forked from pkivolowitz/Shapes
-
Notifications
You must be signed in to change notification settings - Fork 0
/
my_freetype.cpp
277 lines (235 loc) · 8.97 KB
/
my_freetype.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
#include "my_freetype.h"
using namespace std;
namespace freetype
{
///This function gets the first power of 2 >= the
///int that we pass it.
inline int next_p2(int a)
{
int rval = 1;
while (rval<a) rval <<= 1;
return rval;
}
///Create a display list coresponding to the give character.
static void make_dlist(FT_Face face , char ch , GLuint list_base , GLuint * tex_base)
{
//The first thing we do is get FreeType to render our character
//into a bitmap. This actually requires a couple of FreeType commands:
//Load the Glyph for our character.
if (FT_Load_Glyph(face , FT_Get_Char_Index(face , ch) , FT_LOAD_DEFAULT))
throw std::runtime_error("FT_Load_Glyph failed");
//Move the face's glyph into a Glyph object.
FT_Glyph glyph;
if (FT_Get_Glyph(face->glyph , &glyph))
throw std::runtime_error("FT_Get_Glyph failed");
//Convert the glyph to a bitmap.
FT_Glyph_To_Bitmap(&glyph , ft_render_mode_normal , 0 , 1);
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph) glyph;
//This reference will make accessing the bitmap easier
FT_Bitmap& bitmap = bitmap_glyph->bitmap;
//Use our helper function to get the widths of
//the bitmap data that we will need in order to create
//our texture.
int width = next_p2(bitmap.width);
int height = next_p2(bitmap.rows);
//Allocate memory for the texture data.
GLubyte* expanded_data = new GLubyte[2 * width * height];
//Here we fill in the data for the expanded bitmap.
//Notice that we are using two channel bitmap (one for
//luminocity and one for alpha), but we assign
//both luminocity and alpha to the value that we
//find in the FreeType bitmap.
//We use the ?: operator so that value which we use
//will be 0 if we are in the padding zone, and whatever
//is the the Freetype bitmap otherwise.
for (int j = 0; j <height; j++)
{
for (int i = 0; i < width; i++)
{
expanded_data[2 * (i + j*width)] = expanded_data[2 * (i + j*width) + 1] =
(i >= bitmap.width || j >= bitmap.rows) ?
0 : bitmap.buffer[i + bitmap.width*j];
}
}
//Now we just setup some texture paramaters.
glBindTexture(GL_TEXTURE_2D , tex_base[ch]);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR);
//Here we actually create the texture itself, notice
//that we are using GL_LUMINANCE_ALPHA to indicate that
//we are using 2 channel data.
gluBuild2DMipmaps(GL_TEXTURE_2D , 2 , width , height , GL_LUMINANCE_ALPHA , GL_UNSIGNED_BYTE , expanded_data);
// glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height,
// 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, );
//With the texture created, we don't need to expanded data anymore
delete[] expanded_data;
//So now we can create the display list
glNewList(list_base + ch , GL_COMPILE);
glBindTexture(GL_TEXTURE_2D , tex_base[ch]);
glPushMatrix();
//first we need to move over a little so that
//the character has the right amount of space
//between it and the one before it.
glTranslatef((GLfloat) bitmap_glyph->left , 0 , 0);
//Now we move down a little in the case that the
//bitmap extends past the bottom of the line
//(this is only true for characters like 'g' or 'y'.
glTranslatef(0 , (GLfloat) bitmap_glyph->top - bitmap.rows , 0);
//Now we need to account for the fact that many of
//our textures are filled with empty padding space.
//We figure what portion of the texture is used by
//the actual character and store that information in
//the x and y variables, then when we draw the
//quad, we will only reference the parts of the texture
//that we contain the character itself.
float x = (float) bitmap.width / (float) width ,
y = (float) bitmap.rows / (float) height;
//Here we draw the texturemaped quads.
