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#include <stdio.h>
#include "agg_basics.h"
#include "agg_rendering_buffer.h"
#include "agg_scanline_u.h"
#include "agg_scanline_bin.h"
#include "agg_renderer_scanline.h"
#include "agg_renderer_primitives.h"
#include "agg_rasterizer_scanline_aa.h"
#include "agg_conv_curve.h"
#include "agg_conv_contour.h"
#include "agg_pixfmt_rgb.h"
#include "agg_gamma_lut.h"
#include "agg_font_win32_tt.h"
#include "platform/agg_platform_support.h"
#include "ctrl/agg_slider_ctrl.h"
#include "ctrl/agg_cbox_ctrl.h"
#include "ctrl/agg_rbox_ctrl.h"
enum flip_y_e { flip = true };
typedef char char_type;
static char_type text[] =
//"0123456789ABCDEFGHIJKLMNOPRSTUVWXYZabcdefghijklmnoprstuvwxyz "
" Anti-Grain Geometry is designed as a set of loosely coupled "
"algorithms and class templates united with a common idea, "
"so that all the components can be easily combined. Also, "
"the template based design allows you to replace any part of "
"the library without the necessity to modify a single byte in "
"the existing code. "
"AGG is designed keeping in mind extensibility and flexibility. "
"Basically I just wanted to create a toolkit that would allow me "
"(and anyone else) to add new fancy algorithms very easily. "
"AGG does not dictate you any style of its use, you are free to "
"use any part of it. However, AGG is often associated with a tool "
"for rendering images in memory. That is not quite true, but it can "
"be a good starting point in studying. The tutorials describe the "
"use of AGG starting from the low level functionality that deals with "
"frame buffers and pixels. Then you will gradually understand how to "
"abstract different parts of the library and how to use them separately. "
"Remember, the raster picture is often not the only thing you want to "
"obtain, you will probably want to print your graphics with highest "
"possible quality and in this case you can easily combine the \"vectorial\" "
"part of the library with some API like Windows GDI, having a common "
"external interface. If that API can render multi-polygons with non-zero "
"and even-odd filling rules it's all you need to incorporate AGG into "
"your application. For example, Windows API PolyPolygon perfectly fits "
"these needs, except certain advanced things like gradient filling, "
"Gouraud shading, image transformations, and so on. Or, as an alternative, "
"you can use all AGG algorithms producing high resolution pixel images and "
"then to send the result to the printer as a pixel map."
"Below is a typical brief scheme of the AGG rendering pipeline. "
"Please note that any component between the Vertex Source "
"and Screen Output is not mandatory. It all depends on your "
"particular needs. For example, you can use your own rasterizer, "
"based on Windows API. In this case you won't need the AGG rasterizer "
"and renderers. Or, if you need to draw only lines, you can use the "
"AGG outline rasterizer that has certain restrictions but works faster. "
"The number of possibilities is endless. "
"Vertex Source is some object that produces polygons or polylines as "
"a set of consecutive 2D vertices with commands like MoveTo, LineTo. "
"It can be a container or some other object that generates vertices "
"on demand. "
"Coordinate conversion pipeline consists of a number of coordinate "
"converters. It always works with vectorial data (X,Y) represented "
"as floating point numbers (double). For example, it can contain an "
"affine transformer, outline (stroke) generator, some marker "
"generator (like arrowheads/arrowtails), dashed lines generator, "
"and so on. The pipeline can have branches and you also can have "
"any number of different pipelines. You also can write your own "
"converter and include it into the pipeline. "
"Scanline Rasterizer converts vectorial data into a number of "
"horizontal scanlines. The scanlines usually (but not obligatory) "
