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cudoku/font.c
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2023-09-12 03:21:18 +02:00
#include <ft2build.h>
#include FT_FREETYPE_H
#include <freetype/ftmm.h>
#include <glad/gl.h>
#include "font.h"
#include "shader.h"
Character numbers[9];
Character characters[128];
int init_fonts(const char *font_path) {
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
return -1;
}
FT_Face face;
if (FT_New_Face(ft, font_path, 0, &face)) {
return -2;
}
if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) {
printf("[INFO] Got a variable font\n");
FT_MM_Var *mm;
FT_Get_MM_Var(face, &mm);
FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords);
FT_Done_MM_Var(ft, mm);
}
FT_Set_Pixel_Sizes(face, 0, 128);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (int i = 0; i < 9; i++) {
if (FT_Load_Char(face, '0' + (i + 1), FT_LOAD_RENDER)) {
printf("Error: failed to load glyph for number '%c'\n", '0' + i);
}
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);
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);
numbers[i].texture_id = texture;
numbers[i].advance = face->glyph->advance.x;
Size s = { .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
numbers[i].size = s;
Size bearing = { .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
numbers[i].bearing = bearing;
}
for (int c = 0; c < 128; c++) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
printf("Error: failed to load glyph for char '%c'\n", c);
}
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);
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);
characters[c].texture_id = texture;
characters[c].advance = face->glyph->advance.x;
Size s = { .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
characters[c].size = s;
Size bearing = { .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
characters[c].bearing = bearing;
}
glBindTexture(GL_TEXTURE_2D, 0);
FT_Done_Face(face);
FT_Done_FreeType(ft);
return 0;
}
void prepare_font(unsigned int *vao, unsigned int *vbo) {
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);
}
Size calculate_text_size(const char *text, float scale) {
Size size = { .width = 0, .height = 0 };
float w = 0;
float h = 0;
for (uint i = 0; i < strlen(text); i++) {
Character ch = characters[(uint)text[i]];
w += ch.advance / 64.0;
if (ch.size.height > h) {
h = ch.size.height;
}
}
size.width = w * scale;
size.height = h * scale;
return size;
}
void draw_number(Shader shader, int text, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) {
use_shader(shader);
set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f);
set_mat4f(shader, "transform", transform);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
Character ch = numbers[text - 1];
float w = ch.size.width;
float h = ch.size.height;
float ratio = w / h;
// draw the glyph over the entire board and then scale it down to the size
// of a single cell
float vert_h = 1.0;
float vert_w = vert_h * ratio;
// get size of a single cell in opengl coords (-1, 1)
float single_cell = (1.f/9.f) * 2;
// we minus 4 since we start at column and row 4 (0-indexed)
float offset_x = single_cell * (column - 4);
float offset_y = single_cell * (row - 4);
// texture coords are y-flipped
float vertices[6][4] = {
// top left tri
{ ((-(vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 0.0f, 1.0f },
{ ((-(vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 0.0f, 0.0f },
{ (( (vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 1.0f, 0.0f },
// bottom right tri
{ ((-(vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 0.0f, 1.0f },
{ (( (vert_w) / w * ratio) * scale) + offset_x, ( vert_h / h * scale) - offset_y, 1.0f, 0.0f },
{ (( (vert_w) / w * ratio) * scale) + offset_x, (-vert_h / h * scale) - offset_y, 1.0f, 1.0f }
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform) {
use_shader(shader);
set_vec3f(shader, "textColor", 55.f / 255.f, 55.f / 255.f, 55.f / 255.f);
set_mat4f(shader, "transform", transform);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
int c = 0;
int x = 0;
while (text[c] != '\0') {
Character ch = characters[(int)text[c]];
float xpos = ((x + ch.bearing.width * scale) / 900.f) - ((text_size.width / 2.f) * scale / 900.f);
float ypos = (((ch.bearing.height - ch.size.height) * scale) / 900.f) - ((text_size.height / 2.f) * scale / 900.f);
float w = (ch.size.width * scale / 900.f);
float h = (ch.size.height * scale / 900.f);
float vertices[6][4] = {
// top left tri
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos, ypos, 0.0f, 1.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
// bottom right tri
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos + w, ypos + h, 1.0f, 0.0f }
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (ch.advance >> 6) * scale;
c++;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}