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fontstash.c
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fontstash.c
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//
// Copyright (c) 2014 Sergio Moura sergio@moura.us
// Copyright (c) 2011-2013 Andreas Krinke andreas.krinke@gmx.de
// Copyright (c) 2009 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h> /* @rlyeh: floorf() */
/* @rlyeh: removed STB_TRUETYPE_IMPLENTATION. We link it externally */
#include "stb_truetype.h"
#include "fontstash.h"
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
// Shaders
#ifdef STH_OPENGL3
#define GLSL(version, shader) "#version " #version "\n" #shader
const char vertexShader[] = GLSL(330 core,
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
out vec4 vColor;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
uniform vec4 color = vec4(1.0f);
void main() {
// Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
// UV of the vertex. No special space for this one.
UV = vertexUV;
// Color
vColor = color;
}
);
const char fragmentShader[] = GLSL(330 core,
// Interpolated values from the vertex shaders
in vec2 UV;
in vec4 vColor;
// Ouput data
out vec4 color;
// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
void main() {
// Output color = color of the texture at the specified UV
color = vColor * texture(myTextureSampler, UV).rrrr;
}
);
#endif
#define HASH_LUT_SIZE 256
#define MAX_ROWS 128
#define VERT_COUNT (6*128)
#define VERT_STRIDE (sizeof(float)*4)
#define TTFONT_FILE 1
#define TTFONT_MEM 2
#define BMFONT 3
#ifdef STH_OPENGL3
# define STH_GL_TEXTYPE GL_RED
#else
# define STH_GL_TEXTYPE GL_ALPHA
#endif
static int idx = 1;
static unsigned int hashint(unsigned int a)
{
a += ~(a<<15);
a ^= (a>>10);
a += (a<<3);
a ^= (a>>6);
a += ~(a<<11);
a ^= (a>>16);
return a;
}
struct sth_quad
{
float x0,y0,s0,t0;
float x1,y1,s1,t1;
};
struct sth_row
{
short x,y,h;
};
struct sth_glyph
{
unsigned int codepoint;
short size;
struct sth_texture* texture;
int x0,y0,x1,y1;
float xadv,xoff,yoff;
int next;
};
struct sth_font
{
int idx;
int type;
stbtt_fontinfo font;
unsigned char* data;
struct sth_glyph* glyphs;
int lut[HASH_LUT_SIZE];
int nglyphs;
float ascender;
float descender;
float lineh;
struct sth_font* next;
};
struct sth_texture
{
GLuint id;
// TODO: replace rows with pointer
struct sth_row rows[MAX_ROWS];
int nrows;
float verts[4*VERT_COUNT];
int nverts;
struct sth_texture* next;
};
struct sth_stash
{
int tw,th;
float itw,ith;
GLubyte *empty_data;
struct sth_texture* tt_textures;
struct sth_texture* bm_textures;
struct sth_font* fonts;
int drawing;
#ifdef STH_OPENGL3
GLuint programID;
GLuint textureID;
GLuint vao;
GLuint vbo, ebo;
GLuint matrixID;
GLfloat projectionMatrix[16];
GLfloat color[4];
GLuint colorID;
#endif
};
// Copyright (c) 2008-2009 Bjoern Hoehrmann <bjoern@hoehrmann.de>
// See http://bjoern.hoehrmann.de/utf-8/decoder/dfa/ for details.
#define UTF8_ACCEPT 0
#define UTF8_REJECT 1
static const unsigned char utf8d[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00..1f
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20..3f
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 40..5f
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 60..7f
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, // 80..9f
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, // a0..bf
8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, // c0..df
0xa,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x4,0x3,0x3, // e0..ef
0xb,0x6,0x6,0x6,0x5,0x8,0x8,0x8,0x8,0x8,0x8,0x8,0x8,0x8,0x8,0x8, // f0..ff
0x0,0x1,0x2,0x3,0x5,0x8,0x7,0x1,0x1,0x1,0x4,0x6,0x1,0x1,0x1,0x1, // s0..s0
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1, // s1..s2
1,2,1,1,1,1,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1, // s3..s4
1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,3,1,1,1,1,1,1, // s5..s6
1,3,1,1,1,1,1,3,1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // s7..s8
};
static unsigned int decutf8(unsigned int* state, unsigned int* codep, unsigned int byte)
{
unsigned int type = utf8d[byte];
*codep = (*state != UTF8_ACCEPT) ?
