/* ========================================================================= * Freetype GL - A C OpenGL Freetype engine * Platform: Any * WWW: http://code.google.com/p/freetype-gl/ * ------------------------------------------------------------------------- * Copyright 2011,2012 Nicolas P. Rougier. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are * those of the authors and should not be interpreted as representing official * policies, either expressed or implied, of Nicolas P. Rougier. * ========================================================================= */ #include #include "freetype-gl.h" #include "vertex-buffer.h" #include "markup.h" // ------------------------------------------------------- typedef & struct --- typedef struct { float x, y, z; float u, v; float r, g, b, a; } vertex_t; // ------------------------------------------------------- global variables --- texture_atlas_t * atlas; vertex_buffer_t * buffer; // ---------------------------------------------------------------- display --- void display( void ) { glClearColor( 0.40, 0.40, 0.45, 1.00 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_BLEND ); glEnable( GL_TEXTURE_2D ); glEnable( GL_COLOR_MATERIAL ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); vertex_buffer_render( buffer, GL_TRIANGLES, "vtc" ); glutSwapBuffers( ); } // ---------------------------------------------------------------- reshape --- void reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, width, 0, height, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glutPostRedisplay(); } // --------------------------------------------------------------- keyboard --- void keyboard( unsigned char key, int x, int y ) { if ( key == 27 ) { exit( EXIT_SUCCESS ); } } // --------------------------------------------------------------- add_text --- void add_text( vertex_buffer_t * buffer, vec2 * pen, ... ) { markup_t *markup; wchar_t *text; va_list args; va_start ( args, pen ); do { markup = va_arg( args, markup_t * ); if( markup == NULL ) { break; } text = va_arg( args, wchar_t * ); size_t i; texture_font_t * font = markup->font; float r = markup->foreground_color.red; float g = markup->foreground_color.green; float b = markup->foreground_color.blue; float a = markup->foreground_color.alpha; for( i=0; i 0) { kerning = texture_font_glyph_get_kerning( font, glyph, text[i-1] ); } pen->x += kerning; /* Actual glyph */ float x0 = ( pen->x + glyph->offset_x ); float y0 = (int)( pen->y + glyph->offset_y ); float x1 = ( x0 + glyph->width ); float y1 = (int)( y0 - glyph->height ); float s0 = glyph->s0; float t0 = glyph->t0; float s1 = glyph->s1; float t1 = glyph->t1; GLuint index = buffer->vertices->size; GLuint indices[] = {index, index+1, index+2, index, index+2, index+3}; vertex_t vertices[] = { { (int)x0,y0,0, s0,t0, r,g,b,a }, { (int)x0,y1,0, s0,t1, r,g,b,a }, { (int)x1,y1,0, s1,t1, r,g,b,a }, { (int)x1,y0,0, s1,t0, r,g,b,a } }; vertex_buffer_push_back_indices( buffer, indices, 6 ); vertex_buffer_push_back_vertices( buffer, vertices, 4 ); pen->x += glyph->advance_x; } } } while( markup != 0 ); va_end ( args ); } // ------------------------------------------------------------------- main --- int main( int argc, char **argv ) { size_t i; size_t width = 600, height = 250; glutInit( &argc, argv ); glutInitWindowSize( width, height ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); glutCreateWindow( "Glyph Outline" ); glutReshapeFunc( reshape ); glutDisplayFunc( display ); glutKeyboardFunc( keyboard ); atlas = texture_atlas_new( 512, 512, 1 ); buffer = vertex_buffer_new( "v3f:t2f:c4f" ); vec4 white = {{1.0, 1.0, 1.0, 1.0}}; vec4 none = {{1.0, 1.0, 1.0, 0.0}}; markup_t markup = { .family = "fonts/Vera.ttf", .size = 80, .bold = 0, .italic = 0, .rise = 0.0, .spacing = 0.0, .gamma = 1.5, .foreground_color = white, .background_color = none, .underline = 0, .underline_color = white, .overline = 0, .overline_color = white, .strikethrough = 0, .strikethrough_color = white, .font = 0, }; markup.font = texture_font_new( atlas, "fonts/Vera.ttf", markup.size ); markup.font->outline_type = 1; vec2 pen; pen.x = 40; pen.y = 190; for( i=0; i< 10; ++i) { markup.font->outline_thickness = 2*((i+1)/10.0); add_text( buffer, &pen, &markup, L"g", NULL ); } pen.x = 40; pen.y = 110; markup.font->outline_type = 2; for( i=0; i< 10; ++i) { markup.font->outline_thickness = 2*((i+1)/10.0); add_text( buffer, &pen, &markup, L"g", NULL ); } pen.x = 40; pen.y = 30; markup.font->outline_type = 3; for( i=0; i< 10; ++i) { markup.font->outline_thickness = 1*((i+1)/10.0); add_text( buffer, &pen, &markup, L"g", NULL ); } glutMainLoop( ); return 0; }