How to achieve good text height for freetypegl?
I am struggling with freetypegl and height calculations. I found the cherno used the library in his Sparky engine and he calculates it like so
float Font::GetHeight(const String& text) const
{
using namespace ftgl;
const maths::vec2& scale = m_Scale;
float min = 0.0f;
float max = 0.0f;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < min)
min = offset;
if (height > max)
max = height;
}
return abs(min) + abs(max);
}
maths::vec2 Font::GetOffsets(const String& text) const
{
using namespace ftgl;
if (text.empty())
return maths::vec2(0.0f, 0.0f);
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[0]);
SP_ASSERT(glyph);
float yo = 0.0f;
const maths::vec2& scale = m_Scale;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < yo)
yo = offset;
}
return maths::vec2(glyph->offset_x / scale.x, yo);
}
and it does not satisfy me, because for example [fps]
string is a bit too height as I'd like it to be.
my code example:
// A B G R
// text = "[fps]"; position = {200.0f, 200.0f}; color = 0xffffffff
renderer2D->DrawString("[fps]", 200.0f, 0xffffffff, font);
//position X = 200.0f; position Y = 200.0f + font.getOffsets("[fps]").y
//width = font.getWidth("[fps]"; height = font.getHeight("[fps]");
// A B G R
//color = 0xff0000ff
//thickness = 0.2f
renderer2D->DrawRect(Rect(200.0f,
200.0f + font.getOffsets("[fps]").y,
font.getWidth("[fps]"),
font.getHeight("[fps]")), 0xff0000ff, 0.2f);
I want the rect to be around the text so I add offset (which is negative) to position Y, because letters like p, q, g
etc. have a bit different height, so when I add offset Y it will cover whole letter.
the problem shows when the text has chars like: @
, [
, ]
its height is a bit too big
it should be a bit lower like this:
and that'd be perfect.
How can I achieve this?
c++ opengl text rendering freetype
add a comment |
I am struggling with freetypegl and height calculations. I found the cherno used the library in his Sparky engine and he calculates it like so
float Font::GetHeight(const String& text) const
{
using namespace ftgl;
const maths::vec2& scale = m_Scale;
float min = 0.0f;
float max = 0.0f;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < min)
min = offset;
if (height > max)
max = height;
}
return abs(min) + abs(max);
}
maths::vec2 Font::GetOffsets(const String& text) const
{
using namespace ftgl;
if (text.empty())
return maths::vec2(0.0f, 0.0f);
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[0]);
SP_ASSERT(glyph);
float yo = 0.0f;
const maths::vec2& scale = m_Scale;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < yo)
yo = offset;
}
return maths::vec2(glyph->offset_x / scale.x, yo);
}
and it does not satisfy me, because for example [fps]
string is a bit too height as I'd like it to be.
my code example:
// A B G R
// text = "[fps]"; position = {200.0f, 200.0f}; color = 0xffffffff
renderer2D->DrawString("[fps]", 200.0f, 0xffffffff, font);
//position X = 200.0f; position Y = 200.0f + font.getOffsets("[fps]").y
//width = font.getWidth("[fps]"; height = font.getHeight("[fps]");
// A B G R
//color = 0xff0000ff
//thickness = 0.2f
renderer2D->DrawRect(Rect(200.0f,
200.0f + font.getOffsets("[fps]").y,
font.getWidth("[fps]"),
font.getHeight("[fps]")), 0xff0000ff, 0.2f);
I want the rect to be around the text so I add offset (which is negative) to position Y, because letters like p, q, g
etc. have a bit different height, so when I add offset Y it will cover whole letter.
the problem shows when the text has chars like: @
, [
, ]
its height is a bit too big
it should be a bit lower like this:
and that'd be perfect.
