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#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;
bool defined;
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 << 12)
#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;
stbtt_fontinfo stb_info;
stbtt_pack_context pack_context;
TextTriangle *triangles;
} FontTexture;
struct Font {
bool force_monospace;
float char_height;
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;
Font *fallback;
};
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,
.prev_char = 0,
};
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);
}
}
void text_font_set_fallback(Font *font, Font *fallback) {
font->fallback = fallback;
}
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);
}
static FontTexture *font_new_texture(Font *font) {
PROFILE_TIME(start);
unsigned char *pixels = calloc(FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT);
if (!pixels) {
text_set_err("Not enough memory for font bitmap.");
return NULL;
}
FontTexture *texture = arr_addp(font->textures);
stbtt_PackBegin(&texture->pack_context, pixels, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT,
FONT_TEXTURE_WIDTH, 1, NULL);
glGenTextures(1, &texture->tex);
PROFILE_TIME(end);
texture->pixels = pixels;
#if PROFILE
printf("- create font texture: %.1fms\n", 1e3 * (end - start));
#endif
return texture;
}
static void font_texture_update_if_needed(FontTexture *texture) {
if (texture->needs_update) {
PROFILE_TIME(start);
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);
PROFILE_TIME(end);
#if PROFILE
printf("- update font texture: %.1fms\n", 1e3 * (end - start));
#endif
//stbi_write_png("out.png", FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 1, texture->pixels, FONT_TEXTURE_WIDTH);
texture->needs_update = false;
}
}
static void font_texture_free(FontTexture *texture) {
glDeleteTextures(1, &texture->tex);
arr_free(texture->triangles);
if (texture->pixels) {
free(texture->pixels);
stbtt_PackEnd(&texture->pack_context);
}
memset(texture, 0, sizeof *texture);
}
// on success, *info is filled out.
// success includes cases where c is not defined by the font so a substitute character is used.
// failure only indicates something very bad.
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
memset(info, 0, sizeof *info);
if (c != UNICODE_BOX_CHARACTER && stbtt_FindGlyphIndex(&font->stb_info, (int)c) == 0) {
// this code point is not defined by the font
// use the box character
if (!text_load_char(font, UNICODE_BOX_CHARACTER, info))
return false;
info->c = c;
info->defined = false;
arr_add(font->char_info[bucket], *info);
return true;
}
info->defined = true;
if (!font->textures) {
if (!font_new_texture(font))
return false;
}
int success = 0;
FontTexture *texture = arr_lastp(font->textures);
for (int i = 0; i < 2; i++) {
info->c = c;
info->texture = arr_len(font->textures) - 1;
success = stbtt_PackFontRange(&texture->pack_context, font->ttf_data, 0, font->char_height,
(int)c, 1, &info->data);
if (success) break;
// texture is full; create a new one
stbtt_PackEnd(&texture->pack_context);
font_texture_update_if_needed(texture);
free(texture->pixels);
texture->pixels = NULL;
debug_println("Create new texture for font %p (triggered by U+%04X)", (void *)font, c);
texture = font_new_texture(font);
if (!texture)
return false;
}
if (!success) {
// a brand new texture couldn't fit the character.
// something has gone horribly wrong.
font_texture_free(texture);
arr_remove_last(font->textures);
text_set_err("Error rasterizing character %lc", (wchar_t)c);
return false;
}
texture->needs_update = true;
arr_add(font->char_info[bucket], *info);
return true;
}
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));
}
u8 *file_data = NULL;
if (!text_has_err()) {
file_data = calloc(1, file_size);
font = calloc(1, sizeof *font);
if (!file_data || !font) {
text_set_err("Not enough memory for font.");
}
}
if (!text_has_err()) {
size_t bytes_read = fread(file_data, 1, file_size, ttf_file);
if (bytes_read != file_size) {
text_set_err("Couldn't read font file.");
}
}
if (!text_has_err()) {
font->char_height = font_size;
font->ttf_data = file_data;
if (!stbtt_InitFont(&font->stb_info, file_data, 0)) {
text_set_err("Couldn't process font file - is this a valid TTF file?");
}
}
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) {
CharInfo info = {0};
if (text_load_char(font, c, &info)) {
if (!info.defined && font->fallback)
return text_font_char_width(font->fallback, c);
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) continue;
font_texture_update_if_needed(texture);
// 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);
}
if (font->fallback) {
text_render(font->fallback);
}
}
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;
if (!info.defined && font->fallback) {
text_char_with_state(font->fallback, state, c);
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;
}
if (!font->force_monospace && state->prev_char && state->prev_char != '\n') {
// kerning
state->x += (float)stbtt_GetCodepointKernAdvance(&font->stb_info, (int)state->prev_char, (int)c)
* stbtt_ScaleForPixelHeight(&font->stb_info, font->char_height);
}
{
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, 0);
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 += text_font_char_width(font, ' ');
} 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 = roundf(q.x0), y0 = roundf(q.y0);
float x1 = roundf(q.x1), y1 = roundf(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;
state->prev_char = c;
}
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);
}
static void font_free_char_info(Font *font) {
for (u32 i = 0; i < CHAR_BUCKET_COUNT; i++) {
arr_free(font->char_info[i]);
}
}
static void font_free_textures(Font *font) {
arr_foreach_ptr(font->textures, FontTexture, texture) {
font_texture_free(texture);
}
arr_clear(font->textures);
}
void text_state_break_kerning(TextRenderState *state) {
state->prev_char = 0;
}
void text_font_change_size(Font *font, float new_size) {
font_free_textures(font);
font_free_char_info(font);
font->char_height = new_size;
if (font->fallback)
text_font_change_size(font->fallback, new_size);
}
void text_font_free(Font *font) {
free(font->ttf_data);
font_free_textures(font);
font_free_char_info(font);
memset(font, 0, sizeof *font);
free(font);
}
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