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https://github.com/JoeyDeVries/LearnOpenGL.git
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Add (updated) source code for Text Rendering chapter.
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274
src/7.in_practice/2.text_rendering/text_rendering.cpp
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274
src/7.in_practice/2.text_rendering/text_rendering.cpp
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#include <iostream>
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#include <map>
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#include <string>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include "Shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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/// Holds all state information relevant to a character as loaded using FreeType
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struct Character {
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unsigned int TextureID; // ID handle of the glyph texture
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glm::ivec2 Size; // Size of glyph
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glm::ivec2 Bearing; // Offset from baseline to left/top of glyph
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unsigned int Advance; // Horizontal offset to advance to next glyph
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};
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std::map<GLchar, Character> Characters;
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unsigned int VAO, VBO;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// OpenGL state
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// ------------
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// compile and setup the shader
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// ----------------------------
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Shader shader("text.vs", "text.fs");
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
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shader.Use();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// FreeType
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// --------
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FT_Library ft;
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// All functions return a value different than 0 whenever an error occurred
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if (FT_Init_FreeType(&ft))
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std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
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// load font as face
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FT_Face face;
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if (FT_New_Face(ft, "fonts/arial.ttf", 0, &face))
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std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
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// set size to load glyphs as
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FT_Set_Pixel_Sizes(face, 0, 48);
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// disable byte-alignment restriction
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// load first 128 characters of ASCII set
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for (unsigned char c = 0; c < 128; c++)
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{
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// Load character glyph
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if (FT_Load_Char(face, c, FT_LOAD_RENDER))
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{
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std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
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continue;
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}
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// generate texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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// now store character for later use
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Character character = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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face->glyph->advance.x
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};
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Characters.insert(std::pair<char, Character>(c, character));
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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// destroy FreeType once we're finished
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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// configure VAO/VBO for texture quads
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// -----------------------------------
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f));
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RenderText(shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3, 0.7f, 0.9f));
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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// The MAIN function, from here we start our application and run the Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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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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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, WIDTH, HEIGHT);
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// Set OpenGL options
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// render line of text
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// -------------------
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void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color)
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{
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// activate corresponding render state
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shader.Use();
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glUniform3f(glGetUniformLocation(shader.Program, "textColor"), color.x, color.y, color.z);
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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// iterate through all characters
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++)
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{
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Character ch = Characters[*c];
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float xpos = x + ch.Bearing.x * scale;
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float ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
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float w = ch.Size.x * scale;
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float h = ch.Size.y * scale;
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// update VBO for each character
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // be sure to use glBufferSubData and not glBufferData
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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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))
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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