#include "BitmapFont.h" #include #include FT_FREETYPE_H #include #include BitmapFont::BitmapFont(std::string fontLocation) { FT_Library ft; if (FT_Init_FreeType(&ft)) { std::cout << "ERROR::FreeType: Could not init FreeType Library" << std::endl; } FT_Face face; if (FT_New_Face(ft, fontLocation.c_str(), 0, &face)) { std::cout << "ERROR::FreeType: Failed to load font" << std::endl; } FT_Set_Pixel_Sizes(face, 0, 48); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //Disable byte-alignment restriction for (GLubyte c = 0; c < 128; c++) { //Map bitmaps to chars if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { std::cout << "ERROR::FreeType: Could not load Glyph: " << c << std::endl; continue; } GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer); // 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); Character character = { texture, glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows), glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top), face->glyph->advance.x}; characters.insert(std::pair(c, character)); } glPixelStorei(GL_UNPACK_ALIGNMENT, 4); //Reset byte-alignment restriction FT_Done_Face(face); FT_Done_FreeType(ft); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f); glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void BitmapFont::drawText(Shader &s, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color) { s.Use(); s.SetVector3f("textColor", color, true); s.SetMatrix4("projection", projection, true); glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); // Iterate through all characters std::string::const_iterator c; for (c = text.begin(); c != text.end(); c++) { Character ch = characters[*c]; GLfloat xpos = x + ch.bearing.x * scale; GLfloat ypos = y - (ch.size.y - ch.bearing.y) * scale; GLfloat w = ch.size.x * scale; GLfloat h = ch.size.y * scale; // Update VBO for each character GLfloat vertices[6][4] = { {xpos, ypos + h, 0.0, 0.0}, {xpos, ypos, 0.0, 1.0}, {xpos + w, ypos, 1.0, 1.0}, {xpos, ypos + h, 0.0, 0.0}, {xpos + w, ypos, 1.0, 1.0}, {xpos + w, ypos + h, 1.0, 0.0}}; // Render glyph texture over quad glBindTexture(GL_TEXTURE_2D, ch.texID); // Update content of VBO memory glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData glBindBuffer(GL_ARRAY_BUFFER, 0); // Render quad glDrawArrays(GL_TRIANGLES, 0, 6); // Now advance cursors for next glyph (note that advance is number of 1/64 pixels) x += (ch.advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels)) } glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }