The FreeType library opens and loads a font without throwing errors, but when I try and use the character textures they're repeated and upsidedown.
I'm creating a graphics-based program using OpenGL, to deal with fonts and text I'm using FreeType. When I load the texture and set it up, the correct sizes and glyph attributes (width, advance etc...) are provided, but when I use the bitmap to create a texture and use that texture it's incorrect (as described earlier).
here is the initialisation code:
FT_Init_FreeType(&ft);
FT_New_Face(ft, "Roboto.ttf", 0, &face);
FT_Set_Pixel_Sizes(face, 0, 100);
getChars();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
FT_Done_Face(face);
FT_Done_FreeType(ft);
here is the code that then gets the character textures:
void getChars(){
int index = 0;
for (GLubyte c = 0; c < 128; c++){
if (FT_Load_Char(face, c, FT_LOAD_RENDER)){
printf("couldn't load character\n");
continue;
}
GLuint texture;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,face->glyph->bitmap.width,face->glyph->bitmap.rows,0,GL_RGBA,GL_UNSIGNED_BYTE,face->glyph->bitmap.buffer);
//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);
Character character = {texture, {face->glyph->bitmap.width, face->glyph->bitmap.rows}, {face->glyph->bitmap_left, face->glyph->bitmap_top}, face->glyph->advance.x};
chars[index++] = character;
}
printf("Got characters\n");
}
I've commented out the glTexParameteri s that didn't make any difference to the way the texture was displayed
Here are the structures used to store the textures:
typedef struct vec2 {
float x;
float y;
} vec2;
typedef struct Character {
GLuint Texture;
vec2 Size;
vec2 Bearing;
GLuint Advance;
} Character;
Character chars[128];
Finally here is the code that displays a string passed to it:
void drawText(char* inString, float x, float y, float scale, colour col) {
for (char* string = inString; *string != '\0'; string++){
Character ch = chars[(int) *string];
glBindTexture( GL_TEXTURE_2D, ch.Texture);
printf("character\n");
float xpos = x + ch.Bearing.x * scale * 2 /glutGet(GLUT_WINDOW_WIDTH);
float ypos = y - (ch.Size.y - ch.Bearing.y) * scale * 2 /glutGet(GLUT_WINDOW_HEIGHT);
float w = ch.Size.x * scale * 2 /glutGet(GLUT_WINDOW_WIDTH);
float h = ch.Size.y * scale * 2 /glutGet(GLUT_WINDOW_HEIGHT);
//draws the textured QUAD
glBegin(GL_QUADS);
//set the colour of the quad the texutre blends with to white with the appropriate opacity
glColor4f(col.R, col.G, col.B, col.A);
glTexCoord2f(0.0,0.0);
glVertex2f(xpos, ypos);
glTexCoord2f(0.0,1.0);
glVertex2f(xpos, ypos+h);
glTexCoord2f(1.0,1.0);
glVertex2f(xpos+w, ypos+h);
glTexCoord2f(1.0,0.0);
glVertex2f(xpos+w, ypos);
glEnd();
x += (ch.Advance >> 6) * scale * 2 /glutGet(GLUT_WINDOW_WIDTH);
printf("w %1.0f\n",w);
printf("h %1.0f\n",h);
printf("x %1.0f\n",xpos);
printf("y %1.0f\n",ypos);
}
}
I expect the normal text to be loaded, but as described earlier, each character looks like its own texture map
The buffer which is returned by FT_Load_Char
contains one byte for each pixel of the glyph.
If you would use modern OpenGL the you could use the format GL_RED
for the bitmap format and the internal texture image format. the rest would do the Shader program.
Since you use Legacy OpenGL you've to use a format that converts the byte value to an RGB value. Use GL_LUMINANCE
for that. GL_LUMINANCE
converts "into an RGBA element by replicating the luminance value three times for red, green, and blue and attaching 1 for alpha".
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_LUMINANCE,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
Note that two-dimensional texturing has to be enabled, see glEnable
:
glEnable(GL_TEXTURE_2D)
If you want to draw the text with an transparent background, then you can use GL_ALPHA
:
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_ALPHA,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_ALPHA,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
When you draw the text, then you've to enable Blending
:
void drawText(char* inString, float x, float y, float scale, colour col) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
// [...]
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
Further glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
should be called before getChars();
.