ofxGPUFont/example/src/ofApp.h

103 lines
3.4 KiB
C++

#pragma once
#include "ofMain.h"
#include "ofxGPUFont.h"
#include "gpufont/font.hpp"
#include "gpufont/shader_catalog.hpp"
static std::unique_ptr <Font> loadFont(FT_Library & library, const std::string & filename, float worldSize = 1.0f, bool hinting = false){
std::string error;
FT_Face face = Font::loadFace(library, filename, error);
if(error != ""){
std::cerr << "[font] failed to load " << filename << ": " << error << std::endl;
return std::unique_ptr <Font>{};
}
return std::make_unique <Font>(face, worldSize, hinting);
}
static void tryUpdateMainFont(FT_Library & library,
const std::string & filename,
const string & mainText,
unique_ptr <Font> & mainFont,
Font::BoundingBox & bb){
{
auto font = loadFont(library, filename, 0.05f);
if(!font){
return;
}
font->dilation = 0.1f;
font->prepareGlyphsForText(mainText);
mainFont = std::move(font);
bb = mainFont->measure(0, 0, mainText);
}
}
class ofApp : public ofBaseApp {
public:
struct Transform {
float fovy = glm::radians(60.0f);
float distance = 0.42f;
glm::mat3 rotation = glm::mat3(1.0f);
glm::vec3 position = glm::vec3(0.0f);
glm::mat4 getProjectionMatrix(float aspect){
return glm::perspective( /* fovy = */ glm::radians(60.0f), aspect, 0.002f, 12.000f);
}
glm::mat4 getViewMatrix(){
auto translation = glm::translate(position);
return glm::lookAt(glm::vec3(0, 0, distance), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)) * glm::mat4(rotation) * translation;
}
};
void setup();
void update();
void draw();
void keyPressed(int key);
void keyReleased(int key);
void mouseMoved(int x, int y);
void mouseDragged(int x, int y, int button);
void mousePressed(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void mouseEntered(int x, int y);
void mouseExited(int x, int y);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
unique_ptr <Font> font;
FT_Library library;
// Empty VAO used when the vertex shader has no input and only uses gl_VertexID,
// because OpenGL still requires a non-zero VAO to be bound for the draw call.
GLuint emptyVAO;
std::unique_ptr <ShaderCatalog> shaderCatalog;
//std::shared_ptr <ShaderCatalog::Entry> backgroundShader;
std::shared_ptr <ShaderCatalog::Entry> fontShader;
Font::BoundingBox bb;
Transform transform;
string currentFontPath;
string mainText;
float helpFontBaseSize = 20.0f;
// Size of the window (in pixels) used for 1-dimensional anti-aliasing along each rays.
// 0 - no anti-aliasing
// 1 - normal anti-aliasing
// >=2 - exaggerated effect
int antiAliasingWindowSize = 1;
// Enable a second ray along the y-axis to achieve 2-dimensional anti-aliasing.
bool enableSuperSamplingAntiAliasing = true;
// Draw control points for debugging (green - on curve, magenta - off curve).
bool enableControlPointsVisualization = false;
bool showHelp = true;
};