{-# LANGUAGE FlexibleContexts #-} -- | -- Module: Gelatin.Fruity -- Copyright: (c) 2017 Schell Scivally -- License: MIT -- Maintainer: Schell Scivally -- -- Provides two high-level functions that create gelatin renderers: -- -- ['coloredString']: font strings filled with color -- -- ['texturedString']: font strings filled with a texture mapping -- -- -- Provides one mid-level function for extracting a font outline: -- -- ['stringOutline']: raw geometry of a font string -- -- -- For help obtaining a 'Font' within your program, check out -- 'loadFontFile'. module Gelatin.Fruity ( module TT, coloredString, texturedString, stringOutline ) where import Gelatin import Graphics.Text.TrueType as TT import Data.Vector.Unboxed (Vector, Unbox) import qualified Data.Vector.Unboxed as V import qualified Data.Vector as B import Control.Arrow (first,second) -------------------------------------------------------------------------------- -- Font decomposition into triangles and beziers -------------------------------------------------------------------------------- -- | Ephemeral types for creating polygons from font outlines. -- Fonty gives us a [[Vector (Float, Float)]] for an entire string, which -- breaks down to type Contour = Vector (V2 Float) -- Beziers type CharacterOutline = [Contour] type StringOutline = [CharacterOutline] fromFonty :: (Unbox b1, Functor f1, Functor f) => (Vector (V2 b1) -> b) -> f (f1 (Vector (b1, b1))) -> f (f1 b) fromFonty f = fmap $ fmap $ f . V.map (uncurry V2) -- | Turn a polyline into a list of bezier points. toBeziers :: (Fractional a, Ord a, Unbox a) => Vector (V2 a) -> Vector (Bezier (V2 a)) toBeziers vs = V.fromList $ map (\(a,b,c) -> bezier (vs V.! a) (vs V.! b) (vs V.! c)) ndxs where ndxs = map f [0 .. nt $ V.length vs -1] nt n = max 0 $ ceiling $ (fromIntegral n - 3) / (2 :: Double) f i = let a = i * 2 b = a + 1 c = a + 2 in (a,b,c) unBeziers :: (Fractional a, Ord a, Unbox a) => Vector (Bezier a) -> Vector a unBeziers = V.concatMap (\(_,a,b,c) -> V.fromList [a,b,c]) fruityBeziers :: [[Vector (Float, Float)]] -> StringOutline fruityBeziers = fromFonty (unBeziers . toBeziers . V.map (fmap realToFrac)) -- | Collects the points that lie directly on the contour of the font -- outline. onContourPoints :: Unbox a => Vector (Bezier a) -> Vector a onContourPoints = V.concatMap f where f (False,a,b,c) = V.fromList [a,b,c] f (_,a,_,c) = V.fromList [a,c] --onContourPoints = V.foldl' f mempty -- where f bs (False,a,b,c) = bs V.++ V.fromList [a,b,c] -- f bs (_,a,_,c) = bs V.++ V.fromList [a,c] stringCurve :: Font -> Int -> Float -> String -> [[Vector (Float, Float)]] stringCurve font dpi px str = getStringCurveAtPoint dpi (0,0) [(font, sz, str)] where --sz = pixelSizeInPointAtDpi px dpi sz = PointSize px -- | Extract the outlines of a given string using a font. Returns a -- vector of 'RawBeziers' and 'RawTriangles'. stringOutline :: Font -- ^ The font to extract geometry from. -> Int -- ^ The dpi to read the font at. -> Float -- ^ The target pixel width of the resulting geometry. -> String -- ^ The string to construct and extract the geometry with. -> B.Vector (RawGeometry (V2 Float)) stringOutline font dpi px str = B.fromList $ map RawLine $ concat $ fromFonty (cleanSeqDupes . V.concatMap divide . toBeziers . V.map (fmap realToFrac)) $ stringCurve font dpi px str where divide (_,a,b,c) = subdivideAdaptive 100 0 $ bez3 a b c fontBezAndTris :: Font -> Int -> Float -> String -> (RawGeometry (V2 Float), B.Vector (RawGeometry (V2 Float))) fontBezAndTris font dpi px str = let cs = stringCurve font dpi px str bs = fruityBeziers cs ts = concatMap (fmap onContourPoints) $ fromFonty (toBeziers . V.map (fmap realToFrac)) cs in ( RawBeziers $ V.concat $ concat bs , B.map RawTriangleFan $ B.fromList ts ) -- | Creates a gelatin Renderer that renders the given string in 2d space. coloredString :: Backend t e (V2 Float, V4 Float) (V2 Float) Float s -- ^ A backend for rendering geometry with 'V2V4' vertices. -> Font -- ^ The font to use. -> Int -- ^ The dpi to use for reading the font geometry. -> Float -- ^ Your target pixel width. -> String -- ^ The string to render. -> (V2 Float -> V4 Float) -- ^ A function from font geometry/space to color. -> IO (Renderer (V2 Float) Float s) coloredString b font dpi px str fill = do let g = mapRawGeometry h h v = (v, fill v) (bs, ts) = second (B.map g) $ first g $ fontBezAndTris font dpi px str (_, r1) <- compilePicture b $ do setRawGeometry ts setRenderingOptions [StencilMaskOption] (_, r2) <- compilePicture b $ setRawGeometry $ B.singleton bs return $ r1 `mappend` r2 -- | Creates a gelatin Renderer that renders the given string in 2d space, -- using a given texture. texturedString :: Backend t e (V2 Float, V2 Float) (V2 Float) Float s -- ^ A backend for rendering geometry with 'V2V2' vertices. -> Font -- ^ The font to use. -> Int -- ^ The dpi to use for reading the font geometry. -> Float -- ^ Your target pixel width. -> String -- ^ The string to render. -> t -- ^ The texture. -> (V2 Float -> V2 Float) -- ^ A function from font geometry/space to texture mapping (uv coords). -> IO (Renderer (V2 Float) Float s) texturedString b font dpi px str t fill = do let g = mapRawGeometry h h v = (v, fill v) (bs, ts) = second (B.map g) $ first g $ fontBezAndTris font dpi px str (_, r1) <- compilePicture b $ do setRawGeometry ts setRenderingOptions [StencilMaskOption] setTextures [t] (_, r2) <- compilePicture b $ do setRawGeometry $ B.singleton bs setTextures [t] return $ r1 `mappend` r2