質問編集履歴
2
再度文章を修正
test
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Openglでfreetypeを使って日本語の文字を描画したいです。 提示サイトでは英語の文字表示をやり方が乗っている
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Openglでfreetypeを使って日本語の文字を描画したいです。 提示サイトでは英語の文字表示をやり方が乗っているやり方では事前に用意したアルファベットの文字を描画していますが。日本語はまた違うはずです。提示コードの//////コメント内部のfor文ですが参考サイトを参考に
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const char16_t型にキャストして日本語文字の描画を試みましたが字の枠しか描画されませんこれはどうしたらいいのでしょうか?
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![イメージ説明](3a3c2811ee4c418acc232cc701b82478.png)
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参考サイト: http://blendgimper.hatenablog.jp/entry/2016/01/01/074615
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//アルファブレンドを有効
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void FrameWork::Text::Draw(glm::vec2 pos,const char16_t* text,float scale, glm::vec3 color)
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{
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setEnable(); //シェーダーを有効にする
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pos.y = windowContext->getSize().y - pos.y - charSize;
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//テクスチャをアクティブ
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(vao);
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/
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//Unform
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setUniform3f("textColor",color);
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setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, windowContext->getSize().x, 0.0f, windowContext->getSize().y));
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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for (
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for (int i = 0; text[i] != '\0'; i++)
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{
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unsigned int texture = 0;
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// load character glyph
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FT_Load_Glyph(face, FT_Get_Char_Index(face, (char16_t)text[i]), FT_LOAD_RENDER);
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// now store character for later use
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Character ch = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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(unsigned int)face->glyph->advance.x
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}
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};
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// generate texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glGenTextures(1, &ch.textureID);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, ch.textureID);
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glTexImage2D(
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// now store character for later use
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float xpos = pos.x + ch.Bearing.x * scale;
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float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
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float w = ch.Size.x * scale;
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float h = ch.Size.y * scale;
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// update VBO for each character
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float vertices[6][4] = {
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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glBindVertexArray(0);
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gl
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glBindTexture(GL_TEXTURE_2D, 0);
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setDisable(); //シェーダーを無効にする
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}
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FrameWork::Text::~Text()
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{
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setEnable(); //シェーダーを有効にする
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pos.y = windowContext->getSize().y - pos.y - charSize;
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//テクスチャをアクティブ
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(vao);
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//
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//グリフ解放
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setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, windowContext->getSize().x, 0.0f, windowContext->getSize().y));
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++)
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{
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FT_Done_Face(face);
