#include "Rendering/Font.h" Font::Font(std::string path) { typedef boost::tokenizer> tokenizer; boost::char_separator sep(","); tokenizer tok(path, sep); tokenizer::iterator it = tok.begin(); std::string filePath = ""; if (it != tok.end()) { filePath = (*it).c_str(); it++; if (it != tok.end()) { if((*it).c_str() == "") { throw std::runtime_error(""); } try { FontSize = boost::lexical_cast((*it).c_str()); } catch (boost::bad_lexical_cast const&) { LOG_ERROR("input string did not have a valid font resolution"); throw std::runtime_error(""); } } } else { throw std::runtime_error("");; } FT_Library library; FT_Face face; if (FT_Init_FreeType(&library)) { LOG_ERROR("FreeType error: init failed"); throw std::runtime_error("");; } if (FT_New_Face(library, filePath.c_str(), 0, &face)) { LOG_ERROR("FreeType error: loading font"); throw std::runtime_error("");; } FT_Set_Char_Size(face, 0, FontSize*64, 300, 300); // temp FT_Set_Pixel_Sizes(face, 0, FontSize); // if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) { LOG_ERROR("FreeType error: loading char"); throw std::runtime_error("");; } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for (GLubyte c = 0; c < 128; c++) { //Load character glyph if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { continue; } //Generate texture GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer ); // 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(face->glyph->bitmap.width, face->glyph->bitmap.rows), glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top), face->glyph->advance.x }; m_Characters.insert(std::pair(c, character)); } FT_Done_Face(face); FT_Done_FreeType(library); GLERROR("Font Load"); } Font::~Font() { for (auto c : m_Characters) { glDeleteTextures(1, &c.second.TextureID); } }