//The bitmap that we got from FreeType was not
//oriented quite like we would like it to be,
//so we need to link the texture to the quad
//so that the result will be properly aligned.
glBegin(GL_QUADS);
glTexCoord2d(0 , 0); glVertex2f(0 , (GLfloat) bitmap.rows);
glTexCoord2d(0 , y); glVertex2f(0 , 0);
glTexCoord2d(x , y); glVertex2f((GLfloat) bitmap.width , 0);
glTexCoord2d(x , 0); glVertex2f((GLfloat) bitmap.width , (GLfloat) bitmap.rows);
glEnd();
glPopMatrix();
glTranslatef((GLfloat) (face->glyph->advance.x >> 6) , 0 , 0);
//increment the raster position as if we were a bitmap font.
//(only needed if you want to calculate text length)
//glBitmap(0,0,0,0,face->glyph->advance.x >> 6,0,NULL);
//Finnish the display list
glEndList();
}
void freetype::font_data::init(const char * fname , unsigned int h)
{
//Allocate some memory to store the texture ids.
textures = new GLuint[128];
this->h = (float) h;
//Create and initilize a freetype font library.
FT_Library library;
if (FT_Init_FreeType(&library))
throw std::runtime_error("FT_Init_FreeType failed");
//The object in which Freetype holds information on a given
//font is called a "face".
FT_Face face;
//This is where we load in the font information from the file.
//Of all the places where the code might die, this is the most likely,
//as FT_New_Face will die if the font file does not exist or is somehow broken.
if (FT_New_Face(library , fname , 0 , &face))
throw std::runtime_error("FT_New_Face failed (there is probably a problem with your font file)");
//For some twisted reason, Freetype measures font size
//in terms of 1/64ths of pixels. Thus, to make a font
//h pixels high, we need to request a size of h*64.
//(h << 6 is just a prettier way of writting h*64)
FT_Set_Char_Size(face , h << 6 , h << 6 , 96 , 96);
//Here we ask opengl to allocate resources for
//all the textures and displays lists which we
//are about to create.
list_base = glGenLists(128);
glGenTextures(128 , textures);
//This is where we actually create each of the fonts display lists.
for (unsigned char i = 0; i<128; i++)
make_dlist(face , i , list_base , textures);
//We don't need the face information now that the display
//lists have been created, so we free the assosiated resources.
FT_Done_Face(face);
//Ditto for the library.
FT_Done_FreeType(library);
}
void freetype::font_data::clean()
{
glDeleteLists(list_base , 128);
glDeleteTextures(128 , textures);
delete[] textures;
}
/// A fairly straight forward function that pushes
/// a projection matrix that will make object world
/// coordinates identical to window coordinates.
inline void pushScreenCoordinateMatrix()
{
glPushAttrib(GL_TRANSFORM_BIT);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT , viewport);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(viewport[0] , viewport[2] , viewport[1] , viewport[3]);
glPopAttrib();
}
/// Pops the projection matrix without changing the current
/// MatrixMode.
inline void pop_projection_matrix()
{
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
///Much like Nehe's glPrint function, but modified to work
///with freetype fonts.
void print(const freetype::font_data &ft_font , float x , float y , const char *fmt , ...)
{
GLuint font = ft_font.list_base;
float h = ft_font.h / .63f; //We make the height about 1.5* that of
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
else
{
va_start(ap , fmt); // Parses The String For Variables
//vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
vsprintf_s(text , fmt , ap);
va_end(ap); // Results Are Stored In Text
}
//Here is some code to split the text that we have been
//given into a set of lines.
//This could be made much neater by using
//a regular expression library such as the one avliable from
//boost.org (I've only done it out by hand to avoid complicating
//this tutorial with unnecessary library dependencies).
const char *start_line = text;
vector<string> lines;
const char * c = text;
for (; *c; c++)
{
if (*c == '\n')
{
string line;
for (const char *n = start_line; n<c; n++)
line.append(1 , *n);
lines.push_back(line);
start_line = c + 1;
}
}
if (start_line)
{
string line;
for (const char *n = start_line; n<c; n++)
line.append(1 , *n);
lines.push_back(line);
}
glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TRANSFORM_BIT);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glTexEnvi(GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA);
glListBase(font);
glPushMatrix();
for (int i = 0; i<(int) lines.size(); i++)
{
glPushMatrix();
glTranslatef(x , y - h*i , 0);
glCallLists(lines[i].length() , GL_UNSIGNED_BYTE , lines[i].c_str());
glPopMatrix();
}
glPopMatrix();
glPopAttrib();
}
}