Files
test/source/blender/blenfont/intern/blf_glyph.c

446 lines
11 KiB
C

/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_GLYPH_H
#include FT_OUTLINE_H
#include "MEM_guardedalloc.h"
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_linklist.h" /* linknode */
#include "BLI_string.h"
#include "BIF_gl.h"
#include "BLF_api.h"
#include "blf_internal_types.h"
#include "blf_internal.h"
GlyphCacheBLF *blf_glyph_cache_find(FontBLF *font, int size, int dpi)
{
GlyphCacheBLF *p;
p= (GlyphCacheBLF *)font->cache.first;
while (p) {
if (p->size == size && p->dpi == dpi)
return(p);
p= p->next;
}
return(NULL);
}
/* Create a new glyph cache for the current size and dpi. */
GlyphCacheBLF *blf_glyph_cache_new(FontBLF *font)
{
GlyphCacheBLF *gc;
int i;
gc= (GlyphCacheBLF *)MEM_mallocN(sizeof(GlyphCacheBLF), "blf_glyph_cache_new");
gc->next= NULL;
gc->prev= NULL;
gc->size= font->size;
gc->dpi= font->dpi;
for (i= 0; i < 257; i++) {
gc->bucket[i].first= NULL;
gc->bucket[i].last= NULL;
}
gc->textures= (GLuint *)malloc(sizeof(GLuint)*256);
gc->ntex= 256;
gc->cur_tex= -1;
gc->x_offs= 0;
gc->y_offs= 0;
gc->pad= 3;
gc->num_glyphs= font->face->num_glyphs;
gc->rem_glyphs= font->face->num_glyphs;
gc->ascender= ((float)font->face->size->metrics.ascender) / 64.0f;
gc->descender= ((float)font->face->size->metrics.descender) / 64.0f;
if (FT_IS_SCALABLE(font->face)) {
gc->max_glyph_width= (float)((font->face->bbox.xMax - font->face->bbox.xMin) *
(((float)font->face->size->metrics.x_ppem) /
((float)font->face->units_per_EM)));
gc->max_glyph_height= (float)((font->face->bbox.yMax - font->face->bbox.yMin) *
(((float)font->face->size->metrics.y_ppem) /
((float)font->face->units_per_EM)));
}
else {
gc->max_glyph_width= ((float)font->face->size->metrics.max_advance) / 64.0f;
gc->max_glyph_height= ((float)font->face->size->metrics.height) / 64.0f;
}
gc->p2_width= 0;
gc->p2_height= 0;
BLI_addhead(&font->cache, gc);
return(gc);
}
void blf_glyph_cache_free(GlyphCacheBLF *gc)
{
GlyphBLF *g;
int i;
for (i= 0; i < 257; i++) {
while (gc->bucket[i].first) {
g= gc->bucket[i].first;
BLI_remlink(&(gc->bucket[i]), g);
blf_glyph_free(g);
}
}
if (gc->cur_tex+1 > 0)
glDeleteTextures(gc->cur_tex+1, gc->textures);
free((void *)gc->textures);
MEM_freeN(gc);
}
static void blf_glyph_cache_texture(FontBLF *font, GlyphCacheBLF *gc)
{
int tot_mem, i;
unsigned char *buf;
/* move the index. */
gc->cur_tex++;
if (gc->cur_tex >= gc->ntex) {
gc->ntex *= 2;
gc->textures= (GLuint *)realloc((void *)gc->textures, sizeof(GLuint)*gc->ntex);
}
gc->p2_width= blf_next_p2((gc->rem_glyphs * gc->max_glyph_width) + (gc->pad * 2));
if (gc->p2_width > font->max_tex_size)
gc->p2_width= font->max_tex_size;
i= (int)((gc->p2_width - (gc->pad * 2)) / gc->max_glyph_width);
gc->p2_height= blf_next_p2(((gc->num_glyphs / i) + 1) * gc->max_glyph_height);
if (gc->p2_height > font->max_tex_size)
gc->p2_height= font->max_tex_size;
tot_mem= gc->p2_width * gc->p2_height;
buf= (unsigned char *)malloc(tot_mem);
memset((void *)buf, 0, tot_mem);
glGenTextures(1, &gc->textures[gc->cur_tex]);