(byte & 0x3fu) | (*codep << 6) :
(0xff >> type) & (byte);
*state = utf8d[256 + *state*16 + type];
return *state;
}
struct sth_stash* sth_create(int cachew, int cacheh)
{
struct sth_stash* stash = NULL;
GLubyte* empty_data = NULL;
struct sth_texture* texture = NULL;
// Allocate memory for the font stash.
stash = (struct sth_stash*)malloc(sizeof(struct sth_stash));
if (stash == NULL) goto error;
memset(stash,0,sizeof(struct sth_stash));
// Create data for clearing the textures
empty_data = (GLubyte*) malloc(cachew * cacheh);
if (empty_data == NULL) goto error;
memset(empty_data, 0, cachew * cacheh);
// Allocate memory for the first texture
texture = (struct sth_texture*)malloc(sizeof(struct sth_texture));
if (texture == NULL) goto error;
memset(texture,0,sizeof(struct sth_texture));
#ifdef STH_OPENGL3
// Setup the initial projection matrix
stash->projectionMatrix[ 0] = 1;
stash->projectionMatrix[ 1] = 0;
stash->projectionMatrix[ 2] = 0;
stash->projectionMatrix[ 3] = 0;
stash->projectionMatrix[ 4] = 0;
stash->projectionMatrix[ 5] = 1;
stash->projectionMatrix[ 6] = 0;
stash->projectionMatrix[ 7] = 0;
stash->projectionMatrix[ 8] = 0;
stash->projectionMatrix[ 9] = 0;
stash->projectionMatrix[10] = 1;
stash->projectionMatrix[11] = 0;
stash->projectionMatrix[12] = 0;
stash->projectionMatrix[13] = 0;
stash->projectionMatrix[14] = 0;
stash->projectionMatrix[15] = 1;
// Setup the initial color
stash->color[0] = 1.0f;
stash->color[1] = 1.0f;
stash->color[2] = 1.0f;
stash->color[3] = 1.0f;
// Create the Shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int infoLogLen;
const char *vPtr = vertexShader;
const char *fPtr = fragmentShader;
glShaderSource(VertexShaderID, 1, &vPtr, NULL);
glCompileShader(VertexShaderID);
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
char buf[1024];
glGetShaderInfoLog(VertexShaderID, infoLogLen, NULL, buf);
printf("Vertex shader compilation result (%u)\n%s\n", Result, buf);
printf("%s\n", vPtr);
}
glShaderSource(FragmentShaderID, 1, &fPtr, NULL);
glCompileShader(FragmentShaderID);
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
char buf[1024];
glGetShaderInfoLog(FragmentShaderID, infoLogLen, NULL, buf);
printf("Fragment shader compilation result (%u)\n%s\n", Result, buf);
printf("%s\n", fPtr);
}
stash->programID = glCreateProgram();
glAttachShader(stash->programID, VertexShaderID);
glAttachShader(stash->programID, FragmentShaderID);
glLinkProgram(stash->programID);
glGetShaderiv(stash->programID, GL_LINK_STATUS, &Result);
glGetShaderiv(stash->programID, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
char buf[1024];
glGetShaderInfoLog(stash->programID, infoLogLen, NULL, buf);
printf("Program link compilation result (%u)\n%s\n", Result, buf);
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
// Setup a few values
stash->matrixID = glGetUniformLocation(stash->programID, "MVP");
stash->textureID = glGetUniformLocation(stash->programID, "myTextureSampler");
stash->colorID = glGetUniformLocation(stash->programID, "color");
// OpenGL buffers
glGenVertexArrays(1, &stash->vao);
glGenBuffers(1, &stash->vbo);
glGenBuffers(1, &stash->ebo);
#endif
// Create first texture for the cache.