How can I achieve this?
c++ opengl text rendering freetype
What is thescale
? And what isheight
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry
– Andreas
Nov 25 '18 at 11:23
add a comment |
I am struggling with freetypegl and height calculations. I found the cherno used the library in his Sparky engine and he calculates it like so
float Font::GetHeight(const String& text) const
{
using namespace ftgl;
const maths::vec2& scale = m_Scale;
float min = 0.0f;
float max = 0.0f;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < min)
min = offset;
if (height > max)
max = height;
}
return abs(min) + abs(max);
}
maths::vec2 Font::GetOffsets(const String& text) const
{
using namespace ftgl;
if (text.empty())
return maths::vec2(0.0f, 0.0f);
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[0]);
SP_ASSERT(glyph);
float yo = 0.0f;
const maths::vec2& scale = m_Scale;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < yo)
yo = offset;
}
return maths::vec2(glyph->offset_x / scale.x, yo);
}
and it does not satisfy me, because for example [fps]
string is a bit too height as I'd like it to be.
my code example:
// A B G R
// text = "[fps]"; position = {200.0f, 200.0f}; color = 0xffffffff
renderer2D->DrawString("[fps]", 200.0f, 0xffffffff, font);
//position X = 200.0f; position Y = 200.0f + font.getOffsets("[fps]").y
//width = font.getWidth("[fps]"; height = font.getHeight("[fps]");
// A B G R
//color = 0xff0000ff
//thickness = 0.2f
renderer2D->DrawRect(Rect(200.0f,
200.0f + font.getOffsets("[fps]").y,
font.getWidth("[fps]"),
font.getHeight("[fps]")), 0xff0000ff, 0.2f);
I want the rect to be around the text so I add offset (which is negative) to position Y, because letters like p, q, g
etc. have a bit different height, so when I add offset Y it will cover whole letter.
the problem shows when the text has chars like: @
, [
, ]
its height is a bit too big
it should be a bit lower like this:
and that'd be perfect.
How can I achieve this?
c++ opengl text rendering freetype
I am struggling with freetypegl and height calculations. I found the cherno used the library in his Sparky engine and he calculates it like so
float Font::GetHeight(const String& text) const
{
using namespace ftgl;
const maths::vec2& scale = m_Scale;
float min = 0.0f;
float max = 0.0f;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < min)
min = offset;
if (height > max)
max = height;
}
return abs(min) + abs(max);
}
maths::vec2 Font::GetOffsets(const String& text) const
{
using namespace ftgl;
if (text.empty())
return maths::vec2(0.0f, 0.0f);
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[0]);
SP_ASSERT(glyph);
float yo = 0.0f;
const maths::vec2& scale = m_Scale;
for (int i = 0; i < text.size(); i++)
{
texture_glyph_t* glyph = texture_font_get_glyph(m_FTFont, text[i]);
SP_ASSERT(glyph);
float height = glyph->height / scale.y;
float offset = glyph->offset_y / scale.y - height;
if (offset < yo)
yo = offset;
}
return maths::vec2(glyph->offset_x / scale.x, yo);
}
and it does not satisfy me, because for example [fps]
string is a bit too height as I'd like it to be.
my code example:
// A B G R
// text = "[fps]"; position = {200.0f, 200.0f}; color = 0xffffffff
renderer2D->DrawString("[fps]", 200.0f, 0xffffffff, font);
//position X = 200.0f; position Y = 200.0f + font.getOffsets("[fps]").y
//width = font.getWidth("[fps]"; height = font.getHeight("[fps]");
// A B G R
//color = 0xff0000ff
//thickness = 0.2f
renderer2D->DrawRect(Rect(200.0f,
200.0f + font.getOffsets("[fps]").y,
font.getWidth("[fps]"),
font.getHeight("[fps]")), 0xff0000ff, 0.2f);
I want the rect to be around the text so I add offset (which is negative) to position Y, because letters like p, q, g
etc. have a bit different height, so when I add offset Y it will cover whole letter.
the problem shows when the text has chars like: @
, [
, ]
its height is a bit too big
it should be a bit lower like this:
and that'd be perfect.
How can I achieve this?
c++ opengl text rendering freetype
c++ opengl text rendering freetype
asked Nov 24 '18 at 21:15
ANewGuyANewGuy
404
404
What is thescale
? And what isheight
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry
– Andreas
Nov 25 '18 at 11:23
add a comment |
What is thescale
? And what isheight
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry
– Andreas
Nov 25 '18 at 11:23
What is the
scale
? And what is height
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry– Andreas
Nov 25 '18 at 11:23
What is the
scale
? And what is height
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry– Andreas
Nov 25 '18 at 11:23
add a comment |
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What is the
scale
? And what isheight
for '[' and 'f'? Is the font generated for the text size and display dpi you are using? The text on the images look blurry– Andreas
Nov 25 '18 at 11:23