C++字体库开发之字符显示四

freetype提取路径,转svg显示
std::string FontPath::toSvg(const Segment &seg) const
{
    if (seg.pts.empty())
        return "";
    std::ostringstream strStream;
    for (const auto &pt : seg.pts) {
        if (!strStream.view().empty())
            strStream << "__";
        strStream << pt.x;
        strStream << ",";
        strStream << pt.y;
    }
    return strStream.str();
}

std::string FontPath::toSvg() const
{
    std::string svg;
    for (const auto &seg : m_points) {
        if (!svg.empty())
            svg.append(",");
        switch (seg.type) {
        case Type::MOVE:
            svg.append("M");
            break;
        case Type::LINE:
            svg.append("L");
            break;
        case Type::QUAD:
            svg.append("Q");
            break;
        case Type::CONIC:
            svg.append("C");
            break;
        case Type::CUBIC:
            svg.append("C");
            break;
        case Type::CLOSE:
            svg.append("C");
            break;
        default:;
        }
        svg.append(" ");
        svg.append(toSvg(seg));
    }
    return svg;
}

["M 31.23,79.50,C 31.23,35.59__77.57,0.00__134.73,0.00,C 191.89,0.00__188.73,35.59__188.73,79.50,C 188.73,123.41__226.89,221.50__169.73,221.50,C 141.98,221.50__35.81,200.32__8.73,171.50,C -19.96,140.96__31.23,102.09__31.23,79.50"] 

 

freetype提取bitmap,控制台打印
void Draw_Bitmap(unsigned char *bitmap, int width, int height)
{
    std::cout << std::endl;
    if (bitmap == NULL)
        return;
    for (int i = 0; i < height; i++) {
        for (int j = 0; j < width; j++) {
            int color = bitmap[i * width + j];
            if (color == 0) {
                std::cout << " ";
            } else {
                std::cout << "*";
            }
        }
        std::cout << std::endl;
    }
}
 freetype提取bitmap,转纹理贴图
#include <iostream>
#include <map>
#include <string>

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "ftest.h"
#include "fontParse.h"

#include "shader.h"

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color);

// settings
const unsigned int SCR_WIDTH  = 800;
const unsigned int SCR_HEIGHT = 600;

/// Holds all state information relevant to a character as loaded using FreeType
struct Character {
    unsigned int TextureID;  // ID handle of the glyph texture
    glm::ivec2   Size;       // Size of glyph
    glm::ivec2   Bearing;    // Offset from baseline to left/top of glyph
    unsigned int Advance;    // Horizontal offset to advance to next glyph
};

std::map<GLchar, Character> Characters;
unsigned int                VAO, VBO;

TEST(Render, TextRender)
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return;
    }

    // OpenGL state
    // ------------
    glEnable(GL_CULL_FACE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // compile and setup the shader
    // ----------------------------
    Shader    shader("text.vs", "text.fs");
    glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
    shader.use();
    glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));

    // disable byte-alignment restriction
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    const char *path    = "D:\\fonts";
    auto        fontMap = createFontMap(path, FontMapType::FONT_MAP_TYPE_FT);
    // load first 128 characters of ASCII set
    for (unsigned char c = 0; c < 128; c++) {
        // Load character glyph
        auto image = getImage(fontMap, c);

        // generate texture
        unsigned int texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, image.pitch, image.rows, 0, GL_RED, GL_UNSIGNED_BYTE, image.bitmap);
        // set texture options
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        // now store character for later use
        Character character = {texture,
                               glm::ivec2(image.width, image.rows),
                               glm::ivec2(image.x_bearing, image.y_bearing),
                               static_cast<unsigned int>(image.bound.width)};
        Characters.insert(std::pair<char, Character>(c, character));
    }
    glBindTexture(GL_TEXTURE_2D, 0);

    // configure VAO/VBO for texture quads
    // -----------------------------------
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window)) {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f));
        RenderText(shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3, 0.7f, 0.9f));

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

// render line of text
// -------------------
void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color)
{
    // activate corresponding render state
    shader.use();
    glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.x, color.y, color.z);
    glActiveTexture(GL_TEXTURE0);
    glBindVertexArray(VAO);

    // iterate through all characters
    std::string::const_iterator c;
    for (c = text.begin(); c != text.end(); c++) {
        Character ch = Characters[*c];

        float xpos = x + ch.Bearing.x * scale;
        float ypos = y - (ch.Size.y - ch.Bearing.y) * scale;

        float w = ch.Size.x * scale;
        float h = ch.Size.y * scale;
        // update VBO for each character
        float vertices[6][4] = {{xpos, ypos + h, 0.0f, 0.0f},
                                {xpos, ypos, 0.0f, 1.0f},
                                {xpos + w, ypos, 1.0f, 1.0f},

                                {xpos, ypos + h, 0.0f, 0.0f},
                                {xpos + w, ypos, 1.0f, 1.0f},
                                {xpos + w, ypos + h, 1.0f, 0.0f}};
        // render glyph texture over quad
        glBindTexture(GL_TEXTURE_2D, ch.TextureID);
        // update content of VBO memory
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferSubData(GL_ARRAY_BUFFER,
                        0,
                        sizeof(vertices),
                        vertices);  // be sure to use glBufferSubData and not glBufferData

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        // render quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        // now advance cursors for next glyph (note that advance is number of 1/64 pixels)
        x += (ch.Advance >> 6) * scale;  // bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by
                                         // 64 to get amount of pixels))
        x += ch.Advance;
    }
    glBindVertexArray(0);
    glBindTexture(GL_TEXTURE_2D, 0);
}

C/C++ 利用FreeType提取字体文件的字形_c++ 获取文字的轮廓path-CSDN博客

SVG 路径 | 菜鸟教程

https://blog.51cto.com/u_16124099/6327628

LearnOpenGL - Text Rendering

C++字体库开发之字体回退三-CSDN博客


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