"carry information about Anti-Aliasing as coverage values. "
"Renderers render scanlines, sorry for the tautology. The simplest "
"example is solid filling. The renderer just adds a color to the "
"scanline and writes the result into the rendering buffer. "
"More complex renderers can produce multi-color result, "
"like gradients, Gouraud shading, image transformations, "
"patterns, and so on. Rendering Buffer is a buffer in memory "
"that will be displayed afterwards. Usually but not obligatory "
"it contains pixels in format that fits your video system. "
"For example, 24 bits B-G-R, 32 bits B-G-R-A, or 15 "
"bits R-G-B-555 for Windows. But in general, there're no "
"restrictions on pixel formats or color space if you write "
"your own low level class that supports that format. "
"Colors in AGG appear only in renderers, that is, when you "
"actually put some data to the rendering buffer. In general, "
"there's no general purpose structure or class like color, "
"instead, AGG always operates with concrete color space. "
"There are plenty of color spaces in the world, like RGB, "
"HSV, CMYK, etc., and all of them have certain restrictions. "
"For example, the RGB color space is just a poor subset of "
"colors that a human eye can recognize. If you look at the full "
"CIE Chromaticity Diagram, you will see that the RGB triangle "
"is just a little part of it. "
"In other words there are plenty of colors in the real world "
"that cannot be reproduced with RGB, CMYK, HSV, etc. Any color "
"space except the one existing in Nature is restrictive. Thus, "
"it was decided not to introduce such an object like color in "
"order not to restrict the possibilities in advance. Instead, "
"there are objects that operate with concrete color spaces. "
"Currently there are agg::rgba and agg::rgba8 that operate "
"with the most popular RGB color space (strictly speaking there's "
"RGB plus Alpha). The RGB color space is used with different "
"pixel formats, like 24-bit RGB or 32-bit RGBA with different "
"order of color components. But the common property of all of "
"them is that they are essentially RGB. Although, AGG doesn't "
"explicitly support any other color spaces, there is at least "
"a potential possibility of adding them. It means that all "
"class and function templates that depend on the color type "
"are parameterized with the ColorT argument. "
"Basically, AGG operates with coordinates of the output device. "
"On your screen there are pixels. But unlike many other libraries "
"and APIs AGG initially supports Subpixel Accuracy. It means "
"that the coordinates are represented as doubles, where fractional "
"values actually take effect. AGG doesn't have an embedded "
"conversion mechanism from world to screen coordinates in order "
"not to restrict your freedom. It's very important where and when "
"you do that conversion, so, different applications can require "
"different approaches. AGG just provides you a transformer of "
"that kind, namely, that can convert your own view port to the "
"device one. And it's your responsibility to include it into "
"the proper place of the pipeline. You can also write your "
"own very simple class that will allow you to operate with "
"millimeters, inches, or any other physical units. "
"Internally, the rasterizers use integer coordinates of the "
"format 24.8 bits, that is, 24 bits for the integer part and 8 "
"bits for the fractional one. In other words, all the internal "
"coordinates are multiplied by 256. If you intend to use AGG in "
"some embedded system that has inefficient floating point "
"processing, you still can use the rasterizers with their "
"integer interfaces. Although, you won't be able to use the "
"floating point coordinate pipelines in this case. ";
bool text_flip = false;
class the_application : public agg::platform_support
{
typedef agg::gamma_lut<agg::int8u, agg::int16u, 8, 16> gamma_type;
typedef agg::pixfmt_bgr24_gamma<gamma_type> pixfmt_type;
typedef agg::renderer_base<pixfmt_type> base_ren_type;
typedef agg::renderer_scanline_aa_solid<base_ren_type> renderer_solid;
typedef agg::renderer_scanline_bin_solid<base_ren_type> renderer_bin;
typedef agg::font_engine_win32_tt_int32 font_engine_type;
typedef agg::font_cache_manager<font_engine_type> font_manager_type;
agg::rbox_ctrl<agg::rgba8> m_ren_type;
agg::slider_ctrl<agg::rgba8> m_height;
agg::slider_ctrl<agg::rgba8> m_width;
agg::slider_ctrl<agg::rgba8> m_weight;
agg::slider_ctrl<agg::rgba8> m_gamma;
agg::cbox_ctrl<agg::rgba8> m_hinting;
agg::cbox_ctrl<agg::rgba8> m_kerning;
agg::cbox_ctrl<agg::rgba8> m_performance;
font_engine_type m_feng;
font_manager_type m_fman;
double m_old_height;
gamma_type m_gamma_lut;
// Pipeline to process the vectors glyph paths (curves + contour)
typedef agg::conv_curve<font_manager_type::path_adaptor_type> conv_curve_type;
typedef agg::conv_contour<conv_curve_type> conv_contour_type;
conv_curve_type m_curves;
conv_contour_type m_contour;
public:
the_application(HDC dc, agg::pix_format_e format, bool flip) :
agg::platform_support(format, flip),
m_ren_type (5.0, 5.0, 5.0+150.0, 110.0, !flip),
m_height (160, 10.0, 640-5.0, 18.0, !flip),
m_width (160, 30.0, 640-5.0, 38.0, !flip),
m_weight (160, 50.0, 640-5.0, 58.0, !flip),
m_gamma (260, 70.0, 640-5.0, 78.0, !flip),
m_hinting (160, 65.0, "Hinting", !flip),
m_kerning (160, 80.0, "Kerning", !flip),
m_performance (160, 95.0, "Test Performance", !flip),
m_feng(dc),
m_fman(m_feng),
m_old_height(0.0),
m_curves(m_fman.path_adaptor()),
m_contour(m_curves)
{
m_ren_type.add_item("Native Mono");
m_ren_type.add_item("Native Gray 8");
m_ren_type.add_item("Outline");
m_ren_type.add_item("AGG Mono");
m_ren_type.add_item("AGG Gray 8");
m_ren_type.cur_item(1);
add_ctrl(m_ren_type);
m_ren_type.no_transform();
m_height.label("Font Height=%.2f");
m_height.range(8, 32);
m_height.num_steps(32-8);
m_height.value(18);
m_height.text_thickness(1.5);
add_ctrl(m_height);
m_height.no_transform();
m_width.label("Font Width=%.2f");
m_width.range(8, 32);
m_width.num_steps(32-8);
m_width.text_thickness(1.5);
m_width.value(18);
add_ctrl(m_width);
m_width.no_transform();
m_weight.label("Font Weight=%.2f");
m_weight.range(-2, 2);
m_weight.text_thickness(1.5);
add_ctrl(m_weight);
m_weight.no_transform();
m_gamma.label("Gamma=%.2f");
m_gamma.range(0.1, 2.0);
m_gamma.value(1.0);
m_gamma.text_thickness(1.5);
add_ctrl(m_gamma);
m_gamma.no_transform();
add_ctrl(m_hinting);
m_hinting.status(true);
m_hinting.no_transform();
add_ctrl(m_kerning);
m_kerning.status(true);
m_kerning.no_transform();
add_ctrl(m_performance);
m_performance.no_transform();
// m_curves.approximation_method(agg::curve_div);
// m_curves.approximation_scale(0.5);
// m_curves.angle_tolerance(0.3);
m_contour.auto_detect_orientation(false);
}
template<class Rasterizer, class Scanline, class RenSolid, class RenBin>
unsigned draw_text(Rasterizer& ras, Scanline& sl,
RenSolid& ren_solid, RenBin& ren_bin)
{
agg::glyph_rendering gren = agg::glyph_ren_native_mono;
switch(m_ren_type.cur_item())
{
case 0: gren = agg::glyph_ren_native_mono; break;
case 1: gren = agg::glyph_ren_native_gray8; break;
case 2: gren = agg::glyph_ren_outline; break;
case 3: gren = agg::glyph_ren_agg_mono; break;
case 4: gren = agg::glyph_ren_agg_gray8; break;
}
unsigned num_glyphs = 0;
m_contour.width(-m_weight.value() * m_height.value() * 0.05);
m_feng.hinting(m_hinting.status());
m_feng.height(m_height.value());
// Font width in Windows is strange. MSDN says,
// "specifies the average width", but there's no clue what
// this "average width" means. It'd be logical to specify
// the width with regard to the font height, like it's done in
// FreeType. That is, width == height should mean the "natural",
// not distorted glyphs. In Windows you have to specify
// the absolute width, which is very stupid and hard to use
// in practice.
//-------------------------
m_feng.width((m_width.value() == m_height.value()) ? 0.0 : m_width.value() / 2.4);
m_feng.italic(true);
m_feng.flip_y(text_flip);
agg::trans_affine mtx;
//mtx *= agg::trans_affine_skewing(-0.3, 0);
mtx *= agg::trans_affine_rotation(agg::deg2rad(-4.0));
m_feng.transform(mtx);
if(m_feng.create_font("Arial", gren))
{
m_fman.precache(' ', 127);
double x = 10.0;
double y0 = height() - m_height.value() - 10.0;
double y = y0;
const char_type* p = text;
while(*p)
{
const agg::glyph_cache* glyph = m_fman.glyph(*p);
if(glyph)
{
if(m_kerning.status())
{
m_fman.add_kerning(&x, &y);
}
if(x >= width() - m_height.value())
{
x = 10.0;
y0 -= m_height.value();
if(y0 <= 120) break;
y = y0;
}
m_fman.init_embedded_adaptors(glyph, x, y);
switch(glyph->data_type)
{
case agg::glyph_data_mono:
ren_bin.color(agg::rgba8(0, 0, 0));
agg::render_scanlines(m_fman.mono_adaptor(),
m_fman.mono_scanline(),
ren_bin);
break;
case agg::glyph_data_gray8:
ren_solid.color(agg::rgba8(0, 0, 0));
agg::render_scanlines(m_fman.gray8_adaptor(),
m_fman.gray8_scanline(),
ren_solid);
break;
case agg::glyph_data_outline:
ras.reset();
if(fabs(m_weight.value()) <= 0.01)
{
// For the sake of efficiency skip the
// contour converter if the weight is about zero.
//-----------------------
ras.add_path(m_curves);
}
else
{
ras.add_path(m_contour);
}
ren_solid.color(agg::rgba8(0, 0, 0));
agg::render_scanlines(ras, sl, ren_solid);
break;
}
// increment pen position
x += glyph->advance_x;
y += glyph->advance_y;
++num_glyphs;
}
++p;
}
}
return num_glyphs;
}
virtual void on_draw()
{
pixfmt_type pf(rbuf_window(), m_gamma_lut);
base_ren_type ren_base(pf);
renderer_solid ren_solid(ren_base);
renderer_bin ren_bin(ren_base);
ren_base.clear(agg::rgba(1,1,1));
agg::scanline_u8 sl;
agg::rasterizer_scanline_aa<> ras;
if(m_height.value() != m_old_height)
{
m_width.value(m_old_height = m_height.value());
}
if(m_ren_type.cur_item() == 3)
{
// When rendering in mono format,
// Set threshold gamma = 0.5
//-------------------
m_feng.gamma(agg::gamma_threshold(m_gamma.value() / 2.0));
}
else
{
m_feng.gamma(agg::gamma_none());
m_gamma_lut.gamma(m_gamma.value());
}
draw_text(ras, sl, ren_solid, ren_bin);
ras.gamma(agg::gamma_power(1.0));
agg::render_ctrl(ras, sl, ren_base, m_ren_type);
agg::render_ctrl(ras, sl, ren_base, m_height);
agg::render_ctrl(ras, sl, ren_base, m_width);
agg::render_ctrl(ras, sl, ren_base, m_weight);
agg::render_ctrl(ras, sl, ren_base, m_gamma);
agg::render_ctrl(ras, sl, ren_base, m_hinting);
agg::render_ctrl(ras, sl, ren_base, m_kerning);
agg::render_ctrl(ras, sl, ren_base, m_performance);
}
virtual void on_ctrl_change()
{
if(m_performance.status())
{
pixfmt_type pf(rbuf_window(), m_gamma_lut);
base_ren_type ren_base(pf);
renderer_solid ren_solid(ren_base);
renderer_bin ren_bin(ren_base);
ren_base.clear(agg::rgba(1,1,1));
agg::scanline_u8 sl;
agg::rasterizer_scanline_aa<> ras;
unsigned num_glyphs = 0;
start_timer();
for(int i = 0; i < 50; i++)
{
num_glyphs += draw_text(ras, sl, ren_solid, ren_bin);
}
double t = elapsed_time();
char buf[100];
sprintf(buf,
"Glyphs=%u, Time=%.3fms, %.3f glyps/sec, %.3f microsecond/glyph",
num_glyphs,
t,
(num_glyphs / t) * 1000.0,
(t / num_glyphs) * 1000.0);
message(buf);
m_performance.status(false);
force_redraw();
}
}
virtual void on_key(int x, int y, unsigned key, unsigned flags)
{
text_flip = !text_flip;
force_redraw();
}
};
int agg_main(int argc, char* argv[])
{
HDC dc = ::GetDC(0);
the_application app(dc, agg::pix_format_bgr24, flip);
app.caption("AGG Example. Rendering TrueType Fonts with WinAPI");
if(app.init(640, 520, agg::window_resize))
{
return app.run();
}
::ReleaseDC(0, dc);
return 1;
}
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