stash->tw = cachew;
stash->th = cacheh;
stash->itw = 1.0f/cachew;
stash->ith = 1.0f/cacheh;
stash->empty_data = empty_data;
stash->tt_textures = texture;
glGenTextures(1, &texture->id);
if (!texture->id) goto error;
glBindTexture(GL_TEXTURE_2D, texture->id);
glTexImage2D(GL_TEXTURE_2D, 0, STH_GL_TEXTYPE, cachew, cacheh, 0, STH_GL_TEXTYPE, GL_UNSIGNED_BYTE, empty_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return stash;
error:
if (stash != NULL)
free(stash);
if (empty_data != NULL)
free(empty_data);
if (texture != NULL)
free(texture);
return NULL;
}
#ifdef STH_OPENGL3
void sth_projection_matrix(struct sth_stash* stash, const GLfloat* matrix) {
memcpy(stash->projectionMatrix, matrix, sizeof(GLfloat) * 16);
}
void sth_color(struct sth_stash* stash, GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
stash->color[0] = r;
stash->color[1] = g;
stash->color[2] = b;
stash->color[3] = a;
}
#endif
int sth_add_font_from_memory(struct sth_stash* stash, unsigned char* buffer)
{
int ret, i, ascent, descent, fh, lineGap;
struct sth_font* fnt = NULL;
fnt = (struct sth_font*)malloc(sizeof(struct sth_font));
if (fnt == NULL)
{
ret = STH_ENOMEM;
goto error;
}
memset(fnt,0,sizeof(struct sth_font));
// Init hash lookup.
for (i = 0; i < HASH_LUT_SIZE; ++i) fnt->lut[i] = -1;
fnt->data = buffer;
// Init stb_truetype
if (!stbtt_InitFont(&fnt->font, fnt->data, 0))
{
ret = STH_ETTFINIT;
goto error;
}
// Store normalized line height. The real line height is got
// by multiplying the lineh by font size.
stbtt_GetFontVMetrics(&fnt->font, &ascent, &descent, &lineGap);
fh = ascent - descent;
fnt->ascender = (float)ascent / (float)fh;
fnt->descender = (float)descent / (float)fh;
fnt->lineh = (float)(fh + lineGap) / (float)fh;
fnt->idx = idx;
fnt->type = TTFONT_MEM;
fnt->next = stash->fonts;
stash->fonts = fnt;
return idx++;
error:
if (fnt) {
if (fnt->glyphs) free(fnt->glyphs);
free(fnt);
}
return ret;
}
int sth_add_font(struct sth_stash* stash, const char* path)
{
FILE* fp = 0;
int ret, datasize;
unsigned char* data = NULL;
int idx;
// Read in the font data.
fp = fopen(path, "rb");
if (!fp)
{
ret = STH_EFILEIO;
goto error;
}
fseek(fp,0,SEEK_END);
datasize = (int)ftell(fp);
fseek(fp,0,SEEK_SET);
data = (unsigned char*)malloc(datasize);
if (data == NULL)
{
ret = STH_ENOMEM;
goto error;
}
fread(data, 1, datasize, fp);
fclose(fp);
fp = 0;
idx = sth_add_font_from_memory(stash, data);
// Modify type of the loaded font.
if (idx)
stash->fonts->type = TTFONT_FILE;
else
free(data);
return idx;
error:
if (data) free(data);
if (fp) fclose(fp);
return ret;
}
int sth_add_bitmap_font(struct sth_stash* stash, int ascent, int descent, int line_gap)
{
int ret, i, fh;
struct sth_font* fnt = NULL;
fnt = (struct sth_font*)malloc(sizeof(struct sth_font));
if (fnt == NULL)
{
ret = STH_ENOMEM;
goto error;
}
memset(fnt,0,sizeof(struct sth_font));
// Init hash lookup.
