data
GLuint vao, vbo, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*elements_count, elements, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertices_count, vertices, GL_STATIC_DRAW); //? dynamic draw ?
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (GLvoid*)0);
GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (GLvoid*)(2*sizeof(GLfloat)));
glBindVertexArray(0); //?
return (DrawableText) {elements, elements_count, vertices, vertices_count, atlas->tex, shaderProgram, vao};
}
void drawText(DrawableText * draw, ColorRGBAf color){
glUseProgram(draw->shaderProgram);
glBindVertexArray(draw->vao);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(draw->shaderProgram, "text"), GL_TEXTURE0);
glUniform4f(glGetUniformLocation(draw->shaderProgram, "textColor"), color.r, color.g, color.b, color.a);
glBindTexture(GL_TEXTURE_2D, draw->atlasTex);
glDrawElements(GL_TRIANGLES, draw->elements_count, GL_UNSIGNED_INT, 0);
}
/* using now wchar_t instead of long, better
unsigned long * charToULong(const char * text){
unsigned int text_len = 0;
while(text[text_len]) text_len++;
unsigned long * out = (unsigned long *) malloc(sizeof(unsigned long)*(text_len+1));
for(unsigned int i = 0; i<text_len; i++){
out[i] = (unsigned long) text[i];
}
out[text_len] = 0;
return out;
}
unsigned long * wcharToULong(const short * text){
unsigned int text_len = 0;
while(text[text_len]) text_len++;
unsigned long * out = (unsigned long *) malloc(sizeof(unsigned long)*(text_len+1));
for(unsigned int i = 0; i<text_len; i++){
out[i] = (unsigned long) text[i];
}
out[text_len] = 0;
return out;
}
*/