Proper character positioning and scale

This commit is contained in:
bloeys
2022-06-30 15:20:00 +04:00
parent bdf1250b3a
commit 0602464863
3 changed files with 59 additions and 28 deletions

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atlas.png

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4
go.mod
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@ -3,7 +3,9 @@ module github.com/bloeys/nterm
go 1.18 go 1.18
require ( require (
github.com/bloeys/gglm v0.3.1
github.com/bloeys/nmage v0.11.12 github.com/bloeys/nmage v0.11.12
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/veandco/go-sdl2 v0.4.10 github.com/veandco/go-sdl2 v0.4.10
golang.org/x/image v0.0.0-20220617043117-41969df76e82 golang.org/x/image v0.0.0-20220617043117-41969df76e82
@ -11,7 +13,5 @@ require (
require ( require (
github.com/bloeys/assimp-go v0.4.2 // indirect github.com/bloeys/assimp-go v0.4.2 // indirect
github.com/bloeys/gglm v0.3.1 // indirect
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 // indirect
github.com/inkyblackness/imgui-go/v4 v4.3.0 // indirect github.com/inkyblackness/imgui-go/v4 v4.3.0 // indirect
) )

83
main.go
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@ -57,13 +57,18 @@ func main() {
type FontTexAtlas struct { type FontTexAtlas struct {
Img *image.RGBA Img *image.RGBA
Glyphs map[rune]FontTexAtlasGlyph Glyphs map[rune]FontTexAtlasGlyph
GlyphSizeU float32 LineHeight int
GlyphSizeV float32
} }
type FontTexAtlasGlyph struct { type FontTexAtlasGlyph struct {
U float32 U float32
V float32 V float32
SizeU float32
SizeV float32
Ascent float32
Descent float32
Advance float32
} }
var atlas *FontTexAtlas var atlas *FontTexAtlas
@ -80,7 +85,7 @@ func (p *program) Init() {
panic("Failed to parse font. Err: " + err.Error()) panic("Failed to parse font. Err: " + err.Error())
} }
pointSize := 40 pointSize := 64
face := truetype.NewFace(f, &truetype.Options{Size: float64(pointSize), DPI: 72}) face := truetype.NewFace(f, &truetype.Options{Size: float64(pointSize), DPI: 72})
atlas = genTextureAtlas(f, face, pointSize) atlas = genTextureAtlas(f, face, pointSize)
} }
@ -121,8 +126,7 @@ func genTextureAtlas(f *truetype.Font, face font.Face, textSize int) *FontTexAtl
atlas := &FontTexAtlas{ atlas := &FontTexAtlas{
Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)), Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
Glyphs: make(map[rune]FontTexAtlasGlyph, len(glyphs)), Glyphs: make(map[rune]FontTexAtlasGlyph, len(glyphs)),
GlyphSizeU: float32(charWidth) / float32(atlasSizeX), LineHeight: lineHeight,
GlyphSizeV: float32(lineHeight) / float32(atlasSizeY),
} }
//Clear background to black //Clear background to black
@ -140,9 +144,24 @@ func genTextureAtlas(f *truetype.Font, face font.Face, textSize int) *FontTexAtl
drawer.Dot = fixed.P(0, lineHeight) drawer.Dot = fixed.P(0, lineHeight)
for _, g := range glyphs { for _, g := range glyphs {
gBounds, gAdvanceFixed, _ := face.GlyphBounds(g)
descent := gBounds.Max.Y
advanceRounded := gAdvanceFixed.Round()
ascent := -gBounds.Min.Y
heightRounded := (ascent + descent).Round()
atlas.Glyphs[g] = FontTexAtlasGlyph{ atlas.Glyphs[g] = FontTexAtlasGlyph{
U: float32(drawer.Dot.X.Floor()) / float32(atlasSizeX), U: float32(drawer.Dot.X.Round()) / float32(atlasSizeX),
V: (float32(atlasSizeY-drawer.Dot.Y.Floor()) / float32(atlasSizeY)), V: (float32(atlasSizeY-(drawer.Dot.Y+descent).Round()) / float32(atlasSizeY)),
SizeU: float32(advanceRounded) / float32(atlasSizeX),
SizeV: (float32(heightRounded) / float32(atlasSizeY)),
Ascent: float32(ascent.Round()),
Descent: float32(descent.Round()),