for (i = 0; i < HASH_LUT_SIZE; ++i) fnt->lut[i] = -1;
// Store normalized line height. The real line height is got
// by multiplying the lineh by font size.
fh = ascent - descent;
fnt->ascender = (float)ascent / (float)fh;
fnt->descender = (float)descent / (float)fh;
fnt->lineh = (float)(fh + line_gap) / (float)fh;
fnt->idx = idx;
fnt->type = BMFONT;
fnt->next = stash->fonts;
stash->fonts = fnt;
return idx++;
error:
if (fnt) free(fnt);
return ret;
}
int sth_add_glyph_for_codepoint(struct sth_stash* stash,
int idx,
GLuint id,
unsigned int codepoint,
short size, short base,
int x, int y, int w, int h,
float xoffset, float yoffset, float xadvance)
{
struct sth_texture* texture = NULL;
struct sth_font* fnt = NULL;
struct sth_glyph* glyph = NULL;
if (stash == NULL)
return STH_EINVAL;
texture = stash->bm_textures;
while (texture != NULL && texture->id != id) texture = texture->next;
if (texture == NULL)
{
// Create new texture
texture = (struct sth_texture*)malloc(sizeof(struct sth_texture));
if (texture == NULL)
return STH_ENOMEM;
memset(texture, 0, sizeof(struct sth_texture));
texture->id = id;
texture->next = stash->bm_textures;
stash->bm_textures = texture;
}
fnt = stash->fonts;
while (fnt != NULL && fnt->idx != idx) fnt = fnt->next;
if (fnt == NULL)
return STH_EINVAL;
if (fnt->type != BMFONT)
return STH_EINVAL;
// Alloc space for new glyph.
fnt->nglyphs++;
fnt->glyphs = (struct sth_glyph *)realloc(fnt->glyphs, fnt->nglyphs*sizeof(struct sth_glyph)); /* @rlyeh: explicit cast needed in C++ */
if (!fnt->glyphs)
return STH_ENOMEM;
// Init glyph.
glyph = &fnt->glyphs[fnt->nglyphs-1];
memset(glyph, 0, sizeof(struct sth_glyph));
glyph->codepoint = codepoint;
glyph->size = size;
glyph->texture = texture;
glyph->x0 = x;
glyph->y0 = y;
glyph->x1 = glyph->x0+w;
glyph->y1 = glyph->y0+h;
glyph->xoff = xoffset;
glyph->yoff = yoffset - base;
glyph->xadv = xadvance;
// Find code point and size.
h = hashint(codepoint) & (HASH_LUT_SIZE-1);
// Insert char to hash lookup.
glyph->next = fnt->lut[h];
fnt->lut[h] = fnt->nglyphs-1;
return STH_ESUCCESS;
}
int sth_add_glyph_for_char(struct sth_stash* stash,
int idx,
GLuint id,
const char* s,
short size, short base,
int x, int y, int w, int h,
float xoffset, float yoffset, float xadvance)
{
unsigned int codepoint;
unsigned int state = 0;
for (; *s; ++s)
{
if (!decutf8(&state, &codepoint, *(unsigned char*)s))
break;
}
if (state != UTF8_ACCEPT)
return STH_EINVAL;
return sth_add_glyph_for_codepoint(stash, idx, id, codepoint, size, base, x, y, w, h, xoffset, yoffset, xadvance);
}
static struct sth_glyph* get_glyph(struct sth_stash* stash, struct sth_font* fnt, unsigned int codepoint, short isize)
{
int i,g,advance,lsb,x0,y0,x1,y1,gw,gh;
float scale;
struct sth_texture* texture = NULL;
struct sth_glyph* glyph = NULL;
unsigned char* bmp = NULL;
unsigned int h;
float size = isize/10.0f;
int rh;
struct sth_row* br = NULL;
// Find code point and size.
h = hashint(codepoint) & (HASH_LUT_SIZE-1);
i = fnt->lut[h];
while (i != -1)
{
if (fnt->glyphs[i].codepoint == codepoint && (fnt->type == BMFONT || fnt->glyphs[i].size == isize))
return &fnt->glyphs[i];
i = fnt->glyphs[i].next;
}
// Could not find glyph.
// For bitmap fonts: ignore this glyph.
if (fnt->type == BMFONT)
return 0;
// For truetype fonts: create this glyph.
scale = stbtt_ScaleForPixelHeight(&fnt->font, size);
g = stbtt_FindGlyphIndex(&fnt->font, codepoint);
if(!g)
return 0; /* @rlyeh: glyph not found, ie, arab chars */
stbtt_GetGlyphHMetrics(&fnt->font, g, &advance, &lsb);
stbtt_GetGlyphBitmapBox(&fnt->font, g, scale,scale, &x0,&y0,&x1,&y1);
gw = x1-x0;
gh = y1-y0;
// Check if glyph is larger than maximum texture size
if (gw >= stash->tw || gh >= stash->th)
return 0;
// Find texture and row where the glyph can be fit.
br = NULL;
rh = (gh+7) & ~7;
texture = stash->tt_textures;
while(br == NULL)
{
for (i = 0; i < texture->nrows; ++i)
{
if (texture->rows[i].h == rh && texture->rows[i].x+gw+1 <= stash->tw)
br = &texture->rows[i];
}
// If no row is found, there are 3 possibilities:
// - add new row
// - try next texture
// - create new texture
if (br == NULL)
{
short py = 0;
// Check that there is enough space.
if (texture->nrows)
{
py = texture->rows[texture->nrows-1].y + texture->rows[texture->nrows-1].h+1;
if (py+rh > stash->th)
{
if (texture->next != NULL)
{
texture = texture->next;
}
else
{
// Create new texture
texture->next = (struct sth_texture*)malloc(sizeof(struct sth_texture));
texture = texture->next;
if (texture == NULL) goto error;
memset(texture,0,sizeof(struct sth_texture));
glGenTextures(1, &texture->id);
if (!texture->id) goto error;
glBindTexture(GL_TEXTURE_2D, texture->id);
glTexImage2D(GL_TEXTURE_2D, 0, STH_GL_TEXTYPE, stash->tw, stash->th, 0, STH_GL_TEXTYPE, GL_UNSIGNED_BYTE, stash->empty_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
continue;
}
}
// Init and add row
br = &texture->rows[texture->nrows];
br->x = 0;
br->y = py;
br->h = rh;
texture->nrows++;
}
}
// Alloc space for new glyph.
fnt->nglyphs++;
fnt->glyphs = (struct sth_glyph *)realloc(fnt->glyphs, fnt->nglyphs*sizeof(struct sth_glyph)); /* @rlyeh: explicit cast needed in C++ */
if (!fnt->glyphs)
return 0;
// Init glyph.
glyph = &fnt->glyphs[fnt->nglyphs-1];
memset(glyph, 0, sizeof(struct sth_glyph));
glyph->codepoint = codepoint;
glyph->size = isize;
glyph->texture = texture;
glyph->x0 = br->x;
glyph->y0 = br->y;
glyph->x1 = glyph->x0+gw;
glyph->y1 = glyph->y0+gh;
glyph->xadv = scale * advance;
glyph->xoff = (float)x0;
glyph->yoff = (float)y0;
glyph->next = 0;
// Advance row location.
br->x += gw+1;
// Insert char to hash lookup.
