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some cleaning up of the sources git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@2221 8e941d3f-bd1b-0410-a28a-d453659cc2b4
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312
components/nvidia-widgets/src/gl/glfreetype.pas
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312
components/nvidia-widgets/src/gl/glfreetype.pas
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(*
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A quick and simple opengl font library that uses GNU freetype2, written
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and distributed as part of a tutorial for nehe.gamedev.net.
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Sven Olsen, 2003
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*)
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unit glFreeType;
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{$mode objfpc}{$H+}
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interface
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uses
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SysUtils, freetypeh, GL, GLu;
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//This holds all of the information related to any
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//freetype font that we want to create.
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type
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TGLFreeTypeFont = object
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Height: cardinal; //< Holds the height of the font.
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textures: pGLuint; //< Holds the texture id's
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list_base: GLuint; //< Holds the first display list id
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//The init function will create a font of
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//of the height h from the file fname.
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procedure Init(const fname: string; AHeight: cardinal);
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//Free all the resources assosiated with the font.
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procedure Clean;
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//The flagship function of the library - this thing will print
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//out text at window coordinates x, y, using the font ft_font.
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//The current modelview matrix will also be applied to the text.
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procedure Print(x, y: double; Text: string);
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end;
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implementation
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const
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CHAR_NUM = 255;
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//This function gets the first power of 2 >= the
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//int that we pass it.
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function next_p2(a: integer): integer; inline;
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var
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rval: integer;
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begin
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rval := 1;
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while rval < a do
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rval := rval shl 1;
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Result := rval;
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end;
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//Create a display list coresponding to the give character.
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procedure make_dlist(face: PFT_Face; ch: char; list_base: GLuint; tex_base: pGLuint);
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var
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glyph: PFT_Glyph;
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bitmap_glyph: PFT_BitmapGlyph;
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bitmap: FT_Bitmap;
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Width: integer;
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Height: integer;
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expanded_data: pGLubyte;
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x: double;
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y: double;
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i, j: integer;
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begin
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//The first thing we do is get FreeType to render our character
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//into a bitmap. This actually requires a couple of FreeType commands:
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//Load the Glyph for our character.
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if FT_Load_Glyph(face, FT_Get_Char_Index(face, Ord(ch)), FT_LOAD_DEFAULT) = 1 then
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raise Exception.Create('FT_Load_Glyph failed');
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//Move the face's glyph into a Glyph object.
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if FT_Get_Glyph(face^.glyph, glyph) = 1 then
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raise Exception.Create('FT_Get_Glyph failed');
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FT_Glyph_To_Bitmap(glyph, FT_RENDER_MODE_NORMAL, nil, True);
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//Convert the glyph to a bitmap.
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bitmap_glyph := PFT_BitmapGlyph(glyph);
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//This reference will make accessing the bitmap easier
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bitmap := bitmap_glyph^.bitmap;
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//Use our helper function to get the widths of
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//the bitmap data that we will need in order to create
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//our texture.
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Width := next_p2(bitmap.Width);
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Height := next_p2(bitmap.rows);
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//Allocate memory for the texture data.
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GetMem(expanded_data, 2 * Width * Height);
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//writeln(2 * Width * Height, 'bytes for character #', Ord(ch), ' - ', ch);
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//Here we fill in the data for the expanded bitmap.
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//Notice that we are using two channel bitmap (one for
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//luminocity and one for alpha), but we assign
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//both luminocity and alpha to the value that we
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//find in the FreeType bitmap.
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//We use the ?: operator so that value which we use
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//will be 0 if we are in the padding zone, and whatever
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//is the the Freetype bitmap otherwise.
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for j := 0 to Height - 1 do
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begin
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for i := 0 to Width - 1 do
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begin
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if (i >= bitmap.Width) or (j >= bitmap.rows) then
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expanded_data[2 * (i + j * Width)] := 0
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else
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expanded_data[2 * (i + j * Width)] := byte((bitmap.buffer + (i + bitmap.Width * j))^);
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//write(expanded_data[2 * (i + j * Width)]:3, ' ');
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expanded_data[2 * (i + j * Width) + 1] := expanded_data[2 * (i + j * Width)];
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end;
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//writeln;
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end;
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glBindTexture(GL_TEXTURE_2D, tex_base[Ord(ch)]);
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//Now we just setup some texture paramaters.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data);
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//Here we actually create the texture itself, notice
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//that we are using GL_LUMINANCE_ALPHA to indicate that
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//we are using 2 channel data.
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//With the texture created, we don't need to expanded data anymore
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FreeMem(expanded_data, 2 * Width * Height);
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glNewList(list_base + Ord(ch), GL_COMPILE);
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//So now we can create the display list
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glBindTexture(GL_TEXTURE_2D, tex_base[Ord(ch)]);
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glPushMatrix;
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glTranslatef(bitmap_glyph^.left, 0, 0);
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//first we need to move over a little so that
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//the character has the right amount of space
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//between it and the one before it.
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glTranslatef(0, bitmap_glyph^.top - bitmap.rows, 0);
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//Now we move down a little in the case that the
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//bitmap extends past the bottom of the line
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//(this is only true for characters like 'g' or 'y'.
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//Now we need to account for the fact that many of
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//our textures are filled with empty padding space.
