#include "ted.h" no_warn_start #if DEBUG #include "lib/stb_rect_pack.h" #include "lib/stb_truetype.h" #else #include "stb_truetype.c" #endif no_warn_end //no_warn_start //#define STB_IMAGE_WRITE_IMPLEMENTATION //#include "/~/apps/stb/stb_image_write.h" //no_warn_end typedef struct { vec2 pos; vec2 tex_coord; vec4 color; } TextVertex; typedef struct { TextVertex vert1, vert2, vert3; } TextTriangle; typedef struct { char32_t c; u32 texture; stbtt_packedchar data; } CharInfo; // characters are split into this many "buckets" according to // their least significant bits. this is to create a Budget Hash Map™. // must be a power of 2. #define CHAR_BUCKET_COUNT (1 << 10) #define FONT_TEXTURE_WIDTH 512 // width of each texture #define FONT_TEXTURE_HEIGHT 512 // height of each texture typedef struct { GLuint tex; bool needs_update; unsigned char *pixels; TextTriangle *triangles; } FontTexture; struct Font { bool force_monospace; float space_width; // width of the character ' '. calculated when font is loaded. float char_height; stbtt_pack_context pack_context; stbtt_fontinfo stb_info; FontTexture *textures; // dynamic array of textures CharInfo *char_info[CHAR_BUCKET_COUNT]; // each entry is a dynamic array of char info // TTF data (i.e. the contents of the TTF file) u8 *ttf_data; }; const TextRenderState text_render_state_default = { .render = true, .wrap = false, .x = 0, .y = 0, .min_x = -FLT_MAX, .max_x = +FLT_MAX, .min_y = -FLT_MAX, .max_y = +FLT_MAX, .color = {1, 0, 1, 1}, .x_largest = -FLT_MAX, .y_largest = -FLT_MAX }; static char text_err[200]; void text_clear_err(void) { text_err[0] = '\0'; } bool text_has_err(void) { return text_err[0] != '\0'; } const char *text_get_err(void) { return text_err; } static void text_set_err(const char *fmt, ...) { if (!text_has_err()) { va_list args; va_start(args, fmt); vsnprintf(text_err, sizeof text_err - 1, fmt, args); va_end(args); } } static GLuint text_program; static GLuint text_vbo, text_vao; static GLuint text_v_pos, text_v_color, text_v_tex_coord; static GLint text_u_sampler; static GLint text_u_window_size; bool text_init(void) { const char *vshader_code = "attribute vec4 v_color;\n\ attribute vec2 v_pos;\n\ attribute vec2 v_tex_coord;\n\ uniform vec2 u_window_size;\n\ OUT vec4 color;\n\ OUT vec2 tex_coord;\n\ void main() {\n\ color = v_color;\n\ tex_coord = v_tex_coord;\n\ vec2 p = v_pos * (2.0 / u_window_size);\n\ gl_Position = vec4(p.x - 1.0, 1.0 - p.y, 0.0, 1.0);\n\ }\n\ "; const char *fshader_code = "IN vec4 color;\n\ IN vec2 tex_coord;\n\ uniform sampler2D sampler;\n\ void main() {\n\ vec4 tex_color = texture2D(sampler, tex_coord);\n\ gl_FragColor = vec4(1.0, 1.0, 1.0, tex_color.x) * color;\n\ }\n\ "; text_program = gl_compile_and_link_shaders(NULL, vshader_code, fshader_code); text_v_pos = gl_attrib_location(text_program, "v_pos"); text_v_color = gl_attrib_location(text_program, "v_color"); text_v_tex_coord = gl_attrib_location(text_program, "v_tex_coord"); text_u_sampler = gl_uniform_location(text_program, "sampler"); text_u_window_size = gl_uniform_location(text_program, "u_window_size"); glGenBuffers(1, &text_vbo); glGenVertexArrays(1, &text_vao); return true; } static u32 char_bucket_index(char32_t c) { return c & (CHAR_BUCKET_COUNT - 1); } // on success, *info is filled out static Status text_load_char(Font *font, char32_t c, CharInfo *info) { u32 bucket = char_bucket_index(c); arr_foreach_ptr(font->char_info[bucket], CharInfo, i) { if (i->c == c) { // already loaded *info = *i; return true; } } glGetError(); // clear error