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Because the title states, I’ve not too long ago written a fundamental utility that utitlizes stb_truetype.h in addition to OpenGL to write down a specified line of textual content to a bitmap buffer (named: u8* bitmap) after which OpenGL will then render that bitmap to the display.

My query is, is there a greater solution to render traces of textual content than this? Is there a greater solution to render out textual content than what I’m at the moment doing? Is that this environment friendly or affordable for a bigger scale undertaking?

Thanks upfront to your useful strategies!

P.S. Please chorus from telling me to change from legacy opengl, this was only a fast and soiled write up, I’ll change to “trendy” opengl in future iterations.

Here’s a image of the results of my code: https://imgur.com/a/TGFS2Ex

Code:

u8* fontBuffer;
u32 ftex;
int x = 0;
int y = 0;

u32 DTB_INIT(dtbPlatform* platform)
{
    dtbgl_init();

    lengthy dimension;

    FILE* fontFile = fopen("c:/home windows/fonts/occasions.ttf", "rb");
    fseek(fontFile, 0, SEEK_END);
    dimension = ftell(fontFile);
    fseek(fontFile, 0, SEEK_SET);

    fontBuffer = (u8*)malloc(dimension);

    fread(fontBuffer, dimension, 1, fontFile);
    fclose(fontFile);

    // NOTE(Dillon): Put together the font
    stbtt_fontinfo data;
    if(!stbtt_InitFont(&data, fontBuffer, 0))
    {
        assert(!"Didn't init the font");
    }

    int bitmapWidth = 512;
    int bitmapHeight = 128;
    int lineHeight = 64;

    // NOTE(Dillon): Allocate the bitmap
    u8* bitmap = (u8*)calloc(bitmapWidth * bitmapHeight, sizeof(u8));

    // NOTE(Dillon): Calculate font scaling
    float scale = stbtt_ScaleForPixelHeight(&data, lineHeight);

    char* textual content = "Font rendering take a look at";

    int ascent, descent, lineGap;
    stbtt_GetFontVMetrics(&data, &ascent, &descent, &lineGap);

    ascent *= scale;
    descent *= scale;

    for(int i = 0; i < strlen(textual content); i++)
    {
        // NOTE(Dillon): Calculate how large the particular character is
        int ax;
        int lsb;
        stbtt_GetCodepointHMetrics(&data, textual content[i], &ax, &lsb);

        // NOTE(Dillon): Get bounding field for the particular character
        int c_x1, c_y1, c_x2, c_y2;
        stbtt_GetCodepointBitmapBox(&data, textual content[i], scale, scale, &c_x1, &c_y1, &c_x2, &c_y2);

        // NOTE(Dillon): Compute the heights a.okay.a the y
        int y = ascent + c_y1;

        // NOTE(Dillon): Write the character to the bitmap
        int byteOffset = x + (lsb * scale) + (y * bitmapWidth);
        stbtt_MakeCodepointBitmap(&data, bitmap + byteOffset, c_x2 - c_x1, c_y2 - c_y1, bitmapWidth, scale, scale, textual content[i]);

        // NOTE(Dillon): Advance the characters
        x += ax * scale;

        // NOTE(Dillon): Kerning?
        int kern;
        kern = stbtt_GetCodepointKernAdvance(&data, textual content[i], textual content[i + 1]);
        x += kern * scale;

    }

    glGenTextures(1, &ftex);
    glBindTexture(GL_TEXTURE_2D, ftex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, bitmapWidth, bitmapHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap);

    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);
    glGenerateMipmap(GL_TEXTURE_2D);

    return 0;
}

void DTB_LOOP(dtbPlatform* platform, float deltaTime)
 GL_DEPTH_BUFFER_BIT);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    gluOrtho2D(0, 800 - 1, 0, 600 -1);

    // NOTE(Dillon): Render right here
    glEnable(GL_TEXTURE_2D);
    glBegin(GL_QUADS);
    glTexCoord2f(0, 1); glVertex2f(400, 300);
    glTexCoord2f(1, 1); glVertex2f(600, 300);
    glTexCoord2f(1, 0); glVertex2f(600, 500);
    glTexCoord2f(0, 0); glVertex2f(400, 500);
    glEnd();  

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