OpenGL example: added commented code to load custom font from filesystem
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index 8b44ed5..17b8a93 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -184,13 +184,33 @@
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+#if 1
+ // Default font (embedded in code)
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+#else
+ // Custom font from filesystem
+ io.Font = new ImBitmapFont();
+ io.Font->LoadFromFile("../../extra_fonts/arial_unicode_ms_18_CJK.fnt");
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load("../../extra_fonts/arial_unicode_ms_18_CJK.png", &tex_x, &tex_y, &tex_comp, 4);
+
+ // Automatically find white pixel from the texture we just loaded
+ // (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
+ for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
+ if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
+ {
+ io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
+ break;
+ }
+#endif
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
- stbi_image_free(tex_data);
+ stbi_image_free(tex_data);
}
void UpdateImGui()