if (!font->textures) { unsigned char *pixels = calloc(FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT); if (!pixels) { text_set_err("Not enough memory for font bitmap."); return false; } stbtt_PackBegin(&font->pack_context, pixels, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, FONT_TEXTURE_WIDTH, 1, NULL); FontTexture *texture = arr_addp(font->textures); glGenTextures(1, &texture->tex); texture->pixels = pixels; } FontTexture *texture = arr_lastp(font->textures); { info->c = c; info->texture = arr_len(font->textures) - 1; int success = stbtt_PackFontRange(&font->pack_context, font->ttf_data, 0, font->char_height, (int)c, 1, &info->data); printf("%lc %d\n",c,success); } texture->needs_update = true; arr_add(font->char_info[bucket], *info); return true; #if 0 font->char_pages[page] = calloc(CHAR_PAGE_SIZE, sizeof *font->char_pages[page]); for (int bitmap_width = 128, bitmap_height = 128; bitmap_width <= 4096; bitmap_width *= 2, bitmap_height *= 2) { u8 *bitmap = calloc((size_t)bitmap_width, (size_t)bitmap_height); if (bitmap) { int err = stbtt_BakeFontBitmap(font->ttf_data, 0, font->char_height, bitmap, bitmap_width, bitmap_height, page * CHAR_PAGE_SIZE, CHAR_PAGE_SIZE, font->char_pages[page]); if (err > 0) { // font converted to bitmap successfully. GLuint texture = 0; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, bitmap_width, bitmap_height, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #if DEBUG debug_println("Loaded font page %p:%03d with %dx%d bitmap as texture %u.", (void *)font, page, bitmap_width, bitmap_height, texture); #endif font->textures[page] = texture; font->tex_widths[page] = bitmap_width; font->tex_heights[page] = bitmap_height; GLenum glerr = glGetError(); if (glerr) { text_set_err("Couldn't create texture for font (GL error %u).", glerr); if (texture) glDeleteTextures(1, &texture); break; } } } else { text_set_err("Not enough memory for font bitmap."); } free(bitmap); if (font->textures[page]) { // if font loaded successfully break; } } if (!font->textures[page] && !text_has_err()) { text_set_err("Couldn't convert font to bitmap."); } if (text_has_err()) { free(font->char_pages[page]); font->char_pages[page] = NULL; return false; } return true; #endif } Font *text_font_load(const char *ttf_filename, float font_size) { Font *font = NULL; FILE *ttf_file = fopen(ttf_filename, "rb"); text_clear_err(); if (!ttf_file) { text_set_err("Couldn't open font file.", ttf_filename); return NULL; } fseek(ttf_file, 0, SEEK_END); u32 file_size = (u32)ftell(ttf_file); fseek(ttf_file, 0, SEEK_SET); if (file_size >= (50UL<<20)) { // fonts aren't usually bigger than 50 MB text_set_err("Font file too big (%u megabytes).", (uint)(file_size >> 20)); fclose(ttf_file); return NULL; } u8 *file_data = calloc(1, file_size); font = calloc(1, sizeof *font); if (file_data && font) { size_t bytes_read = fread(file_data, 1, file_size, ttf_file); if (bytes_read == file_size) { font->char_height = font_size; font->ttf_data = file_data; CharInfo space = {0}; if (text_load_char(font, ' ', &space)) { // calculate width of the character ' ' font->space_width = space.data.xadvance; } } else { text_set_err("Couldn't read font file."); } } else { text_set_err("Not enough memory for font."); } if (text_has_err()) { free(file_data); free(font); font = NULL; } fclose(ttf_file); return font; } void text_font_set_force_monospace(Font *font, bool force) { font->force_monospace = force; } float text_font_char_height(Font *font) { return font->char_height; } float