glfont.cpp: add an internal class that uses Pango
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@ -157,3 +157,142 @@ void glfont_release(GLFont& font)
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font = GLFont(0, 0, 0, 0);
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}
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#endif
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// new font code ripped from ZeroRadiant (not in use yet)
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#include <pango/pangoft2.h>
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#include "igl.h"
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class GLFontInternal
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{
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const char *font_string;
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int font_height;
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int font_ascent;
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int font_descent;
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int y_offset_bitmap_render_pango_units;
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PangoContext *ft2_context;
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public:
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GLFontInternal(const char *_font_string): font_string(font_string)
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{
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PangoFontDescription *font_desc;
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PangoLayout *layout;
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PangoRectangle log_rect;
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int font_ascent_pango_units;
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int font_descent_pango_units;
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// This call is deprecated so we'll have to fix it sometime.
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ft2_context = pango_ft2_get_context(72, 72);
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font_desc = pango_font_description_from_string(font_string);
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pango_context_set_font_description(ft2_context, font_desc);
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pango_font_description_free(font_desc);
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layout = pango_layout_new(ft2_context);
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#if !PANGO_VERSION_CHECK(1,22,0)
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PangoLayoutIter *iter;
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iter = pango_layout_get_iter(layout);
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font_ascent_pango_units = pango_layout_iter_get_baseline(iter);
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pango_layout_iter_free(iter);
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#else
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font_ascent_pango_units = pango_layout_get_baseline(layout);
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#endif
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pango_layout_get_extents(layout, NULL, &log_rect);
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g_object_unref(G_OBJECT(layout));
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font_descent_pango_units = log_rect.height - font_ascent_pango_units;
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font_ascent = PANGO_PIXELS_CEIL(font_ascent_pango_units);
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font_descent = PANGO_PIXELS_CEIL(font_descent_pango_units);
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font_height = font_ascent + font_descent;
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y_offset_bitmap_render_pango_units = (font_ascent * PANGO_SCALE) - font_ascent_pango_units;
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}
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~GLFontInternal()
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{
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g_object_unref(G_OBJECT(ft2_context));
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}
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// Renders the input text at the current location with the current color.
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// The X position of the current location is used to place the left edge of the text image,
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// where the text image bounds are defined as the logical extents of the line of text.
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// The Y position of the current location is used to place the bottom of the text image.
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// You should offset the Y position by the amount returned by gtk_glwidget_font_descent()
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// if you want to place the baseline of the text image at the current Y position.
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// Note: A problem with this function is that if the lower left corner of the text falls
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// just a hair outside of the viewport (meaning the current raster position is invalid),
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// then no text will be rendered. The solution to this is a very hacky one. You can search
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// Google for "glDrawPixels clipping".
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void printString(const char *s)
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{
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// The idea for this code initially came from the font-pangoft2.c example that comes with GtkGLExt.
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PangoLayout *layout;
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PangoRectangle log_rect;
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FT_Bitmap bitmap;
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unsigned char *begin_bitmap_buffer;
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GLfloat color[4];
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GLint previous_unpack_alignment;
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GLboolean previous_blend_enabled;
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GLint previous_blend_func_src;
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GLint previous_blend_func_dst;
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GLfloat previous_red_bias;
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GLfloat previous_green_bias;
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GLfloat previous_blue_bias;
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GLfloat previous_alpha_scale;
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layout = pango_layout_new(ft2_context);
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pango_layout_set_width(layout, -1); // -1 no wrapping. All text on one line.
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pango_layout_set_text(layout, s, -1); // -1 null-terminated string.
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pango_layout_get_extents(layout, NULL, &log_rect);
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if (log_rect.width > 0 && log_rect.height > 0) {
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bitmap.rows = font_ascent + font_descent;
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bitmap.width = PANGO_PIXELS_CEIL(log_rect.width);
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bitmap.pitch = -bitmap.width; // Rendering it "upside down" for OpenGL.
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begin_bitmap_buffer = (unsigned char *) g_malloc(bitmap.rows * bitmap.width);
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memset(begin_bitmap_buffer, 0, bitmap.rows * bitmap.width);
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bitmap.buffer = begin_bitmap_buffer + (bitmap.rows - 1) * bitmap.width; // See pitch above.
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bitmap.num_grays = 0xff;
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bitmap.pixel_mode = FT_PIXEL_MODE_GRAY;
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pango_ft2_render_layout_subpixel(&bitmap, layout, -log_rect.x,
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y_offset_bitmap_render_pango_units);
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GlobalOpenGL().m_glGetFloatv(GL_CURRENT_COLOR, color);
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// Save state. I didn't see any OpenGL push/pop operations for these.
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// Question: Is saving/restoring this state necessary? Being safe.
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GlobalOpenGL().m_glGetIntegerv(GL_UNPACK_ALIGNMENT, &previous_unpack_alignment);
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previous_blend_enabled = GlobalOpenGL().m_glIsEnabled(GL_BLEND);
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GlobalOpenGL().m_glGetIntegerv(GL_BLEND_SRC, &previous_blend_func_src);
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GlobalOpenGL().m_glGetIntegerv(GL_BLEND_DST, &previous_blend_func_dst);
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GlobalOpenGL().m_glGetFloatv(GL_RED_BIAS, &previous_red_bias);
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GlobalOpenGL().m_glGetFloatv(GL_GREEN_BIAS, &previous_green_bias);
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GlobalOpenGL().m_glGetFloatv(GL_BLUE_BIAS, &previous_blue_bias);
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GlobalOpenGL().m_glGetFloatv(GL_ALPHA_SCALE, &previous_alpha_scale);
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GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GlobalOpenGL().m_glEnable(GL_BLEND);
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GlobalOpenGL().m_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, color[0]);
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GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, color[1]);
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GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, color[2]);
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GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, color[3]);
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GlobalOpenGL().m_glDrawPixels(bitmap.width, bitmap.rows,
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GL_ALPHA, GL_UNSIGNED_BYTE, begin_bitmap_buffer);
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g_free(begin_bitmap_buffer);
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// Restore state in reverse order of how we set it.
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GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, previous_alpha_scale);
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GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, previous_blue_bias);
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GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, previous_green_bias);
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GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, previous_red_bias);
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GlobalOpenGL().m_glBlendFunc(previous_blend_func_src, previous_blend_func_dst);
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if (!previous_blend_enabled) { GlobalOpenGL().m_glDisable(GL_BLEND); }
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GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, previous_unpack_alignment);
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}
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g_object_unref(G_OBJECT(layout));
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}
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};
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