glyph->next = fnt->lut[h];
fnt->lut[h] = fnt->nglyphs-1;
// Rasterize
bmp = (unsigned char*)malloc(gw*gh);
if (bmp)
{
stbtt_MakeGlyphBitmap(&fnt->font, bmp, gw,gh,gw, scale,scale, g);
// Update texture
glBindTexture(GL_TEXTURE_2D, texture->id);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexSubImage2D(GL_TEXTURE_2D, 0, glyph->x0, glyph->y0, gw, gh, STH_GL_TEXTYPE, GL_UNSIGNED_BYTE, bmp);
free(bmp);
}
return glyph;
error:
if (texture)
free(texture);
return 0;
}
static int get_quad(struct sth_stash* stash, struct sth_font* fnt, struct sth_glyph* glyph, short isize, float* x, float* y, struct sth_quad* q)
{
int rx,ry;
float scale = 1.0f;
if (fnt->type == BMFONT) scale = isize/(glyph->size*10.0f);
rx = floorf(*x + scale * glyph->xoff);
ry = floorf(*y - scale * glyph->yoff);
q->x0 = rx;
q->y0 = ry;
q->x1 = rx + scale * (glyph->x1 - glyph->x0);
q->y1 = ry - scale * (glyph->y1 - glyph->y0);
q->s0 = (glyph->x0) * stash->itw;
q->t0 = (glyph->y0) * stash->ith;
q->s1 = (glyph->x1) * stash->itw;
q->t1 = (glyph->y1) * stash->ith;
*x += scale * glyph->xadv;
return 1;
}
static float* setv(float* v, float x, float y, float s, float t)
{
v[0] = x;
v[1] = y;
v[2] = s;
v[3] = t;
return v+4;
}
static void flush_draw(struct sth_stash* stash)
{
struct sth_texture* texture = stash->tt_textures;
short tt = 1;
while (texture)
{
if (texture->nverts > 0)
{
#ifdef STH_OPENGL3
GLushort *elementIndices;
unsigned int indiceCount, idx, fOffset;
indiceCount = texture->nverts * 1.5;
elementIndices = (GLushort*) malloc(sizeof(GLushort) * indiceCount);
fOffset = 0;
for (idx = 0; idx < indiceCount;) {
elementIndices[idx++] = fOffset + 0;
elementIndices[idx++] = fOffset + 1;
elementIndices[idx++] = fOffset + 3;
elementIndices[idx++] = fOffset + 1;
elementIndices[idx++] = fOffset + 2;
elementIndices[idx++] = fOffset + 3;
fOffset += 4;
}
// VAO
glBindVertexArray(stash->vao);
// Load vertexes into OpenGL
glBindBuffer(GL_ARRAY_BUFFER, stash->vbo);
glBufferData(GL_ARRAY_BUFFER, texture->nverts * 4 * sizeof(float), texture->verts, GL_STATIC_DRAW);
// Load element buffer into OpenGL
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stash->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indiceCount, elementIndices, GL_STATIC_DRAW);
// Attributes
// 1st attribute buffer: vertices
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, VERT_STRIDE, (void*)0);
// 2nd attribute buffer: uv textures
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, VERT_STRIDE, (void*)(sizeof(float) * 2));
glBindVertexArray(0);
// Start OpenGL Stuff.
glUseProgram(stash->programID);
// Setup mvp matrix
glUniformMatrix4fv(stash->matrixID, 1, GL_FALSE, stash->projectionMatrix);
// Setup color
glUniform4fv(stash->colorID, 1, stash->color);
// Texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->id);
glUniform1i(stash->textureID, 0); // Set our "myTextureSampler" sampler to user Texture Unit 0
// Draw
glBindVertexArray(stash->vao);
glDrawElements(GL_TRIANGLES, // mode
indiceCount, // count
GL_UNSIGNED_SHORT, // type
(void*)0 // element array buffer offset
);
glBindVertexArray(0);
// Delete data
free(elementIndices);
#else
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture->id);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, VERT_STRIDE, texture->verts);
glTexCoordPointer(2, GL_FLOAT, VERT_STRIDE, texture->verts+2);
glDrawArrays(GL_QUADS, 0, texture->nverts);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
texture->nverts = 0;
}
texture = texture->next;
if (!texture && tt)
{
texture = stash->bm_textures;
tt = 0;
}
}
}
void sth_begin_draw(struct sth_stash* stash)
{
if (stash == NULL)
return;
if (stash->drawing)
flush_draw(stash);
stash->drawing = 1;
}
void sth_end_draw(struct sth_stash* stash)
{
if (stash == NULL)
return;
if (!stash->drawing)
return;
/*
// Debug dump.