text_font_char_width(Font *font, char32_t c) { if (c == ' ') return font->space_width; CharInfo info = {0}; if (text_load_char(font, c, &info)) return info.data.xadvance; else return 0; } void text_render(Font *font) { arr_foreach_ptr(font->textures, FontTexture, texture) { size_t ntriangles = arr_len(texture->triangles); if (ntriangles) { if (texture->needs_update) { glBindTexture(GL_TEXTURE_2D, texture->tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, texture->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //stbi_write_png("out.png", FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 1, texture->pixels, FONT_TEXTURE_WIDTH); texture->needs_update = false; } // render these triangles if (gl_version_major >= 3) glBindVertexArray(text_vao); glBindBuffer(GL_ARRAY_BUFFER, text_vbo); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(ntriangles * sizeof(TextTriangle)), texture->triangles, GL_STREAM_DRAW); glVertexAttribPointer(text_v_pos, 2, GL_FLOAT, 0, sizeof(TextVertex), (void *)offsetof(TextVertex, pos)); glEnableVertexAttribArray(text_v_pos); glVertexAttribPointer(text_v_tex_coord, 2, GL_FLOAT, 0, sizeof(TextVertex), (void *)offsetof(TextVertex, tex_coord)); glEnableVertexAttribArray(text_v_tex_coord); glVertexAttribPointer(text_v_color, 4, GL_FLOAT, 0, sizeof(TextVertex), (void *)offsetof(TextVertex, color)); glEnableVertexAttribArray(text_v_color); glUseProgram(text_program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture->tex); glUniform1i(text_u_sampler, 0); glUniform2f(text_u_window_size, gl_window_width, gl_window_height); glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(3 * ntriangles)); arr_clear(texture->triangles); } } } void text_char_with_state(Font *font, TextRenderState *state, char32_t c) { top: if (c >= 0x40000 && c < 0xE0000){ // these Unicode code points are currently unassigned. replace them with a Unicode box. // (specifically, we don't want to use extra memory for pages which // won't even have any valid characters in them) c = UNICODE_BOX_CHARACTER; } if (c >= UNICODE_CODE_POINTS) c = UNICODE_BOX_CHARACTER; // code points this big should never appear in valid Unicode CharInfo info = {0}; if (!text_load_char(font, c, &info)) return; const float char_height = font->char_height; stbtt_aligned_quad q = {0}; if (state->wrap && c == '\n') { state->x = state->min_x; state->y += char_height; goto ret; } { float x, y; x = (float)(state->x - floor(state->x)); y = (float)(state->y - floor(state->y)); y += char_height * 0.75f; stbtt_GetPackedQuad(&info.data, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 0, &x, &y, &q, 1); y -= char_height * 0.75f; q.x0 += (float)floor(state->x); q.y0 += (float)floor(state->y); q.x1 += (float)floor(state->x); q.y1 += (float)floor(state->y); if (font->force_monospace) { state->x += font->space_width; // ignore actual character width } else { state->x = x + floor(state->x); state->y = y + floor(state->y); } } float s0 = q.s0, t0 = q.t0; float s1 = q.s1, t1 = q.t1; float x0 = q.x0, y0 = q.y0; float x1 = q.x1, y1 = q.y1; const float min_x = state->min_x, max_x = state->max_x; const float min_y = state->min_y, max_y = state->max_y; if (state->wrap && x1 >= max_x) { state->x = min_x; state->y += char_height; goto top; } if (x0 > max_x || y0 > max_y || x1 < min_x || y1 < min_y) goto ret; if (x0 < min_x) { // left side of character is clipped s0 = (min_x-x0) / (x1-x0) * (s1-s0) + s0; x0 = min_x; } if (x1 >= max_x) { // right side of character is clipped s1 = (max_x-1-x0) / (x1-x0) * (s1-s0) + s0; x1 = max_x-1; } if (y0 < min_y) { // top side of character is clipped t0 = (min_y-y0) / (y1-y0) * (t1-t0) + t0; y0 = min_y; } if (y1 >= max_y) { // bottom side of character is clipped t1 = (max_y-1-y0) / (y1-y0) * (t1-t0) + t0; y1 = max_y-1; } if (state->render) { float r = state->color[0], g = state->color[1], b = state->color[2], a = state->color[3]; TextVertex v_1 = {{x0, y0}, {s0, t0}, {r, g, b, a}}; TextVertex v_2 = {{x0, y1}, {s0, t1}, {r, g, b, a}}; TextVertex v_3 = {{x1, y1}, {s1, t1}, {r, g, b, a}}; TextVertex v_4 = {{x1, y0}, {s1, t0}, {r, g, b, a}}; TextTriangle triangle1 = {v_1, v_2, v_3}; TextTriangle triangle2 = {v_3, v_4, v_1}; arr_add(font->textures[info.texture].triangles, triangle1); arr_add(font->textures[info.texture].triangles, triangle2); } ret: if (state->x > state->x_largest) state->x_largest = state->x; if (state->y > state->y_largest) state->y_largest = state->y; } void text_utf8_with_state(Font *font, TextRenderState *state, const char *str) { const char *end = str + strlen(str); while (str != end) { char32_t c = 0; size_t ret = unicode_utf8_to_utf32(&c, str, (size_t)(end - str)); if (ret == 0) { break; } else if (ret >= (size_t)-2) { // invalid UTF-8 text_char_with_state(font, state, '?'); ++str; } else { str += ret; text_char_with_state(font, state, c); } } } static vec2 text_render_utf8_internal(Font *font, const char *text, double x, double y, u32 color, bool render) { TextRenderState render_state = text_render_state_default; render_state.render = render; render_state.x = x; render_state.y = y; rgba_u32_to_floats(color, render_state.color); text_utf8_with_state(font, &render_state, text); return Vec2( maxf(0.0f, (float)(render_state.x_largest - x)), maxf(0.0f, (float)(render_state.y_largest - y)) ); } void text_utf8(Font *font, const char *text, double x, double y, u32 color) { text_render_utf8_internal(font, text, x, y, color, true); } void text_utf8_anchored(Font *font, const char *text, double x, double y, u32 color, Anchor anchor) { float w = 0, h = 0; // width, height of text text_get_size(font, text, &w, &h); float hw = w * 0.5f, hh = h * 0.5f; // half-width, half-height switch (anchor) { case ANCHOR_TOP_LEFT: break; case ANCHOR_TOP_MIDDLE: x -= hw; break; case ANCHOR_TOP_RIGHT: x -= w; break; case ANCHOR_MIDDLE_LEFT: y -= hh; break; case ANCHOR_MIDDLE: x -= hw; y -= hh; break; case ANCHOR_MIDDLE_RIGHT: x -= w; y -= hh; break; case ANCHOR_BOTTOM_LEFT: y -= h; break; case ANCHOR_BOTTOM_MIDDLE: x -= hw; y -= h; break; case ANCHOR_BOTTOM_RIGHT: x -= w; y -= h; break; } text_utf8(font, text, x, y, color); } void text_get_size(Font *font, const char *text, float *width, float *height) { double x = 0, y = 0; vec2 size = text_render_utf8_internal(font, text, x, y, 0, false); if (width) *width = size.x; if (height) *height = size.y + font->char_height; } vec2 text_get_size_vec2(Font *font, const char *text) { vec2 v; text_get_size(font, text, &v.x, &v.y); return v; } void text_get_size32(Font *font, const char32_t *text, u64 len, float *width, float *height) { TextRenderState render_state = text_render_state_default; render_state.render = false; for (u64 i = 0; i < len; ++i) { text_char_with_state(font, &render_state, text[i]); } if (width) *width = (float)render_state.x; if (height) *height = (float)render_state.y + font->char_height * (2/3.0f); } void text_font_free(Font *font) { free(font->ttf_data); arr_foreach_ptr(font->textures, FontTexture, texture) { glDeleteTextures(1, &texture->tex); arr_free(texture->triangles); } arr_free(font->textures); free(font); }