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# -*- indent-tabs-mode: t -*-
# Soya 3D
# Copyright (C) 2004 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
# 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
# A big part of this file is heavily inspired by OGLFT (www.sf.net/project/oglft)
# We need to rewrite it because OGLFT is written in C++ :-(
cdef FT_Library library
cdef int library_inited
library_inited = 0
cdef class Glyph:
#cdef readonly float _pixels_x1, _pixels_y1, _pixels_x2, _pixels_y2, width, height, y, x
#cdef readonly unichar
def __init__(self, unichar):
self.unichar = unichar
def __repr__(self):
return "<Glyph '%s' %s x %s>" % (self.unichar, self.width, self.height)
cdef class _Font:
#cdef FT_Face _face
#cdef readonly filename
#cdef int _width, _height
#cdef _glyphs
#cdef GLubyte* _pixels
#cdef int _current_x, _current_y
#cdef readonly int _current_height, _pixels_height
#cdef int _rendering
#cdef GLuint _tex_id
property height:
def __get__(self):
return self._height
property width:
def __get__(self):
return self._width
def __init__(self, filename, int width = 20, int height = 30):
import os.path
if not os.path.exists(filename): raise ValueError("Cannot open font file %s", filename)
self._width = width
self._height = height + 4
self._pixels_height = -1 # Needed, because if the first glyph generated is " " (with a height of 0), the texture won't be resized, and OpenGL doesn't accept a texture with a zero dimension.
self._glyphs = {}
self.filename = filename
cdef void _init(self):
"""Real initialization, which is not done in __init__, since we need Soya to be fully
initialized to make OpenGL calls."""
glGenTextures(1, &(self._tex_id))
glBindTexture(GL_TEXTURE_2D, self._tex_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glBindTexture(GL_TEXTURE_2D, 0)
# init FreeType
global library_inited
if library_inited == 0:
if FT_Init_FreeType(&library): raise ImportError("Cannot init FreeType")
library_inited = 1
# init FreeType face
if FT_New_Face(library, self.filename, 0, &self._face): raise ValueError("Cannot open font file %s", self.filename)
if FT_Set_Char_Size(self._face, 0, self._face.units_per_EM * 64, 0, 0): raise ValueError("Cannot set char size")
if self._face.face_flags & FT_FACE_FLAG_SCALABLE: FT_Set_Pixel_Sizes(self._face, self._width, self._height)
else: FT_Set_Pixel_Sizes(self._face, 0 , 0)
# As of FreeType 2.1: only a UNICODE charmap is automatically activated.
# If no charmap is activated automatically, just use the first one.
# BUT I NEED A UNICODE CHARMAP !!!!!
#if (self._face.charmap == 0) and (self._face.num_charmaps > 0):
# FT_Select_Charmap(self._face, self._face.charmaps[0].encoding)
#self._ascender = self._scale * (<float> self._face.ascender )
#self._descender = self._scale * (<float> self._face.descender)
def __dealloc__(self):
FT_Done_Face(self._face)
glDeleteTextures(1, &(self._tex_id))
cdef Glyph _get_glyph(self, char_):
cdef int code
cdef Glyph glyph
code = ord(char_)
glyph = self._glyphs.get(code)
if glyph is None: glyph = self._glyphs[code] = self._gen_glyph(char_, code)
return glyph
cdef _gen_glyph(self, char_, int code):
cdef int glyph_index, j
cdef Glyph glyph
cdef FT_Bitmap bitmap
cdef int g_height
# Initialize if needed.
if self._pixels_height == -1: self._init()
if self._rendering: glEnd(); self._rendering = 0
glyph = Glyph(char_)
glyph_index = FT_Get_Char_Index(self._face, code)
if FT_Load_Glyph(self._face, glyph_index, FT_LOAD_DEFAULT) != 0: raise ValueError("Glyph %s does not exist !" % glyph_index)
if self._face.glyph.format != FT_GLYPH_FORMAT_BITMAP:
FT_Render_Glyph(self._face.glyph, FT_RENDER_MODE_NORMAL)
bitmap = self._face.glyph.bitmap
g_height = bitmap.rows
if self._current_x + bitmap.width > MAX_TEXTURE_SIZE:# We need a new row in the texture
self._current_x = 0
self._current_y = self._current_y + self._current_height + 1
self._current_height = 0
if g_height > self._current_height: self._current_height = g_height
if self._current_y + g_height > self._pixels_height: # We need to extend the texture
self._sizeup_pixel(self._current_y + g_height)
if char_ == " ": glyph.width = self._width / 2
else: glyph.width = bitmap.width
glyph.height = g_height
glyph._pixels_x1 = (<float> self._current_x ) / (<float> MAX_TEXTURE_SIZE)
glyph._pixels_y1 = (<float> self._current_y ) / (<float> self._pixels_height)
glyph._pixels_x2 = (<float> self._current_x + glyph.width ) / (<float> MAX_TEXTURE_SIZE)
glyph._pixels_y2 = (<float> self._current_y + glyph.height) / (<float> self._pixels_height)
glyph.y = self._height - self._face.glyph.bitmap_top
glyph.x = self._face.glyph.bitmap_left
for j from 0 <= j < bitmap.rows: # get pixels
memcpy(self._pixels + self._current_x + (self._current_y + j) * MAX_TEXTURE_SIZE, bitmap.buffer + bitmap.pitch * j, bitmap.pitch)
self._current_x = self._current_x + glyph.width + 5
glBindTexture(GL_TEXTURE_2D, self._tex_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
MAX_TEXTURE_SIZE, self._pixels_height, 0,
GL_ALPHA, GL_UNSIGNED_BYTE,
self._pixels,
)
return glyph
cdef void _sizeup_pixel(self, int height):
if height < 32: height = 32
elif height < 64: height = 64
elif height < 128: height = 128
elif height < 256: height = 256
elif height < 512: height = 512
elif height < 1024: height = 1024
elif height < 2048: height = 2048
else: raise MemoryError("Too many characters in font %s -- no space left on texture." % self)
cdef Glyph glyph
for glyph in self._glyphs.values():
glyph._pixels_y1 = glyph._pixels_y1 / height * self._pixels_height
glyph._pixels_y2 = glyph._pixels_y2 / height * self._pixels_height
self._pixels = <GLubyte*> realloc(self._pixels, MAX_TEXTURE_SIZE * height * sizeof(GLubyte))
cdef int i
# 'max' because self._pixels_height is -1 at the beginning
for i from MAX_TEXTURE_SIZE * max(self._pixels_height, 0) <= i < MAX_TEXTURE_SIZE * height:
self._pixels[i] = 0
self._pixels_height = height
def __repr__(self):
return "<Font '%s', width = %s, height = %s, %s characters loaded>" % (self.filename, self._width, self._height, len(self._glyphs))
def get_glyph(self, chr):
return self._get_glyph(chr)
def create_glyphs(self, text):
for char_ in text: self._get_glyph(char_)
def get_print_size(self, text):
cdef float width, height, line_width
cdef Glyph glyph
width = 0.0
height = self._height
line_width = 0.0
for char_ in text:
if char_ == "\n":
height = height + self._height
if width < line_width: width = line_width
line_width = 0.0
else:
glyph = self._get_glyph(char_)
line_width = line_width + glyph.x + glyph.width
if width < line_width: width = line_width
return width, height
def wordwrap(self, text, float width):
""" return a tuple like:
( max_line_width, total_height, wrapped text )
"""
cdef float height, line_width, max_line_width, char_width
cdef int word_start, i, nb
cdef Glyph glyph
height = self._height
line_width = 0.0
max_line_width = 0.0
word_start = -1
i = 0
nb = len(text)
text2 = ""
while i < nb:
char_ = text[i]
if char_ == "\n":
height = height + self._height
if line_width > max_line_width: max_line_width = line_width
line_width = 0.0
word_start = -1
else:
if char_ == " ": word_start = i
glyph = self._get_glyph(char_)
line_width = line_width + glyph.width + glyph.x
if (line_width > width) and (word_start != -1):
height = height + self._height
if line_width > max_line_width: max_line_width = line_width
line_width = 0.0
text2 = text2 + text[len(text2):word_start] + "\n"
i = word_start
word_start = -1
i = i + 1
if line_width > max_line_width: max_line_width = line_width
text2 = text2 + text[len(text2):]
return max_line_width, height, text2
def wordwrap_line(self, text, float width):
""" return a tuple like :
( max_line_width, total_height, [ ('line1', line1width), ('line2', linewidth2) ... ] )
"""
cdef float height, line_width, max_line_width, char_width
cdef int word_start, i, nb, line_start
cdef Glyph glyph
height = self._height
line_width = 0.0
max_line_width = 0.0
word_start = -1
i = 0
nb = len(text)
lines = []
line_start = 0
while i < nb:
char_ = text[i]
if char_ == "\n":
lines.append((text[line_start:i], line_width))
height = height + self._height
if line_width > max_line_width: max_line_width = line_width
line_width = 0.0
word_start = -1
line_start = i + 1
else:
if char_ == " ": word_start = i
glyph = self._get_glyph(char_)
char_width = glyph.width + glyph.x
line_width = line_width + char_width
if (line_width > width) and (word_start != -1):
lines.append((text[line_start:word_start], line_width - char_width))
height = height + self._height
if line_width > max_line_width: max_line_width = line_width
line_width = 0.0
line_start = word_start + 1
i = word_start
word_start = -1
i = i + 1
if line_width > max_line_width: max_line_width = line_width
lines.append((text[line_start:], line_width))
return width, height, lines
def draw(self, text, float x, float y, float z = 0.0, int cull_face = 0):
cdef Glyph glyph
cdef float x_orig
if cull_face == 0: glDisable(GL_CULL_FACE)
glEnable (GL_TEXTURE_2D)
glEnable (GL_BLEND)
glBindTexture(GL_TEXTURE_2D, self._tex_id)
x_orig = x
self._rendering = 0
for char_ in text:
if char_ == "\n":
x = x_orig
y = y + self._height
else:
glyph = self._get_glyph(char_)
if self._rendering == 0: glBegin(GL_QUADS); self._rendering = 1
x = x + glyph.x
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
x = x + glyph.width
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
if self._rendering == 1: glEnd(); self._rendering = 0
if cull_face == 0: glEnable (GL_CULL_FACE)
glDisable(GL_BLEND)
glBindTexture(GL_TEXTURE_2D, 0)
def draw_area(self, text, float x, float y, float z, float width, float box_height, int align):
cdef Glyph glyph
cdef float w, h, x_orig
glDisable (GL_CULL_FACE)
glEnable (GL_TEXTURE_2D)
glEnable (GL_BLEND)
glBindTexture(GL_TEXTURE_2D, self._tex_id)
x_orig = x
self._rendering = 0
if align == TEXT_ALIGN_LEFT:
width, h, text = self.wordwrap(text, width)
for char_ in text:
if char_ == "\n":
x = x_orig
y = y + self._height
if y >= box_height: break
else:
glyph = self._get_glyph(char_)
if self._rendering == 0: glBegin(GL_QUADS); self._rendering = 1
x = x + glyph.x
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
x = x + glyph.width
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
elif align == TEXT_ALIGN_CENTER:
width, h, lines = self.wordwrap_line(text, width)
for line, w in lines:
if not isinstance(line, unicode): line = line.decode("latin")
x = x_orig + (width - w) / 2.0
for char_ in line:
glyph = self._get_glyph(char_)
if self._rendering == 0: glBegin(GL_QUADS); self._rendering = 1
x = x + glyph.x
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
glTexCoord2f(glyph._pixels_x1, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
x = x + glyph.width
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y2); glVertex3f(x, y + glyph.y + glyph.height, z)
glTexCoord2f(glyph._pixels_x2, glyph._pixels_y1); glVertex3f(x, y + glyph.y, z)
y = y + self._height
if y >= box_height: break
if self._rendering == 1: glEnd(); self._rendering = 0
glEnable (GL_CULL_FACE)
glDisable (GL_BLEND)
glBindTexture(GL_TEXTURE_2D, 0)
def _image(self):
"""Debugging stuff -- return the font loaded glyphs as a PIL image."""
import PIL.Image
cdef int i, size
cdef GLubyte* pixels
size = MAX_TEXTURE_SIZE * self._pixels_height * 3 * sizeof(GLubyte)
pixels = <GLubyte*> malloc(size)
for i from 0 <= i < MAX_TEXTURE_SIZE * self._pixels_height:
pixels[3 * i ] = self._pixels[i]
pixels[3 * i + 1] = self._pixels[i]
pixels[3 * i + 2] = self._pixels[i]
image = PIL.Image.new("RGB", (MAX_TEXTURE_SIZE, self._pixels_height))
image.fromstring(PyString_FromStringAndSize(<char*> pixels, size))
return image
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