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//We figure what portion of the texture is used by
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//the actual character and store that information in
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//the x and y variables, then when we draw the
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//quad, we will only reference the parts of the texture
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//that we contain the character itself.
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x := bitmap.Width / Width;
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y := bitmap.rows / Height;
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//Here we draw the texturemaped quads.
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//The bitmap that we got from FreeType was not
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//oriented quite like we would like it to be,
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//so we need to link the texture to the quad
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//so that the result will be properly aligned.
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glBegin(GL_QUADS);
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glTexCoord2d(0, 0);
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glVertex2f(0, bitmap.rows);
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glTexCoord2d(0, y);
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glVertex2f(0, 0);
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glTexCoord2d(x, y);
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glVertex2f(bitmap.Width, 0);
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glTexCoord2d(x, 0);
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glVertex2f(bitmap.Width, bitmap.rows);
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glEnd;
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glPopMatrix;
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glTranslatef(face^.glyph^.advance.x shr 6, 0, 0);
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//increment the raster position as if we were a bitmap font.
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//(only needed if you want to calculate text length)
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glBitmap(0, 0, 0, 0, face^.glyph^.advance.x shr 6, 0, nil);
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//Finish the display list
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glEndList;
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end;
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procedure TGLFreeTypeFont.Init(const fname: string; AHeight: cardinal);
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var
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library_: PFT_Library = nil;
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face: PFT_Face = nil; //The object in which Freetype holds information on a given font is called a "face".
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i: byte;
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begin
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//Allocate some memory to store the texture ids.
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GetMem(textures, CHAR_NUM * SizeOf(GLuint));
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Height := AHeight;
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//Create and initilize a freetype font library.
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if FT_Init_FreeType(library_) = 1 then
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raise Exception.Create('FT_Init_FreeType failed');
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//This is where we load in the font information from the file.
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//Of all the places where the code might die, this is the most likely,
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//as FT_New_Face will die if the font file does not exist or is somehow broken.
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if FT_New_Face(library_, PChar(fname), 0, face) = 1 then
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raise Exception.Create('FT_New_Face failed (there is probably a problem with your font file)');
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//For some twisted reason, Freetype measures font size
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//in terms of 1/64ths of pixels. Thus, to make a font
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//h pixels high, we need to request a size of h*64.
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//(h << 6 is just a prettier way of writting h*64)
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FT_Set_Char_Size(face, Height shl 6, Height shl 6, 96, 96);
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//Here we ask opengl to allocate resources for
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//all the textures and displays lists which we
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//are about to create.
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list_base := glGenLists(CHAR_NUM);
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glGenTextures(CHAR_NUM, textures);
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//This is where we actually create each of the fonts display lists.
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for i := 0 to CHAR_NUM - 1 do
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make_dlist(face, Chr(i), list_base, textures);
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//We don't need the face information now that the display
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//lists have been created, so we free the assosiated resources.
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FT_Done_Face(face);
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//Ditto for the library.
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FT_Done_FreeType(library_);
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end;
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procedure TGLFreeTypeFont.Clean;
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begin
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glDeleteLists(list_base, CHAR_NUM);
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glDeleteTextures(CHAR_NUM, textures);
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FreeMem(textures, CHAR_NUM * SizeOf(GLuint));
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end;
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//A fairly straight forward function that pushes
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//a projection matrix that will make object world
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//coordinates identical to window coordinates.
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procedure pushScreenCoordinateMatrix;
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var
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viewport: array [0..3] of GLint;
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begin
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glPushAttrib(GL_TRANSFORM_BIT);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix;
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glLoadIdentity;
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gluOrtho2D(viewport[0], viewport[2], viewport[1], viewport[3]);
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glPopAttrib;
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end;
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//Pops the projection matrix without changing the current
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//MatrixMode.
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procedure pop_projection_matrix;
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begin
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glPushAttrib(GL_TRANSFORM_BIT);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix;
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glPopAttrib;
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end;
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//Much like Nehe's glPrint function, but modified to work
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//with freetype fonts.
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procedure TGLFreeTypeFont.Print(x, y: double; Text: string);
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var
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font: GLuint;
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modelview_matrix: array [0..15] of double;
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begin
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pushScreenCoordinateMatrix;
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//We want a coordinate system where things coresponding to window pixels.
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font := list_base;
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//Results Are Stored In Text
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glPushAttrib(GL_LIST_BIT or GL_CURRENT_BIT or GL_ENABLE_BIT or GL_TRANSFORM_BIT);
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glListBase(font);
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glGetFloatv(GL_MODELVIEW_MATRIX, @modelview_matrix[0]);
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glPushMatrix;
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glLoadIdentity;
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glTranslatef(x, y, 0);
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glMultMatrixf(@modelview_matrix[0]);
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glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
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//The commented out raster position stuff can be useful if you need to
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//know the length of the text that you are creating.
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//If you decide to use it make sure to also uncomment the glBitmap command
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//in make_dlist.
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//glRasterPos2f(0,0);
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glPopMatrix;
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//float rpos[4];
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//glGetFloatv(GL_CURRENT_RASTER_POSITION ,rpos);
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//float len=x-rpos[0];
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glPopAttrib;
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pop_projection_matrix;
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end;
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end.
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