#include // printf // #include #include #include // glm::ortho #include "font.h" #include "shader.h" #include "text.h" #include "texture.h" #include "window.h" Text::Text() : Object(), m_color(1.0f), m_shader(nullptr), m_text("") { initialize(); } Text::~Text() { destroy(); } // ----------------------------------------- void Text::initialize() { setScale(1.0f, 1.0f, 1.0f); m_shader = g_window->shaderFont(); // Generate buffer glGenVertexArrays(1, &m_vao); glGenBuffers(1, &m_vbo); glBindVertexArray(m_vao); glBindBuffer(GL_ARRAY_BUFFER, m_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), (void *)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void Text::update() { setPosition(50.0f, 50.0f, 0.0f); } void Text::render() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Render m_shader->use(); m_shader->setFloat("color", m_color); m_shader->setFloat("projection", glm::ortho( 0.0f, (float)g_window->width(), 0.0f, (float)g_window->height())); // glActiveTexture(GL_TEXTURE0); glBindVertexArray(m_vao); // Iterate through all characters std::string::const_iterator c; for (c = m_text.begin(); c != m_text.end(); c++) { Character ch = g_fontManager->character(*c); // printf("ch: %u, %d %d, %d %d, %u\n", // ch.texture, ch.size.x, ch.size.y, ch.bearing.x, ch.bearing.y, ch.advance); float xpos = position().x + ch.bearing.x * scale().x; float ypos = position().y - (ch.size.y - ch.bearing.y) * scale().x; // printf("xpos-ypos: %f, %f\n", xpos, ypos); float w = ch.size.x * scale().x; float h = ch.size.y * scale().x; // printf("w-h: %f, %f\n", w, h); // Update VBO for each character float 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.texture); // Update content of VBO memory glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); 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) // Bitshift by 6 to get value in pixels (2^6 = 64) setPosition(position().x + (ch.advance >> 6) * scale().x, position().y, position().z); } // printf("\n"); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); } void Text::destroy() { } // ----------------------------------------- void Text::setText(std::string text) { m_text = text; }