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/*
This file is part of the MinGfx Project.
Copyright (c) 2017,2018 Regents of the University of Minnesota.
All Rights Reserved.
Original Author(s) of this File:
Dan Keefe, 2018, University of Minnesota
Author(s) of Significant Updates/Modifications to the File:
...
*/
#ifndef SRC_TEXT_SHADER_H_
#define SRC_TEXT_SHADER_H_
#include <string>
#include <map>
#include "matrix4.h"
#include "mesh.h"
#include "shader_program.h"
#include "texture2d.h"
// disable warnings for this 3rd party code
#pragma warning ( push, 0 )
#include <stb_truetype.h>
#pragma warning ( pop )
namespace mingfx {
/**
*/
class TextShader {
public:
TextShader();
virtual ~TextShader();
/// Call this from within the InitOpenGL() function since it will initialize
/// not just the Font's internal data but also an OpenGL texture to be
/// stored on the graphics card. Internally, this uses the stb_truetype
/// library to load true type fonts (files with a .ttf extension).
bool Init(const std::string &font_file, int native_font_size);
enum class HorizAlign {
HORIZ_ALIGN_LEFT,
HORIZ_ALIGN_CENTER,
HORIZ_ALIGN_RIGHT
};
enum class VertAlign {
VERT_ALIGN_TOP,
VERT_ALIGN_CENTER,
VERT_ALIGN_BASELINE,
VERT_ALIGN_BOTTOM
};
class TextFormat {
public:
// constructor sets defaults
TextFormat() :
size(0.1f),
color(1,1,1,1),
h_align(HorizAlign::HORIZ_ALIGN_CENTER),
v_align(VertAlign::VERT_ALIGN_BASELINE) {}
float size;
Color color;
HorizAlign h_align;
VertAlign v_align;
};
//void Draw2D(const Point2 &pos,
// const std::string &text, TextFormat format, bool cache=false);
void Draw3D(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
const std::string &text, TextFormat format, bool cache=false);
Vector2 TextExtents(const std::string &text, TextFormat format, bool cache=false);
float native_font_size();
private:
Texture2D atlas_;
float native_font_size_;
stbtt_packedchar chardata_[128];
struct MeshData {
Mesh mesh;
Point2 min;
Point2 max;
};
void SetTextMesh(const std::string &text, MeshData *md);
std::map<std::string, MeshData> cache_;
MeshData tmp_md_;
ShaderProgram shader_;
};
} // end namespace
#endif
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