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textRender.cpp
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#include <iostream>
#include <map>
#include <vector>
#include <string>
#include <fstream>
#include <opencv2/opencv.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
#include "Shader.h"
#include "image2ascii.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 = 1200;
const unsigned int SCR_HEIGHT = 800;
/// 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;
int main()
{
// 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, "ASCII Webcam", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
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 -1;
}
// 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.vert", "text.frag");
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));
// FreeType
// --------
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft))
{
std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
return -1;
}
// find path to font
std::string font_name = "RobotoMono-Regular.ttf";
if (font_name.empty())
{
std::cout << "ERROR::FREETYPE: Failed to load font_name" << std::endl;
return -1;
}
// load font as face
FT_Face face;
if (FT_New_Face(ft, font_name.c_str(), 0, &face)) {
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
return -1;
}
else {
// set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, 48);
// disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// load first 128 characters of ASCII set
for (unsigned char c = 0; c < 128; c++)
{
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// generate texture
unsigned int 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),
static_cast<unsigned int>(face->glyph->advance.x)
};
Characters.insert(std::pair<char, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
}
// destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
// 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);
// Get frames from webcam using OpenCV
// -----------------------------------
cv::Mat originalFrame;
cv::Mat mirroredFrame;
cv::VideoCapture cap(0);
if (!cap.isOpened())
{
std::cout << "ERROR::OPENCV Unable to access Webcam..." << std::endl;
return -1;
}
// Position text in window
// -----------------------
float offset = 15.f;
float y = 760.f;
float y_advance = 16.f;
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// render
// ------
glClearColor( 39.f/255.f, 39.f/255.f, 39.f/255.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
// Get each frame from webcam and convert to ASCII equivalent
// ----------------------------------------------------------
cap >> originalFrame;
cv::flip(originalFrame, mirroredFrame, 1);
std::vector<std::string> lines = image2ascii(mirroredFrame);
// Renders ASCII lines
// -------------------
for (auto& line: lines)
{
RenderText(shader, line, 100.f, y, 0.5f,glm::vec3(255.f/255, 250.f/255, 250.f/255));
y = y - y_advance;
}
y = 760;
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// Deconstruct OpenCV Objects
cap.release();
cv::destroyAllWindows();
glfwTerminate();
return 0;
}
// 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))
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}