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FT_Load_Glyph(face, FT_Get_Char_Index(face, *c), FT_LOAD_RENDER);
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// now store character for later use
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Character ch = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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(unsigned int)face->glyph->advance.x
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};
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// generate texture
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// now store character for later use
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float xpos = pos.x + ch.Bearing.x * scale;
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float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
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float w = ch.Size.x * scale;
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float h = ch.Size.y * scale;
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// update VBO for each character
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.textureID);
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
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}
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/*
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// iterate through all characters
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++)
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{
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Character ch = Characters[*c];
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float xpos = pos.x + ch.Bearing.x * scale;
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float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
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float w = ch.Size.x * scale;
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float h = ch.Size.y * scale;
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// update VBO for each character
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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|
-
|
457
|
-
|
458
|
-
|
459
|
-
{ xpos, ypos + h, 0.0f, 0.0f },
|
460
|
-
|
461
|
-
{ xpos + w, ypos, 1.0f, 1.0f },
|
462
|
-
|
463
|
-
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
464
|
-
|
465
|
-
};
|
466
|
-
|
467
|
-
// render glyph texture over quad
|
468
|
-
|
469
|
-
glBindTexture(GL_TEXTURE_2D, ch.textureID);
|
470
|
-
|
471
|
-
// update content of VBO memory
|
472
|
-
|
473
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
474
|
-
|
475
|
-
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
476
|
-
|
477
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
478
|
-
|
479
|
-
// render quad
|
480
|
-
|
481
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
482
|
-
|
483
|
-
|
484
|
-
|
485
|
-
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
486
|
-
|
487
|
-
pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
|
488
|
-
|
489
|
-
|
490
|
-
|
491
|
-
}
|
492
|
-
|
493
|
-
*/
|
494
|
-
|
495
|
-
|
496
|
-
|
497
|
-
|
341
|
+
FT_Done_FreeType(ft);
|
498
|
-
|
499
|
-
|
342
|
+
|
500
|
-
|
501
|
-
|
343
|
+
|
502
344
|
|
503
345
|
}
|
504
346
|
|
505
347
|
|
506
348
|
|
507
|
-
|
508
|
-
|
509
|
-
|
510
|
-
|
511
|
-
FrameWork::Text::~Text()
|
512
|
-
|
513
|
-
{
|
514
|
-
|
515
|
-
//グリフ解放
|
516
|
-
|
517
|
-
FT_Done_Face(face);
|
518
|
-
|
519
|
-
FT_Done_FreeType(ft);
|
520
|
-
|
521
|
-
|
522
|
-
|
523
|
-
}
|
524
|
-
|
525
|
-
|
526
|
-
|
527
349
|
```
|
1
提示コードを修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -88,7 +88,7 @@
|
|
88
88
|
|
89
89
|
//初期化
|
90
90
|
|
91
|
-
|
91
|
+
|
92
92
|
|
93
93
|
if (FT_Init_FreeType(&ft) != 0)
|
94
94
|
|
@@ -104,11 +104,9 @@
|
|
104
104
|
|
105
105
|
//フェイス作成
|
106
106
|
|
107
|
-
|
107
|
+
|
108
|
-
|
109
|
-
|
110
|
-
|
108
|
+
|
111
|
-
if (FT_New_Face(ft, "Font
|
109
|
+
if (FT_New_Face(ft, "C:\Windows\Fonts\meiryo.ttc", 0, &face) != 0)
|
112
110
|
|
113
111
|
{
|
114
112
|
|
@@ -132,6 +130,8 @@
|
|
132
130
|
|
133
131
|
|
134
132
|
|
133
|
+
/*
|
134
|
+
|
135
135
|
for (unsigned char c = 0; c < 128; c++)
|
136
136
|
|
137
137
|
{
|
@@ -204,17 +204,313 @@
|
|
204
204
|
|
205
205
|
};
|
206
206
|
|
207
|
+
|
208
|
+
|
207
209
|
Characters.insert(std::pair<char, Character>(c, character));
|
208
210
|
|
209
|
-
|
210
|
-
|
211
|
-
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
|
211
|
+
|
212
|
+
|
213
|
+
}
|
214
|
+
|
215
|
+
*/
|
216
|
+
|
217
|
+
|
218
|
+
|
219
|
+
|
220
|
+
|
221
|
+
|
222
|
+
|
223
|
+
|
224
|
+
|
225
|
+
//アルファブレンドを有効
|
226
|
+
|
227
|
+
glEnable(GL_BLEND);
|
228
|
+
|
229
|
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
230
|
+
|
231
|
+
}
|
232
|
+
|
233
|