glBindTexture(GL_TEXTURE_2D, gc->textures[gc->cur_tex]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, gc->p2_width, gc->p2_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buf);
free((void *)buf);
}
GlyphBLF *blf_glyph_search(GlyphCacheBLF *gc, unsigned int c)
{
GlyphBLF *p;
unsigned int key;
key= blf_hash(c);
p= gc->bucket[key].first;
while (p) {
if (p->c == c)
return(p);
p= p->next;
}
return(NULL);
}
GlyphBLF *blf_glyph_add(FontBLF *font, FT_UInt index, unsigned int c)
{
FT_GlyphSlot slot;
GlyphBLF *g;
FT_Error err;
FT_Bitmap bitmap;
FT_BBox bbox;
unsigned int key;
g= blf_glyph_search(font->glyph_cache, c);
if (g)
return(g);
err= FT_Load_Glyph(font->face, index, FT_LOAD_NO_HINTING | FT_LOAD_NO_BITMAP);
if (err)
return(NULL);
/* get the glyph. */
slot= font->face->glyph;
err= FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
if (err || slot->format != FT_GLYPH_FORMAT_BITMAP)
return(NULL);
g= (GlyphBLF *)MEM_mallocN(sizeof(GlyphBLF), "blf_glyph_add");
g->next= NULL;
g->prev= NULL;
g->c= c;
g->idx= index;
g->tex= 0;
g->build_tex= 0;
g->bitmap= NULL;
g->xoff= -1;
g->yoff= -1;
g->uv[0][0]= 0.0f;
g->uv[0][1]= 0.0f;
g->uv[1][0]= 0.0f;
g->uv[1][1]= 0.0f;
bitmap= slot->bitmap;
g->width= bitmap.width;
g->height= bitmap.rows;
if (g->width && g->height) {
g->bitmap= (unsigned char *)MEM_mallocN(g->width * g->height, "glyph bitmap");
memcpy((void *)g->bitmap, (void *)bitmap.buffer, g->width * g->height);
}
g->advance= ((float)slot->advance.x) / 64.0f;
g->pos_x= slot->bitmap_left;
g->pos_y= slot->bitmap_top;
g->pitch= slot->bitmap.pitch;
FT_Outline_Get_CBox(&(slot->outline), &bbox);
g->box.xmin= ((float)bbox.xMin) / 64.0f;
g->box.xmax= ((float)bbox.xMax) / 64.0f;
g->box.ymin= ((float)bbox.yMin) / 64.0f;
g->box.ymax= ((float)bbox.yMax) / 64.0f;
key= blf_hash(g->c);
BLI_addhead(&(font->glyph_cache->bucket[key]), g);
return(g);
}
void blf_glyph_free(GlyphBLF *g)
{
/* don't need free the texture, the GlyphCache already
* have a list of all the texture and free it.
*/
if (g->bitmap)
MEM_freeN(g->bitmap);
MEM_freeN(g);
}
static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
{
glBegin(GL_QUADS);
glTexCoord2f(uv[0][0], uv[0][1]);
glVertex2f(dx, y1);
glTexCoord2f(uv[0][0], uv[1][1]);
glVertex2f(dx, y2);
glTexCoord2f(uv[1][0], uv[1][1]);
glVertex2f(dx1, y2);
glTexCoord2f(uv[1][0], uv[0][1]);
glVertex2f(dx1, y1);
glEnd();
}
static void blf_texture5_draw(float uv[2][2], float x1, float y1, float x2, float y2)
{
float soft[25]= {
1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f,
1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
2/60.0f, 5/60.0f, 8/60.0f, 5/60.0f, 2/60.0f,
1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f};
float color[4], *fp= soft;
int dx, dy;
glGetFloatv(GL_CURRENT_COLOR, color);
for(dx=-2; dx<3; dx++) {
for(dy=-2; dy<3; dy++, fp++) {
glColor4f(color[0], color[1], color[2], fp[0]*color[3]);
blf_texture_draw(uv, x1+dx, y1+dy, x2+dx, y2+dy);
}
}
glColor4fv(color);
}
static void blf_texture3_draw(float uv[2][2], float x1, float y1, float x2, float y2)
{
float soft[9]= {1/16.0f, 2/16.0f, 1/16.0f, 2/16.0f, 4/16.0f, 2/16.0f, 1/16.0f, 2/16.0f, 1/16.0f};
float color[4], *fp= soft;
int dx, dy;
glGetFloatv(GL_CURRENT_COLOR, color);
for(dx=-1; dx<2; dx++) {
for(dy=-1; dy<2; dy++, fp++) {
glColor4f(color[0], color[1], color[2], fp[0]*color[3]);
blf_texture_draw(uv, x1+dx, y1+dy, x2+dx, y2+dy);
}
}
glColor4fv(color);
}
int blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
{
GlyphCacheBLF *gc;
GLint cur_tex;
float dx, dx1;
float y1, y2;
float xo, yo;
float color[4];
if ((!g->width) || (!g->height))
return(1);
if (g->build_tex == 0) {
gc= font->glyph_cache;
if (font->max_tex_size == -1)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&font->max_tex_size);
if (gc->cur_tex == -1) {
blf_glyph_cache_texture(font, gc);
gc->x_offs= gc->pad;
gc->y_offs= gc->pad;
}
if (gc->x_offs > (gc->p2_width - gc->max_glyph_width)) {
gc->x_offs= gc->pad;
gc->y_offs += gc->max_glyph_height;
if (gc->y_offs > (gc->p2_height - gc->max_glyph_height)) {
gc->y_offs= gc->pad;
blf_glyph_cache_texture(font, gc);
}
}
g->tex= gc->textures[gc->cur_tex];
g->xoff= gc->x_offs;
g->yoff= gc->y_offs;
glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, g->tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, g->xoff, g->yoff, g->width, g->height, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap);
glPopClientAttrib();
g->uv[0][0]= ((float)g->xoff) / ((float)gc->p2_width);
g->uv[0][1]= ((float)g->yoff) / ((float)gc->p2_height);
g->uv[1][0]= ((float)(g->xoff + g->width)) / ((float)gc->p2_width);
g->uv[1][1]= ((float)(g->yoff + g->height)) / ((float)gc->p2_height);
/* update the x offset for the next glyph. */
gc->x_offs += (int)(g->box.xmax - g->box.xmin + gc->pad);
gc->rem_glyphs--;
g->build_tex= 1;
}
xo= 0.0f;
yo= 0.0f;
if (font->flags & BLF_SHADOW) {
xo= x;
yo= y;
x += font->shadow_x;
y += font->shadow_y;
}
dx= floor(x + g->pos_x);
dx1= dx + g->width;
y1= y + g->pos_y;
y2= y + g->pos_y - g->height;
if (font->flags & BLF_CLIPPING) {
if (!BLI_in_rctf(&font->clip_rec, dx + font->pos[0], y1 + font->pos[1]))
return(0);
if (!BLI_in_rctf(&font->clip_rec, dx + font->pos[0], y2 + font->pos[1]))
return(0);
if (!BLI_in_rctf(&font->clip_rec, dx1 + font->pos[0], y2 + font->pos[1]))
return(0);
if (!BLI_in_rctf(&font->clip_rec, dx1 + font->pos[0], y1 + font->pos[1]))
return(0);
}
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);
if (cur_tex != g->tex)
glBindTexture(GL_TEXTURE_2D, g->tex);
if (font->flags & BLF_SHADOW) {
glGetFloatv(GL_CURRENT_COLOR, color);
glColor4fv(font->shadow_col);
if (font->shadow == 3)
blf_texture3_draw(g->uv, dx, y1, dx1, y2);
else if (font->shadow == 5)
blf_texture5_draw(g->uv, dx, y1, dx1, y2);
else
blf_texture_draw(g->uv, dx, y1, dx1, y2);
glColor4fv(color);
x= xo;
y= yo;
dx= floor(x + g->pos_x);
dx1= dx + g->width;
y1= y + g->pos_y;
y2= y + g->pos_y - g->height;
}
if (font->blur==3)
blf_texture3_draw(g->uv, dx, y1, dx1, y2);
else if (font->blur==5)
blf_texture5_draw(g->uv, dx, y1, dx1, y2);
else
blf_texture_draw(g->uv, dx, y1, dx1, y2);
return(1);
}