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#include "base.h"
#include "text.h"
#include "unicode.h"
#if DEBUG
typedef struct
{
unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
float xoff,yoff,xadvance;
} stbtt_bakedchar;
typedef struct
{
float x0,y0,s0,t0; // top-left
float x1,y1,s1,t1; // bottom-right
} stbtt_aligned_quad;
extern void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule);
extern int stbtt_BakeFontBitmap(const unsigned char *data, int offset, float pixel_height, unsigned char *pixels, int pw, int ph, int first_char, int num_chars, stbtt_bakedchar *chardata);
#else
#define STBTT_STATIC
no_warn_start
#include "stb_truetype.c"
no_warn_end
#endif
#include <stdlib.h>
// We split up code points into a bunch of pages, so we don't have to load all of the font at
// once into one texture.
#define CHAR_PAGE_SIZE 2048
#define CHAR_PAGE_COUNT UNICODE_CODE_POINTS / CHAR_PAGE_SIZE
typedef struct {
v2 pos;
v2 tex_coord;
v4 color;
} TextVertex;
typedef struct {
TextVertex v1, v2, v3;
} TextTriangle;
struct Font {
bool force_monospace;
float char_width; // width of the character 'a'. calculated when font is loaded.
float char_height;
GLuint textures[CHAR_PAGE_COUNT];
int tex_widths[CHAR_PAGE_COUNT], tex_heights[CHAR_PAGE_COUNT];
stbtt_bakedchar *char_pages[CHAR_PAGE_COUNT]; // character pages. NULL if the page hasn't been loaded yet.
// TTF data (i.e. the contents of the TTF file)
u8 *ttf_data;
TextTriangle *triangles[CHAR_PAGE_COUNT]; // triangles to render for each page
};
TextRenderState const 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},
};
static char text_err[200];
void text_clear_err(void) {
text_err[0] = '\0';
}
bool text_has_err(void) {
return text_err[0] != '\0';
}
char const *text_get_err(void) {
return text_err;
}
static void text_set_err(char const *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 bool text_init(void) {
char const *vshader_code = "attribute vec4 v_color;\n\
attribute vec2 v_pos;\n\
attribute vec2 v_tex_coord;\n\
OUT vec4 color;\n\
OUT vec2 tex_coord;\n\
void main() {\n\
color = v_color;\n\
tex_coord = v_tex_coord;\n\
gl_Position = vec4(v_pos, 0.0, 1.0);\n\
}\n\
";
char const *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_loc(text_program, "v_pos");
text_v_color = gl_attrib_loc(text_program, "v_color");
text_v_tex_coord = gl_attrib_loc(text_program, "v_tex_coord");
text_u_sampler = gl_uniform_loc(text_program, "sampler");
glGenBuffers(1, &text_vbo);
glGenVertexArrays(1, &text_vao);
return true;
}
static Status text_load_char_page(Font *font, int page) {
if (font->char_pages[page]) {
// already loaded
return true;
}
glGetError(); // clear error
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;
}
Font *text_font_load(char const *ttf_filename, float font_size) {
Font *font = NULL;
FILE *ttf_file = fopen(ttf_filename, "rb");
text_clear_err();
if (ttf_file) {
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
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;
if (text_load_char_page(font, 0)) { // load page with Latin text, etc.
// calculate width of the character 'a'
stbtt_aligned_quad q = {0};
float x = 0, y = 0;
stbtt_GetBakedQuad(font->char_pages[0], font->tex_widths[0], font->tex_heights[0],
'a', &x, &y, &q, 1);
font->char_width = x;
}
} 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);
} else {
text_set_err("Font file too big (%u megabytes).", (uint)(file_size >> 20));
}
} else {
text_set_err("Couldn't open font file.", ttf_filename);
}
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) {
return font->char_width;
}
void text_render(Font *font) {
for (uint i = 0; i < CHAR_PAGE_COUNT; ++i) {
if (font->triangles[i]) {
// render these triangles
size_t ntriangles = arr_len(font->triangles[i]);
// convert coordinates to NDC
for (size_t t = 0; t < ntriangles; ++t) {
TextTriangle *triangle = &font->triangles[i][t];
gl_convert_to_ndc(&triangle->v1.pos);
gl_convert_to_ndc(&triangle->v2.pos);
gl_convert_to_ndc(&triangle->v3.pos);
}
if (gl_version_major >= 3)
glBindVertexArray(text_vao);
glBindBuffer(GL_ARRAY_BUFFER, text_vbo);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(ntriangles * sizeof(TextTriangle)), font->triangles[i], 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, font->textures[i]);
glUniform1i(text_u_sampler, 0);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(3 * ntriangles));
arr_clear(font->triangles[i]);
}
}
}
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
uint page = c / CHAR_PAGE_SIZE;
uint index = c % CHAR_PAGE_SIZE;
if (state->render) {
if (!font->char_pages[page])
if (!text_load_char_page(font, (int)page))
return;
}
stbtt_bakedchar *char_data = font->char_pages[page];
float const char_height = font->char_height;
float const char_width = font->char_width;
if (char_data) { // if page was successfully loaded
stbtt_aligned_quad q = {0};
{
float x, y;
x = (float)(state->x - floor(state->x));
y = (float)(state->y - floor(state->y));
y += char_height * 0.75f;
stbtt_GetBakedQuad(char_data, font->tex_widths[page], font->tex_heights[page],
(int)index, &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 += char_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;
float const min_x = state->min_x, max_x = state->max_x;
float const 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)
return;
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->triangles[page], triangle1);
arr_add(font->triangles[page], triangle2);
}
}
}
void text_utf8_with_state(Font *font, TextRenderState *state, char const *str) {
char const *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 void text_render_utf8_internal(Font *font, char const *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);
*x = render_state.x;
*y = render_state.y;
}
void text_utf8(Font *font, char const *text, double x, double y, u32 color) {
text_render_utf8_internal(font, text, &x, &y, color, true);
}
void text_utf8_anchored(Font *font, char const *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, char const *text, float *width, float *height) {
double x = 0, y = 0;
text_render_utf8_internal(font, text, &x, &y, 0, false);
if (width) *width = (float)x;
if (height) *height = (float)y + font->char_height;
}
v2 text_get_size_v2(Font *font, char const *text) {
v2 v;
text_get_size(font, text, &v.x, &v.y);
return v;
}
void text_get_size32(Font *font, char32_t const *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);
stbtt_bakedchar **char_pages = font->char_pages;
for (int i = 0; i < CHAR_PAGE_COUNT; ++i) {
if (char_pages[i]) {
free(char_pages[i]);
}
arr_clear(font->triangles[i]);
}
free(font);
}
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