+
|
234
|
+
|
235
|
+
void FrameWork::Text::Draw(glm::vec2 pos,std::string text,float scale, glm::vec3 color)
|
236
|
+
|
237
|
+
{
|
238
|
+
|
239
|
+
setEnable(); //シェーダーを有効にする
|
240
|
+
|
241
|
+
|
242
|
+
|
243
|
+
pos.y = windowContext->getSize().y - pos.y - charSize;
|
244
|
+
|
245
|
+
|
246
|
+
|
247
|
+
//テクスチャをアクティブ
|
248
|
+
|
249
|
+
glActiveTexture(GL_TEXTURE0);
|
250
|
+
|
251
|
+
glBindVertexArray(vao);
|
252
|
+
|
253
|
+
|
254
|
+
|
255
|
+
//Unform
|
256
|
+
|
257
|
+
setUniform3f("textColor",color);
|
258
|
+
|
259
|
+
setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, windowContext->getSize().x, 0.0f, windowContext->getSize().y));
|
260
|
+
|
261
|
+
|
262
|
+
|
263
|
+
|
264
|
+
|
265
|
+
|
266
|
+
|
267
|
+
|
268
|
+
|
269
|
+
|
270
|
+
|
271
|
+
|
272
|
+
|
273
|
+
std::string::const_iterator c;
|
274
|
+
|
275
|
+
for (c = text.begin(); c != text.end(); c++)
|
276
|
+
|
277
|
+
{
|
278
|
+
|
279
|
+
|
280
|
+
|
281
|
+
unsigned int texture = 0;
|
282
|
+
|
283
|
+
|
284
|
+
|
285
|
+
// load character glyph
|
286
|
+
|
287
|
+
FT_Load_Glyph(face, FT_Get_Char_Index(face, *c), FT_LOAD_RENDER);
|
288
|
+
|
289
|
+
|
290
|
+
|
291
|
+
|
292
|
+
|
293
|
+
// now store character for later use
|
294
|
+
|
295
|
+
Character ch = {
|
296
|
+
|
297
|
+
texture,
|
298
|
+
|
299
|
+
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
|
300
|
+
|
301
|
+
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
|
302
|
+
|
303
|
+
(unsigned int)face->glyph->advance.x
|
304
|
+
|
305
|
+
|
306
|
+
|
307
|
+
};
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
|
312
|
+
|
313
|
+
// generate texture
|
314
|
+
|
315
|
+
glGenTextures(1, &texture);
|
316
|
+
|
317
|
+
glBindTexture(GL_TEXTURE_2D, texture);
|
318
|
+
|
319
|
+
glTexImage2D(
|
320
|
+
|
321
|
+
GL_TEXTURE_2D,
|
322
|
+
|
323
|
+
0,
|
324
|
+
|
325
|
+
GL_RED,
|
326
|
+
|
327
|
+
face->glyph->bitmap.width,
|
328
|
+
|
329
|
+
face->glyph->bitmap.rows,
|
330
|
+
|
331
|
+
0,
|
332
|
+
|
333
|
+
GL_RED,
|
334
|
+
|
335
|
+
GL_UNSIGNED_BYTE,
|
336
|
+
|
337
|
+
face->glyph->bitmap.buffer
|
338
|
+
|
339
|
+
);
|
340
|
+
|
341
|
+
// set texture options
|
342
|
+
|
343
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
344
|
+
|
345
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
346
|
+
|
347
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
348
|
+
|
349
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
350
|
+
|
351
|
+
// now store character for later use
|
352
|
+
|
353
|
+
|
354
|
+
|
355
|
+
|
356
|
+
|
357
|
+
|
358
|
+
|
359
|
+
float xpos = pos.x + ch.Bearing.x * scale;
|
360
|
+
|
361
|
+
float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
|
362
|
+
|
363
|
+
|
364
|
+
|
365
|
+
float w = ch.Size.x * scale;
|
366
|
+
|
367
|
+
float h = ch.Size.y * scale;
|
368
|
+
|
369
|
+
// update VBO for each character
|
370
|
+
|
371
|
+
float vertices[6][4] = {
|
372
|
+
|
373
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
374
|
+
|
375
|
+
{ xpos, ypos, 0.0f, 1.0f },
|
376
|
+
|
377
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
378
|
+
|
379
|
+
|
380
|
+
|
381
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
382
|
+
|
383
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
384
|
+
|
385
|
+
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
386
|
+
|
387
|
+
};
|
388
|
+
|
389
|
+
// render glyph texture over quad
|
390
|
+
|
391
|
+
glBindTexture(GL_TEXTURE_2D, ch.textureID);
|
392
|
+
|
393
|
+
// update content of VBO memory
|
394
|
+
|
395
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
396
|
+
|
397
|
+
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
398
|
+
|
399
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
400
|
+
|
401
|
+
|
402
|
+
|
403
|
+
// render quad
|
404
|
+
|
405
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
406
|
+
|
407
|
+
|
408
|
+
|
409
|
+
|
410
|
+
|
411
|
+
|
412
|
+
|
413
|
+
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
414
|
+
|
415
|
+
pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
|
416
|
+
|
417
|
+
}
|
418
|
+
|
419
|
+
|
420
|
+
|
421
|
+
/*
|
422
|
+
|
423
|
+
// iterate through all characters
|
424
|
+
|
425
|
+
std::string::const_iterator c;
|
426
|
+
|
427
|
+
for (c = text.begin(); c != text.end(); c++)
|
428
|
+
|
429
|
+
{
|
430
|
+
|
431
|
+
Character ch = Characters[*c];
|
432
|
+
|
433
|
+
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
float xpos = pos.x + ch.Bearing.x * scale;
|
438
|
+
|
439
|
+
float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
|
440
|
+
|
441
|
+
|
442
|
+
|
443
|
+
float w = ch.Size.x * scale;
|
444
|
+
|
445
|
+
float h = ch.Size.y * scale;
|
446
|
+
|
447
|
+
// update VBO for each character
|
448
|
+
|
449
|
+
float vertices[6][4] = {
|
450
|
+
|
451