Advance: float32(advanceRounded),
} }
drawer.DrawString(string(g)) drawer.DrawString(string(g))
@ -190,7 +209,7 @@ func (p *program) Update() {
} }
func (p *program) Render() { func (p *program) Render() {
p.drawTextOpenGL(atlas, "Hello friend", gglm.NewVec3(-9, 0, 0)) p.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, 100, 0))
} }
func (p *program) FrameEnd() { func (p *program) FrameEnd() {
@ -263,7 +282,7 @@ func getGlyphsFromRanges(ranges [][2]rune) []rune {
var glyphMesh *meshes.Mesh var glyphMesh *meshes.Mesh
var glyphMat *materials.Material var glyphMat *materials.Material
func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec3) { func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3) {
if glyphMesh == nil { if glyphMesh == nil {
glyphMesh = &meshes.Mesh{ glyphMesh = &meshes.Mesh{
@ -321,26 +340,28 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec
//Prepare to draw //Prepare to draw
glyphMesh.Buf.Bind() glyphMesh.Buf.Bind()
glyphMat.DiffuseTex = atlasTex.TexID //The projection matrix fits the screen size. This is needed so we can size and position characters correctly.
glyphMat.SetAttribute(glyphMesh.Buf) w, h := p.win.SDLWin.GetSize()
projMtx := gglm.Ortho(0, float32(w), float32(h), 0, 0.1, 10)
projMtx := gglm.Ortho(-10, 10, 10, -10, 0.1, 10)
viewMat := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0)) viewMat := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
glyphMat.DiffuseTex = atlasTex.TexID
glyphMat.SetAttribute(glyphMesh.Buf)
glyphMat.SetUnifMat4("projMat", &projMtx.Mat4) glyphMat.SetUnifMat4("projMat", &projMtx.Mat4)
glyphMat.SetUnifMat4("viewMat", &viewMat.Mat4) glyphMat.SetUnifMat4("viewMat", &viewMat.Mat4)
glyphMat.Bind() glyphMat.Bind()
//Draw
pos := startPos.Clone()
rs := []rune(text) rs := []rune(text)
tr := gglm.NewTrMatId()
tr.Translate(pos)
tr.Scale(gglm.NewVec3(1, 1, 1))
for i := 0; i < len(rs); i++ { for i := 0; i < len(rs); i++ {
r := rs[i] r := rs[i]
g := atlas.Glyphs[r] g := atlas.Glyphs[r]
if g.U < 0 { if r == '\n' {
print(g.U) startPos.SetY(startPos.Y() - float32(atlas.LineHeight))
pos = startPos.Clone()
continue
} }
glyphMesh.Buf.SetData([]float32{ glyphMesh.Buf.SetData([]float32{
@ -349,22 +370,32 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec
1, 1, 1, 1, 1, 1, 1, 1,
0.5, -0.5, 0, 0.5, -0.5, 0,
g.U + atlas.GlyphSizeU, g.V, g.U + g.SizeU, g.V,
1, 1, 1, 1, 1, 1, 1, 1,
-0.5, 0.5, 0, -0.5, 0.5, 0,
g.U, g.V + atlas.GlyphSizeV, g.U, g.V + g.SizeV,
1, 1, 1, 1, 1, 1, 1, 1,
0.5, 0.5, 0, 0.5, 0.5, 0,
g.U + atlas.GlyphSizeU, g.V + atlas.GlyphSizeV, g.U + g.SizeU, g.V + g.SizeV,
1, 1, 1, 1, 1, 1, 1, 1,
}) })
glyphMesh.Buf.Bind() glyphMesh.Buf.Bind()
p.rend.Draw(glyphMesh, tr, glyphMat) height := float32(g.Ascent + g.Descent)
scale := gglm.NewVec3(g.Advance, height, 1)
tr.Translate(gglm.NewVec3(1, 0, 0)) //See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
//Quads are drawn from the center and so that's our baseline. But chars shouldn't be centered, they should follow ascent/decent/advance.
//To make them do that vertically, we raise them above the baseline (y+height/2), then since they are sitting on top of the baseline we can simply
//move them down by the decent amount to put them in the correct vertical position.
//
//Horizontally the character should be drawn from the left edge not the center, so we just move it forward by advance/2
drawPos := *pos
drawPos.Add(gglm.NewVec3(g.Advance*0.5, height*0.5-g.Descent, 0))
p.rend.Draw(glyphMesh, gglm.NewTrMatId().Translate(&drawPos).Scale(scale), glyphMat)
pos.SetX(pos.X() + g.Advance)
} }
} }