#include #include #include #include #include #include #include #include #include #include FT_FREETYPE_H #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; /// Holds all state information relevant to a character as loaded using FreeType struct Character { unsigned int TextureID; // ID handle of the glyph texture glm::ivec2 Size; // Size of glyph glm::ivec2 Bearing; // Offset from baseline to left/top of glyph unsigned int Advance; // Horizontal offset to advance to next glyph }; std::map Characters; unsigned int VAO, VBO; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // OpenGL state // ------------ glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // compile and setup the shader // ---------------------------- Shader shader("text.vs", "text.fs"); glm::mat4 projection = glm::ortho(0.0f, static_cast(SCR_WIDTH), 0.0f, static_cast(SCR_HEIGHT)); shader.use(); glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); // FreeType // -------- FT_Library ft; // All functions return a value different than 0 whenever an error occurred if (FT_Init_FreeType(&ft)) { std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl; return -1; } // find path to font std::string font_name = FileSystem::getPath("resources/fonts/Antonio-Bold.ttf"); if (font_name.empty()) { std::cout << "ERROR::FREETYPE: Failed to load font_name" << std::endl; return -1; } // load font as face FT_Face face; if (FT_New_Face(ft, font_name.c_str(), 0, &face)) { std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl; return -1; } else { // set size to load glyphs as FT_Set_Pixel_Sizes(face, 0, 48); // disable byte-alignment restriction glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // load first 128 characters of ASCII set for (unsigned char c = 0; c < 128; c++) { // Load character glyph if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl; continue; } // generate texture unsigned int 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); // now store character for later use 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)); } glBindTexture(GL_TEXTURE_2D, 0); } // destroy FreeType once we're finished FT_Done_Face(face); FT_Done_FreeType(ft); // configure VAO/VBO for texture quads // ----------------------------------- glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f)); RenderText(shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3, 0.7f, 0.9f)); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } // render line of text // ------------------- void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color) { // activate corresponding render state shader.use(); glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.x, color.y, color.z); 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]; float xpos = x + ch.Bearing.x * scale; float ypos = y - (ch.Size.y - ch.Bearing.y) * scale; float w = ch.Size.x * scale; float h = ch.Size.y * scale; // update VBO for each character float vertices[6][4] = { { xpos, ypos + h, 0.0f, 0.0f }, { xpos, ypos, 0.0f, 1.0f }, { xpos + w, ypos, 1.0f, 1.0f }, { xpos, ypos + h, 0.0f, 0.0f }, { xpos + w, ypos, 1.0f, 1.0f }, { xpos + w, ypos + h, 1.0f, 0.0f } }; // render glyph texture over quad glBindTexture(GL_TEXTURE_2D, ch.TextureID); // 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); }