if (stash->nverts+6 < VERT_COUNT)
{
float x = 500, y = 100;
float* v = &stash->verts[stash->nverts*4];
v = setv(v, x, y, 0, 0);
v = setv(v, x+stash->tw, y, 1, 0);
v = setv(v, x+stash->tw, y+stash->th, 1, 1);
v = setv(v, x, y, 0, 0);
v = setv(v, x+stash->tw, y+stash->th, 1, 1);
v = setv(v, x, y+stash->th, 0, 1);
stash->nverts += 6;
}
*/
flush_draw(stash);
stash->drawing = 0;
}
void sth_draw_text(struct sth_stash* stash,
int idx, float size,
float x, float y,
const char* s, float* dx)
{
unsigned int codepoint;
struct sth_glyph* glyph = NULL;
struct sth_texture* texture = NULL;
unsigned int state = 0;
struct sth_quad q;
short isize = (short)(size*10.0f);
float* v;
struct sth_font* fnt = NULL;
if (stash == NULL)
return;
fnt = stash->fonts;
while(fnt != NULL && fnt->idx != idx) fnt = fnt->next;
if (fnt == NULL)
return;
if (fnt->type != BMFONT && !fnt->data)
return;
for (; *s; ++s)
{
if (decutf8(&state, &codepoint, *(unsigned char*)s))
continue;
glyph = get_glyph(stash, fnt, codepoint, isize);
if (!glyph)
continue;
texture = glyph->texture;
if (texture->nverts+4 >= VERT_COUNT)
flush_draw(stash);
if (!get_quad(stash, fnt, glyph, isize, &x, &y, &q))
continue;
v = &texture->verts[texture->nverts*4];
v = setv(v, q.x0, q.y0, q.s0, q.t0);
v = setv(v, q.x1, q.y0, q.s1, q.t0);
v = setv(v, q.x1, q.y1, q.s1, q.t1);
v = setv(v, q.x0, q.y1, q.s0, q.t1);
texture->nverts += 4;
}
if (dx) *dx = x;
}
void sth_dim_text(struct sth_stash* stash,
int idx, float size,
const char* s,
float* minx, float* miny, float* maxx, float* maxy)
{
unsigned int codepoint;
struct sth_glyph* glyph = NULL;
unsigned int state = 0;
struct sth_quad q;
short isize = (short)(size*10.0f);
struct sth_font* fnt = NULL;
float x = 0, y = 0;
*minx = *maxx = *miny = *maxy = 0; /* @rlyeh: reset vars before failing */
if (stash == NULL)
return;
fnt = stash->fonts;
while(fnt != NULL && fnt->idx != idx)
fnt = fnt->next;
if (fnt == NULL)
return;
if (fnt->type != BMFONT && !fnt->data)
return;
for (; *s; ++s)
{
if (decutf8(&state, &codepoint, *(unsigned char*)s))
continue;
glyph = get_glyph(stash, fnt, codepoint, isize);
if (!glyph)
continue;
if (!get_quad(stash, fnt, glyph, isize, &x, &y, &q))
continue;
if (q.x0 < *minx) *minx = q.x0;
if (q.x1 > *maxx) *maxx = q.x1;
if (q.y1 < *miny) *miny = q.y1;
if (q.y0 > *maxy) *maxy = q.y0;
}
if (floorf(x) > *maxx) *maxx = floorf(x);
}
void sth_vmetrics(struct sth_stash* stash,
int idx, float size,
float* ascender, float* descender, float* lineh)
{
struct sth_font* fnt = NULL;
if (stash == NULL)
return;
fnt = stash->fonts;
while(fnt != NULL && fnt->idx != idx) fnt = fnt->next;
if (fnt == NULL)
return;
if (fnt->type != BMFONT && !fnt->data)
return;
if (ascender)
*ascender = fnt->ascender*size;
if (descender)
*descender = fnt->descender*size;
if (lineh)
*lineh = fnt->lineh*size;
}