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
452
|
+
|
453
|
+
{ xpos, ypos, 0.0f, 1.0f },
|
454
|
+
|
455
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
456
|
+
|
457
|
+
|
458
|
+
|
459
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
460
|
+
|
461
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
462
|
+
|
463
|
+
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
464
|
+
|
465
|
+
};
|
466
|
+
|
467
|
+
// render glyph texture over quad
|
468
|
+
|
469
|
+
glBindTexture(GL_TEXTURE_2D, ch.textureID);
|
470
|
+
|
471
|
+
// update content of VBO memory
|
472
|
+
|
473
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
474
|
+
|
475
|
+
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
476
|
+
|
477
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
478
|
+
|
479
|
+
// render quad
|
480
|
+
|
481
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
482
|
+
|
483
|
+
|
484
|
+
|
485
|
+
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
486
|
+
|
487
|
+
pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
|
488
|
+
|
489
|
+
|
490
|
+
|
491
|
+
}
|
492
|
+
|
493
|
+
*/
|
494
|
+
|
495
|
+
|
496
|
+
|
497
|
+
glBindVertexArray(0);
|
498
|
+
|
499
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
500
|
+
|
501
|
+
setDisable(); //シェーダーを無効にする
|
502
|
+
|
503
|
+
}
|
504
|
+
|
505
|
+
|
506
|
+
|
507
|
+
|
508
|
+
|
509
|
+
|
510
|
+
|
511
|
+
FrameWork::Text::~Text()
|
512
|
+
|
513
|
+
{
|
218
514
|
|
219
515
|
//グリフ解放
|
220
516
|
|
@@ -222,146 +518,10 @@
|
|
222
518
|
|
223
519
|
FT_Done_FreeType(ft);
|
224
520
|
|
225
|
-
|
226
|
-
|
227
|
-
|
521
|
+
|
228
|
-
|
229
|
-
glEnable(GL_BLEND);
|
230
|
-
|
231
|
-
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
232
522
|
|
233
523
|
}
|
234
524
|
|
235
525
|
|
236
526
|
|
237
|
-
void FrameWork::Text::Draw(glm::vec2 pos,std::string text,float scale, glm::vec3 color)
|
238
|
-
|
239
|
-
{
|
240
|
-
|
241
|
-
setEnable(); //シェーダーを有効にする
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
pos.y = windowContext->getSize().y - pos.y - charSize;
|
246
|
-
|
247
|
-
|
248
|
-
|
249
|
-
//テクスチャをアクティブ
|
250
|
-
|
251
|
-
glActiveTexture(GL_TEXTURE0);
|
252
|
-
|
253
|
-
glBindVertexArray(vao);
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
//Unform
|
258
|
-
|
259
|
-
setUniform3f("textColor",color);
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
// glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
|
264
|
-
|
265
|
-
setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, windowContext->getSize().x, 0.0f, windowContext->getSize().y));
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
// iterate through all characters
|
270
|
-
|
271
|
-
std::string::const_iterator c;
|
272
|
-
|
273
|
-
for (c = text.begin(); c != text.end(); c++)
|
274
|
-
|
275
|
-
{
|
276
|
-
|
277
|
-
Character ch = Characters[*c];
|
278
|
-
|
279
|
-
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
float xpos = pos.x + ch.Bearing.x * scale;
|
284
|
-
|
285
|
-
float ypos = pos.y - (ch.Size.y - ch.Bearing.y) * scale;
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
float w = ch.Size.x * scale;
|
290
|
-
|
291
|
-
float h = ch.Size.y * scale;
|
292
|
-
|
293
|
-
// update VBO for each character
|
294
|
-
|
295
|
-
float vertices[6][4] = {
|
296
|
-
|
297
|
-
{ xpos, ypos + h, 0.0f, 0.0f },
|
298
|
-
|
299
|
-
{ xpos, ypos, 0.0f, 1.0f },
|
300
|
-
|
301
|
-
{ xpos + w, ypos, 1.0f, 1.0f },
|
302
|
-
|
303
|
-
|
304
|
-
|
305
|
-
{ xpos, ypos + h, 0.0f, 0.0f },
|
306
|
-
|
307
|
-
{ xpos + w, ypos, 1.0f, 1.0f },
|
308
|
-
|
309
|
-
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
310
|
-
|
311
|
-
};
|
312
|
-
|
313
|
-
// render glyph texture over quad
|
314
|
-
|
315
|
-
glBindTexture(GL_TEXTURE_2D, ch.textureID);
|
316
|
-
|
317
|
-
// update content of VBO memory
|
318
|
-
|
319
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
320
|
-
|
321
|
-
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
322
|
-
|
323
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
324
|
-
|
325
|
-
// render quad
|
326
|
-
|
327
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
328
|
-
|
329
|
-
|
330
|
-
|
331
|
-
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
332
|
-
|
333
|
-
pos.x += ((ch.Advance >> 6) * scale); // bitshift by 6 to get value in pixels (2^6 = 64)
|
334
|
-
|
335
|
-
|
336
|
-
|
337
|
-
}
|
338
|
-
|
339
|
-
|
340
|
-
|
341
|
-
|
342
|
-
|
343
|
-
glBindVertexArray(0);
|
344
|
-
|
345
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
346
|
-
|
347
|
-
setDisable(); //シェーダーを無効にする
|
348
|
-
|
349
|
-
}
|
350
|
-
|
351
|
-
|
352
|
-
|
353
|
-
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
FrameWork::Text::~Text()
|
358
|
-
|
359
|
-
{
|
360
|
-
|
361
|
-
|
362
|
-
|
363
|
-
}
|
364
|
-
|
365
|
-
|
366
|
-
|
367
527
|
```
|