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#ifndef __LIBJIN_FONT_H
#define __LIBJIN_FONT_H
#include "../modules.h"
#if LIBJIN_MODULES_RENDER
#include <vector>
#include <map>
#include "drawable.h"
#include "../3rdparty/stb/stb_truetype.h"
#include "../math/quad.h"
namespace jin
{
namespace graphics
{
/**
* original from love2d font and graphics modules
* the basic idea is storing glyphs in several mipmap
* http://www.ruanyifeng.com/blog/2007/10/ascii_unicode_and_utf-8.html
*/
struct GlyphVertex
{
float x, y; // screen coordinates
float u, v; // texture coordinates
};
/* track when to change texutre binded in render array */
/* casue switch texture is expensive */
/* std::vector<GlyphVertex> list */
struct GlyphArrayDrawInfo
{
GLuint texture;
int startvertex;
int vertexcount;
};
/* glyph texture */
struct Glyph
{
GLuint texture; // texture where this glyph rendered
int spacing; // spacing of glyph
GlyphVertex vertices[4]; // quad of glyph render region
};
class Font
{
public:
static Font* createFont(const char* file);
static Font* createFont(const char* data, size_t size);
void print(const char* text, int x, int y);
private:
/* font atlas levels */
static const int TEXTURE_SIZE_LEVELS_COUNT = 7;
static const int TEXTURE_SIZE_LEVEL_MAX = TEXTURE_SIZE_LEVELS_COUNT - 1;
static const int TEXTURE_WIDTHS[TEXTURE_SIZE_LEVELS_COUNT];
static const int TEXTURE_HEIGHTS[TEXTURE_SIZE_LEVELS_COUNT];
static const int SPACES_PER_TAB = 4;
/* create a new mipmap to render glyph and push it on textures */
bool createTexture();
/* create a glyph for a unicode and return it */
Glyph* addGlyph(unsigned int character);
/* find glyph by unicode */
Glyph* findGlyph(unsigned int character);
/* list of textures where glyphs rendered, always operate the last one */
/* map character to its render area */
std::vector<GLuint> textures;
std::map<unsigned int, Glyph*> glyphs;
/* mipmap size level */
int textureLevel;
int textureWidth;
int textureHeight;
};
} // graphics
} // jin
#endif // LIBJIN_MODULES_RENDER
#endif // __LIBJIN_FONT_H
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