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openglGUI.cpp
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155 lines (140 loc) · 5.7 KB
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#include <openglGUI.h>
#include <ft2build.h>
#include FT_FREETYPE_H
Shader Slider::shader;
glm::mat4 Slider::orthProjection;
std::map<GLchar, Character> TextRenderer::characters;
unsigned int TextRenderer::textVAO;
unsigned int TextRenderer::textVBO;
Shader* TextRenderer::textShader;
void Slider::setup()
{
Slider::shader.setup("shaders/vertex/shaderGui.vs", "shaders/fragment/shaderGui.fs");
Slider::orthProjection = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
}
void TextRenderer::init(int scrWidth, int scrHeight)
{
// 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;
exit(-1);
}
// load font as face
FT_Face face;
if (FT_New_Face(ft, "fonts/Arial.ttf", 0, &face)) {
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
exit(-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
};
TextRenderer::characters.insert(std::pair<char, Character>(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, &TextRenderer::textVAO);
glGenBuffers(1, &TextRenderer::textVBO);
glBindVertexArray(TextRenderer::textVAO);
glBindBuffer(GL_ARRAY_BUFFER, TextRenderer::textVBO);
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);
TextRenderer::textShader = new Shader("shaders/vertex/text.vs", "shaders/fragment/text.fs");
TextRenderer::updateScreen(scrWidth, scrHeight);
}
void TextRenderer::updateScreen(int scrWidth, int scrHeight)
{
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(scrWidth), 0.0f, static_cast<float>(scrHeight));
TextRenderer::textShader->use();
glUniformMatrix4fv(glGetUniformLocation(TextRenderer::textShader->ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
}
// render line of text
// -------------------
void TextRenderer::renderText(std::string text, float x, float y, float scale, glm::vec3 color)
{
// activate corresponding render state
textShader->use();
glUniform3f(glGetUniformLocation(textShader->ID, "textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(textVAO);
// iterate through all characters
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++)
{
Character ch = this->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, textVBO);
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);
}