質問編集履歴
1
文章を修正
title
CHANGED
File without changes
|
body
CHANGED
@@ -5,17 +5,127 @@
|
|
5
5
|
|
6
6
|
参考サイト: https://www.jpcert.or.jp/sc-rules/c-msc39-c.html
|
7
7
|
```cpp
|
8
|
+
// ##################################### フォーマット書式描画 #####################################
|
9
|
+
void FrameWork::Text::DrawFormatString(glm::vec2 pos, glm::vec4 color, const char* str)
|
10
|
+
{
|
11
|
+
|
12
|
+
std::vector<Character> textData(0); //文字データを格納
|
13
|
+
|
14
|
+
if (str != NULL)
|
15
|
+
{
|
16
|
+
///////////////////////////////////////////////////////////////////////////////////////////////
|
8
|
-
|
17
|
+
//マルチバイト文字をワイド文字変換
|
9
18
|
wchar_t txt[1000] = { L'\0' };
|
10
|
-
char text[1000];
|
19
|
+
char text[1000] = {'\0'};
|
11
20
|
|
12
21
|
va_list args = NULL;
|
13
|
-
va_list args2 = NULL;
|
14
|
-
|
15
|
-
va_start(
|
22
|
+
va_start(args, str);
|
16
|
-
va_copy(args,args2);
|
17
|
-
|
18
23
|
vsprintf_s(text, sizeof(text), str, args);
|
19
24
|
va_end(args);
|
25
|
+
//////////////////////////////////////////////////////////////////////////////////////////////
|
26
|
+
int i, j, f;
|
27
|
+
for (i = 0, j = 0; text[j]; i++, j += f)
|
28
|
+
{
|
29
|
+
f = (int)mbrtowc(txt + i, &text[j], (size_t)MB_CUR_MAX, nullptr);
|
30
|
+
}
|
20
31
|
|
32
|
+
//文字をロード
|
33
|
+
for (int i = 0; txt[i] != L'\0'; i++)
|
34
|
+
{
|
35
|
+
//グリフをロード
|
36
|
+
FT_Load_Glyph(face, FT_Get_Char_Index(face, txt[i]), FT_LOAD_RENDER);
|
37
|
+
|
38
|
+
Character ch =
|
39
|
+
{
|
40
|
+
0,
|
41
|
+
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
|
42
|
+
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
|
43
|
+
(unsigned int)face->glyph->advance.x
|
44
|
+
};
|
45
|
+
|
46
|
+
glGenTextures(1, &ch.textureID);
|
47
|
+
glBindTexture(GL_TEXTURE_2D, ch.textureID);
|
48
|
+
glActiveTexture(GL_TEXTURE0);
|
49
|
+
|
50
|
+
glTexImage2D
|
51
|
+
(
|
52
|
+
GL_TEXTURE_2D,
|
53
|
+
0,
|
54
|
+
GL_RED,
|
55
|
+
face->glyph->bitmap.width,
|
56
|
+
face->glyph->bitmap.rows,
|
57
|
+
0,
|
58
|
+
GL_RED,
|
59
|
+
GL_UNSIGNED_BYTE,
|
60
|
+
face->glyph->bitmap.buffer
|
61
|
+
);
|
62
|
+
|
63
|
+
//テクスチャタイプを設定
|
64
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
65
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
66
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
67
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
68
|
+
|
69
|
+
|
70
|
+
//テクスチャを生成
|
71
|
+
textData.push_back(ch);
|
72
|
+
|
73
|
+
}
|
74
|
+
|
75
|
+
|
76
|
+
|
77
|
+
shader->setEnable(); //シェーダーを有効にする
|
78
|
+
glBindVertexArray(vao);
|
79
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
80
|
+
|
81
|
+
//色をRGBにして位置を反転
|
82
|
+
pos.y = FrameWork::getWindowContext()->getSize().y - pos.y - charSize;
|
83
|
+
float c = 1.0f / 255.0f;
|
84
|
+
|
85
|
+
//Unform
|
86
|
+
shader->setUniform4f("uTextColor", color * c);
|
87
|
+
shader->setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, FrameWork::getWindowContext()->getSize().x, 0.0f, FrameWork::getWindowContext()->getSize().y));
|
88
|
+
|
89
|
+
for (std::vector<Character>::iterator itr = textData.begin(); itr != textData.end(); itr++)
|
90
|
+
{
|
91
|
+
#define SCALE 1.0f //文字の大きさ
|
92
|
+
|
93
|
+
float xpos = pos.x + itr->Bearing.x * SCALE;
|
94
|
+
float ypos = pos.y - (itr->Size.y - itr->Bearing.y) * SCALE;
|
95
|
+
|
96
|
+
float w = itr->Size.x * SCALE;
|
97
|
+
float h = itr->Size.y * SCALE;
|
98
|
+
|
99
|
+
float vertices[6][4] =
|
100
|
+
{
|
101
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
102
|
+
{ xpos, ypos, 0.0f, 1.0f },
|
103
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
104
|
+
|
105
|
+
{ xpos, ypos + h, 0.0f, 0.0f },
|
106
|
+
{ xpos + w, ypos, 1.0f, 1.0f },
|
107
|
+
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
108
|
+
};
|
109
|
+
|
110
|
+
glBindTexture(GL_TEXTURE_2D, itr->textureID);
|
111
|
+
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
112
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
113
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
114
|
+
|
115
|
+
pos.x += ((itr->Advance >> 6) * SCALE); //次のグリフに進める
|
116
|
+
#undef SCALE
|
117
|
+
}
|
118
|
+
|
119
|
+
glBindVertexArray(0);
|
120
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
121
|
+
shader->setDisable(); //シェーダーを無効にする
|
122
|
+
}
|
123
|
+
|
124
|
+
|
125
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
126
|
+
glBindVertexArray(0);
|
127
|
+
}
|
128
|
+
|
129
|
+
|
130
|
+
|
21
131
|
```
|