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https://github.com/bloeys/nterm.git
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Proper character positioning and scale
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atlas.png
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atlas.png
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Before Width: | Height: | Size: 167 KiB After Width: | Height: | Size: 344 KiB |
4
go.mod
4
go.mod
@ -3,7 +3,9 @@ module github.com/bloeys/nterm
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go 1.18
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require (
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github.com/bloeys/gglm v0.3.1
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github.com/bloeys/nmage v0.11.12
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github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
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github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
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github.com/veandco/go-sdl2 v0.4.10
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golang.org/x/image v0.0.0-20220617043117-41969df76e82
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@ -11,7 +13,5 @@ require (
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require (
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github.com/bloeys/assimp-go v0.4.2 // indirect
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github.com/bloeys/gglm v0.3.1 // indirect
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github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 // indirect
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github.com/inkyblackness/imgui-go/v4 v4.3.0 // indirect
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)
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79
main.go
79
main.go
@ -57,13 +57,18 @@ func main() {
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type FontTexAtlas struct {
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Img *image.RGBA
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Glyphs map[rune]FontTexAtlasGlyph
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GlyphSizeU float32
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GlyphSizeV float32
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LineHeight int
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}
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type FontTexAtlasGlyph struct {
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U float32
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V float32
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SizeU float32
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SizeV float32
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Ascent float32
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Descent float32
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Advance float32
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}
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var atlas *FontTexAtlas
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@ -80,7 +85,7 @@ func (p *program) Init() {
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panic("Failed to parse font. Err: " + err.Error())
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}
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pointSize := 40
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pointSize := 64
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face := truetype.NewFace(f, &truetype.Options{Size: float64(pointSize), DPI: 72})
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atlas = genTextureAtlas(f, face, pointSize)
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}
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@ -121,8 +126,7 @@ func genTextureAtlas(f *truetype.Font, face font.Face, textSize int) *FontTexAtl
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atlas := &FontTexAtlas{
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Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
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Glyphs: make(map[rune]FontTexAtlasGlyph, len(glyphs)),
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GlyphSizeU: float32(charWidth) / float32(atlasSizeX),
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GlyphSizeV: float32(lineHeight) / float32(atlasSizeY),
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LineHeight: lineHeight,
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}
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//Clear background to black
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@ -140,9 +144,24 @@ func genTextureAtlas(f *truetype.Font, face font.Face, textSize int) *FontTexAtl
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drawer.Dot = fixed.P(0, lineHeight)
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for _, g := range glyphs {
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gBounds, gAdvanceFixed, _ := face.GlyphBounds(g)
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descent := gBounds.Max.Y
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advanceRounded := gAdvanceFixed.Round()
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ascent := -gBounds.Min.Y
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heightRounded := (ascent + descent).Round()
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atlas.Glyphs[g] = FontTexAtlasGlyph{
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U: float32(drawer.Dot.X.Floor()) / float32(atlasSizeX),
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V: (float32(atlasSizeY-drawer.Dot.Y.Floor()) / float32(atlasSizeY)),
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U: float32(drawer.Dot.X.Round()) / float32(atlasSizeX),
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V: (float32(atlasSizeY-(drawer.Dot.Y+descent).Round()) / float32(atlasSizeY)),
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SizeU: float32(advanceRounded) / float32(atlasSizeX),
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SizeV: (float32(heightRounded) / float32(atlasSizeY)),
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Ascent: float32(ascent.Round()),
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Descent: float32(descent.Round()),
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Advance: float32(advanceRounded),
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}
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drawer.DrawString(string(g))
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@ -190,7 +209,7 @@ func (p *program) Update() {
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}
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func (p *program) Render() {
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p.drawTextOpenGL(atlas, "Hello friend", gglm.NewVec3(-9, 0, 0))
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p.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, 100, 0))
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}
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func (p *program) FrameEnd() {
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@ -263,7 +282,7 @@ func getGlyphsFromRanges(ranges [][2]rune) []rune {
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var glyphMesh *meshes.Mesh
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var glyphMat *materials.Material
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func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec3) {
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func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3) {
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if glyphMesh == nil {
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glyphMesh = &meshes.Mesh{
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@ -321,26 +340,28 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec
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//Prepare to draw
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glyphMesh.Buf.Bind()
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glyphMat.DiffuseTex = atlasTex.TexID
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glyphMat.SetAttribute(glyphMesh.Buf)
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projMtx := gglm.Ortho(-10, 10, 10, -10, 0.1, 10)
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//The projection matrix fits the screen size. This is needed so we can size and position characters correctly.
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w, h := p.win.SDLWin.GetSize()
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projMtx := gglm.Ortho(0, float32(w), float32(h), 0, 0.1, 10)
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viewMat := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
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glyphMat.DiffuseTex = atlasTex.TexID
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glyphMat.SetAttribute(glyphMesh.Buf)
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glyphMat.SetUnifMat4("projMat", &projMtx.Mat4)
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glyphMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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glyphMat.Bind()
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//Draw
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pos := startPos.Clone()
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rs := []rune(text)
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tr := gglm.NewTrMatId()
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tr.Translate(pos)
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tr.Scale(gglm.NewVec3(1, 1, 1))
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for i := 0; i < len(rs); i++ {
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r := rs[i]
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g := atlas.Glyphs[r]
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if g.U < 0 {
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print(g.U)
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if r == '\n' {
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startPos.SetY(startPos.Y() - float32(atlas.LineHeight))
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pos = startPos.Clone()
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continue
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}
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glyphMesh.Buf.SetData([]float32{
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@ -349,22 +370,32 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, pos *gglm.Vec
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1, 1, 1, 1,
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0.5, -0.5, 0,
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g.U + atlas.GlyphSizeU, g.V,
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g.U + g.SizeU, g.V,
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1, 1, 1, 1,
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-0.5, 0.5, 0,
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g.U, g.V + atlas.GlyphSizeV,
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g.U, g.V + g.SizeV,
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1, 1, 1, 1,
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0.5, 0.5, 0,
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g.U + atlas.GlyphSizeU, g.V + atlas.GlyphSizeV,
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g.U + g.SizeU, g.V + g.SizeV,
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1, 1, 1, 1,
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})
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glyphMesh.Buf.Bind()
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p.rend.Draw(glyphMesh, tr, glyphMat)
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height := float32(g.Ascent + g.Descent)
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scale := gglm.NewVec3(g.Advance, height, 1)
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tr.Translate(gglm.NewVec3(1, 0, 0))
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}
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//See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
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//Quads are drawn from the center and so that's our baseline. But chars shouldn't be centered, they should follow ascent/decent/advance.
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//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
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//move them down by the decent amount to put them in the correct vertical position.
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//
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//Horizontally the character should be drawn from the left edge not the center, so we just move it forward by advance/2
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drawPos := *pos
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drawPos.Add(gglm.NewVec3(g.Advance*0.5, height*0.5-g.Descent, 0))
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p.rend.Draw(glyphMesh, gglm.NewTrMatId().Translate(&drawPos).Scale(scale), glyphMat)
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pos.SetX(pos.X() + g.Advance)
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}
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}
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