I've made an OpenGL c++ program that can display some text into the screen. I've followed
some tutorials and got help from this question. With that, I've managed to write a function called add_border but I didn't quite understand how this all works and couldn't manage to display border on the screen.
Here is what I have so far:
text.fs
#version 300 es
precision mediump float;
in vec2 vUV;
uniform sampler2D u_texture;
uniform vec3 textColor;
out vec4 fragColor;
void main()
{
vec2 uv = vUV.xy;
float text = texture(u_texture, uv).r;
fragColor = vec4(textColor.rgb*text, text);
}
text.vs
#version 300 es
precision mediump float;
layout (location = 0) in vec4 in_attr;
out vec2 vUV;
uniform mat4 projection;
uniform mat4 model;
void main()
{
vUV = in_attr.zw;
gl_Position = projection * model * vec4(in_attr.xy, 1.0f, 1.0f);
}
Text.cpp
void Text::render_text(std::string text, float x, float y, float z, std::string hex_color, float angle_rad, bool has_bg)
{
static const int scale = 1;
y /= 2;
shader.use();
glUniform3f(glGetUniformLocation(shader.ID, "textColor"), 0.9, 0.9, 0.9);
color.get_color_float(Utils::BLUE));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
GLfloat vertices[6][4] = {
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 0.0 }
};
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
glm::mat4 rotateM = glm::rotate(glm::mat4(1.0f), glm::radians(angle_rad), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 transOriginM = glm::translate(glm::mat4(1.0f), glm::vec3(x, y, z));
std::string::const_iterator c;
GLfloat char_x = 0.0f;
for (c = text.begin(); c != text.end(); c++)
{
Character ch = Characters[*c];
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
GLfloat xrel = char_x + ch.Bearing.x * scale;
GLfloat yrel = y - (ch.Size.y - ch.Bearing.y) * scale;
char_x += (ch.Advance >> 6) * scale; )
glm::mat4 scaleM = glm::scale(glm::mat4(1.0f), glm::vec3(w, h, 1.0f));
glm::mat4 transRelM = glm::translate(glm::mat4(1.0f), glm::vec3(xrel, yrel, z));
glm::mat4 modelM = transOriginM * rotateM * transRelM * scaleM;
GLint model_loc = glGetUniformLocation(shader.ID, "model");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(modelM));
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Text::add_border(){
if(FT_Outline_New(ft_lib, 10000, 1000, &border) != 0){
VI_ERROR("Error");
}
FT_Stroker_New(ft_lib, &stroker);
FT_Stroker_Set(stroker, 2 * 64, FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0);
FT_Get_Glyph(face->glyph, &glyph);
FT_Glyph_Stroke(&glyph, stroker, false);
if (glyph->format == FT_GLYPH_FORMAT_OUTLINE)
{
FT_Raster_Params params;
params.flags = FT_RASTER_FLAG_AA | FT_RASTER_FLAG_DIRECT;
//params.gray_spans = outlineRenderCallback;
//params.user = user_data;
FT_Outline_Render(ft_lib, &border, ¶ms);
}
}
Text::Text(text_attributes&& atrib, int gl_width, int gl_height)
:SCR_WIDTH(gl_width), SCR_HEIGHT(gl_height)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader = Shader("./src/opengl/shaders/text.vs", "./src/opengl/shaders/text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
shader.use();
glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
if (FT_Init_FreeType(&ft_lib))
{
VI_ERROR("ERROR::FREETYPE: Could not init FreeType Library");
exit(0);
}
std::string font_name = "./src/opengl/fonts/" + *atrib.__font_name + ".ttf";
if (FT_New_Face(ft_lib, font_name.c_str(), 0, &face)) {
VI_ERROR("ERROR::FREETYPE: Failed to load font");
exit(0) ;
} else {
FT_Set_Pixel_Sizes(face, 0, atrib.__font_size);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++)
{
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
VI_ERROR("ERROR::FREETYTPE: Failed to load Glyph");
continue;
}
add_border();
GLuint 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);
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<unsigned int>(face->glyph->advance.x)
};
Characters.insert(std::pair<char, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
}
FT_Done_Face(face);
FT_Outline_Done(ft_lib, &border);
FT_Done_FreeType(ft_lib);
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);
}
I've read somewhere that changing FT_LOAD_RENDER to FT_LOAD_DEFAULT in FT_Load_Char() causes the text to disappear completely
Right now this code compiles and runs just fine, however there is no border around the text. I want to add some parameters to the add_border function to have it display different border's with the given parameters such as border thickness and border color.
What am I doing wrong? How can I have it display border like I want it to?
Based on the comments above:
The below example is based on my own lib (although very shortened), where i am collecting the coverage into an span array and render it later. It is also possible to render the coverage(s)/scanline directly onto a bitmap.
Reference: