/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "glfont.h" #include "globaldefs.h" #include "igl.h" // generic string printing with call lists class GLFontCallList : public GLFont { GLuint m_displayList; int m_pixelHeight; int m_pixelAscent; int m_pixelDescent; public: GLFontCallList( GLuint displayList, int asc, int desc, int pixelHeight ) : m_displayList( displayList ), m_pixelHeight( pixelHeight ), m_pixelAscent( asc ), m_pixelDescent( desc ){ } virtual ~GLFontCallList(){ glDeleteLists( m_displayList, 256 ); } void printString( const char *s ){ GlobalOpenGL().m_glListBase( m_displayList ); GlobalOpenGL().m_glCallLists( GLsizei( strlen( s ) ), GL_UNSIGNED_BYTE, reinterpret_cast( s ) ); } virtual int getPixelAscent() const { return m_pixelAscent; } virtual int getPixelDescent() const { return m_pixelDescent; } virtual int getPixelHeight() const { return m_pixelHeight; } }; #if GDEF_OS_WINDOWS #include #endif #include "debugging/debugging.h" // LordHavoc: this is code for direct Xlib bitmap character fetching, as an // alternative to requiring gtkglarea, it was created due to a lack of this // package on SuSE 9.x but this package is now commonly shipping in Linux // distributions so this code may be unnecessary, feel free however to enable // it when building packages for distros that do not ship with that package, // or if you just prefer less dependencies... #if 0 #include #include #include GLFont *glfont_create( const char* font_string ){ GLuint font_list_base; XFontStruct *fontInfo; Display *dpy = GDK_DISPLAY(); unsigned int i, first, last, firstrow, lastrow; int maxchars; int firstbitmap; fontInfo = XLoadQueryFont( dpy, "-*-fixed-*-*-*-*-8-*-*-*-*-*-*-*" ); if ( fontInfo == NULL ) { // try to load other fonts fontInfo = XLoadQueryFont( dpy, "-*-fixed-*-*-*-*-*-*-*-*-*-*-*-*" ); // any font will do ! if ( fontInfo == NULL ) { fontInfo = XLoadQueryFont( dpy, "-*-*-*-*-*-*-*-*-*-*-*-*-*-*" ); } if ( fontInfo == NULL ) { ERROR_MESSAGE( "couldn't create font" ); } } first = (int)fontInfo->min_char_or_byte2; last = (int)fontInfo->max_char_or_byte2; firstrow = (int)fontInfo->min_byte1; lastrow = (int)fontInfo->max_byte1; /* * How many chars in the charset */ maxchars = 256 * lastrow + last; font_list_base = glGenLists( maxchars + 1 ); if ( font_list_base == 0 ) { ERROR_MESSAGE( "couldn't create font" ); } /* * Get offset to first char in the charset */ firstbitmap = 256 * firstrow + first; /* * for each row of chars, call glXUseXFont to build the bitmaps. */ for ( i = firstrow; i <= lastrow; i++ ) { glXUseXFont( fontInfo->fid, firstbitmap, last - first + 1, font_list_base + firstbitmap ); firstbitmap += 256; } /* *height = fontInfo->ascent + fontInfo->descent; *width = fontInfo->max_bounds.width; */ return new GLFontCallList( font_list_base, fontInfo->ascent, fontInfo->descent, fontInfo->ascent + fontInfo->descent ); } #elif 0 #include GLFont *glfont_create( const char* font_string ){ GLuint font_list_base = glGenLists( 256 ); gint font_height = 0, font_ascent = 0, font_descent = 0; PangoFontDescription* font_desc = pango_font_description_from_string( font_string ); PangoFont* font = gdk_gl_font_use_pango_font( font_desc, 0, 256, font_list_base ); if ( font == 0 ) { pango_font_description_free( font_desc ); font_desc = pango_font_description_from_string( "fixed 8" ); font = gdk_gl_font_use_pango_font( font_desc, 0, 256, font_list_base ); } if ( font == 0 ) { pango_font_description_free( font_desc ); font_desc = pango_font_description_from_string( "courier new 8" ); font = gdk_gl_font_use_pango_font( font_desc, 0, 256, font_list_base ); } if ( font != 0 ) { PangoFontMetrics* font_metrics = pango_font_get_metrics( font, 0 ); font_ascent = pango_font_metrics_get_ascent( font_metrics ); font_descent = pango_font_metrics_get_descent( font_metrics ); font_height = font_ascent + font_descent; font_ascent = PANGO_PIXELS( font_ascent ); font_descent = PANGO_PIXELS( font_descent ); font_height = PANGO_PIXELS( font_height ); pango_font_metrics_unref( font_metrics ); } pango_font_description_free( font_desc ); // fix for pango/gtkglext metrix bug if ( font_height > 256 ) { font_height = 16; } return new GLFontCallList( font_list_base, font_ascent, font_descent, font_height ); } #else // new font code ripped from ZeroRadiant #include #include #include class GLFontInternal : public GLFont { const char *font_string; int font_height; int font_ascent; int font_descent; int y_offset_bitmap_render_pango_units; PangoContext *ft2_context; PangoFontMap *fontmap; public: GLFontInternal( const char *_font_string ) : font_string( _font_string ){ PangoFontDescription *font_desc; PangoLayout *layout; PangoRectangle log_rect; int font_ascent_pango_units; int font_descent_pango_units; #if !PANGO_VERSION_CHECK( 1,22,0 ) ft2_context = pango_ft2_get_context( 72, 72 ); #else fontmap = pango_ft2_font_map_new(); pango_ft2_font_map_set_resolution( PANGO_FT2_FONT_MAP( fontmap ), 72, 72 ); ft2_context = pango_font_map_create_context( fontmap ); #endif font_desc = pango_font_description_from_string( font_string ); //pango_font_description_set_size(font_desc, 10 * PANGO_SCALE); pango_context_set_font_description( ft2_context, font_desc ); pango_font_description_free( font_desc ); // TODO fallback to fixed 8, courier new 8 layout = pango_layout_new( ft2_context ); #ifdef FONT_SIZE_WORKAROUND pango_layout_set_width( layout, -1 ); // -1 no wrapping. All text on one line. pango_layout_set_text( layout, "The quick brown fox jumped over the lazy sleeping dog's back then sat on a tack.", -1 ); // -1 null-terminated string. #endif #if !PANGO_VERSION_CHECK( 1,22,0 ) PangoLayoutIter *iter; iter = pango_layout_get_iter( layout ); font_ascent_pango_units = pango_layout_iter_get_baseline( iter ); pango_layout_iter_free( iter ); #else font_ascent_pango_units = pango_layout_get_baseline( layout ); #endif pango_layout_get_extents( layout, NULL, &log_rect ); g_object_unref( G_OBJECT( layout ) ); font_descent_pango_units = log_rect.height - font_ascent_pango_units; font_ascent = PANGO_PIXELS_CEIL( font_ascent_pango_units ); font_descent = PANGO_PIXELS_CEIL( font_descent_pango_units ); font_height = font_ascent + font_descent; y_offset_bitmap_render_pango_units = ( font_ascent * PANGO_SCALE ) - font_ascent_pango_units; } virtual ~GLFontInternal(){ g_object_unref( G_OBJECT( ft2_context ) ); g_object_unref( G_OBJECT( fontmap ) ); } // Renders the input text at the current location with the current color. // The X position of the current location is used to place the left edge of the text image, // where the text image bounds are defined as the logical extents of the line of text. // The Y position of the current location is used to place the bottom of the text image. // You should offset the Y position by the amount returned by gtk_glwidget_font_descent() // if you want to place the baseline of the text image at the current Y position. // Note: A problem with this function is that if the lower left corner of the text falls // just a hair outside of the viewport (meaning the current raster position is invalid), // then no text will be rendered. The solution to this is a very hacky one. You can search // Google for "glDrawPixels clipping". virtual void printString( const char *s ){ // The idea for this code initially came from the font-pangoft2.c example that comes with GtkGLExt. PangoLayout *layout; PangoRectangle log_rect; FT_Bitmap bitmap; unsigned char *begin_bitmap_buffer; GLfloat color[4]; GLint previous_unpack_alignment; GLboolean previous_blend_enabled; GLint previous_blend_func_src; GLint previous_blend_func_dst; GLfloat previous_red_bias; GLfloat previous_green_bias; GLfloat previous_blue_bias; GLfloat previous_alpha_scale; layout = pango_layout_new( ft2_context ); pango_layout_set_width( layout, -1 ); // -1 no wrapping. All text on one line. pango_layout_set_text( layout, s, -1 ); // -1 null-terminated string. pango_layout_get_extents( layout, NULL, &log_rect ); if ( log_rect.width > 0 && log_rect.height > 0 ) { bitmap.rows = font_ascent + font_descent; bitmap.width = PANGO_PIXELS_CEIL( log_rect.width ); bitmap.pitch = -bitmap.width; // Rendering it "upside down" for OpenGL. begin_bitmap_buffer = (unsigned char *) g_malloc( bitmap.rows * bitmap.width ); memset( begin_bitmap_buffer, 0, bitmap.rows * bitmap.width ); bitmap.buffer = begin_bitmap_buffer + ( bitmap.rows - 1 ) * bitmap.width; // See pitch above. bitmap.num_grays = 0xff; bitmap.pixel_mode = FT_PIXEL_MODE_GRAY; pango_ft2_render_layout_subpixel( &bitmap, layout, -log_rect.x, y_offset_bitmap_render_pango_units ); GlobalOpenGL().m_glGetFloatv( GL_CURRENT_COLOR, color ); // Save state. I didn't see any OpenGL push/pop operations for these. // Question: Is saving/restoring this state necessary? Being safe. GlobalOpenGL().m_glGetIntegerv( GL_UNPACK_ALIGNMENT, &previous_unpack_alignment ); previous_blend_enabled = GlobalOpenGL().m_glIsEnabled( GL_BLEND ); GlobalOpenGL().m_glGetIntegerv( GL_BLEND_SRC, &previous_blend_func_src ); GlobalOpenGL().m_glGetIntegerv( GL_BLEND_DST, &previous_blend_func_dst ); GlobalOpenGL().m_glGetFloatv( GL_RED_BIAS, &previous_red_bias ); GlobalOpenGL().m_glGetFloatv( GL_GREEN_BIAS, &previous_green_bias ); GlobalOpenGL().m_glGetFloatv( GL_BLUE_BIAS, &previous_blue_bias ); GlobalOpenGL().m_glGetFloatv( GL_ALPHA_SCALE, &previous_alpha_scale ); GlobalOpenGL().m_glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); GlobalOpenGL().m_glEnable( GL_BLEND ); GlobalOpenGL().m_glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GlobalOpenGL().m_glPixelTransferf( GL_RED_BIAS, color[0] ); GlobalOpenGL().m_glPixelTransferf( GL_GREEN_BIAS, color[1] ); GlobalOpenGL().m_glPixelTransferf( GL_BLUE_BIAS, color[2] ); GlobalOpenGL().m_glPixelTransferf( GL_ALPHA_SCALE, color[3] ); GlobalOpenGL().m_glDrawPixels( bitmap.width, bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, begin_bitmap_buffer ); g_free( begin_bitmap_buffer ); // Restore state in reverse order of how we set it. GlobalOpenGL().m_glPixelTransferf( GL_ALPHA_SCALE, previous_alpha_scale ); GlobalOpenGL().m_glPixelTransferf( GL_BLUE_BIAS, previous_blue_bias ); GlobalOpenGL().m_glPixelTransferf( GL_GREEN_BIAS, previous_green_bias ); GlobalOpenGL().m_glPixelTransferf( GL_RED_BIAS, previous_red_bias ); GlobalOpenGL().m_glBlendFunc( previous_blend_func_src, previous_blend_func_dst ); if ( !previous_blend_enabled ) { GlobalOpenGL().m_glDisable( GL_BLEND ); } GlobalOpenGL().m_glPixelStorei( GL_UNPACK_ALIGNMENT, previous_unpack_alignment ); } g_object_unref( G_OBJECT( layout ) ); } virtual int getPixelAscent() const { return font_ascent; } virtual int getPixelDescent() const { return font_descent; } virtual int getPixelHeight() const { return font_height; } }; GLFont *glfont_create( const char* font_string ){ return new GLFontInternal( font_string ); } #endif