466 lines
11 KiB
V
466 lines
11 KiB
V
// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module freetype
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import (
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os
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gx
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gg
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glm
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gl
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)
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#flag windows -I @VROOT/thirdparty/freetype/include
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#flag windows -L @VROOT/thirdparty/freetype/win64
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#flag solaris -I/opt/local/include/freetype2
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#flag solaris -L/opt/local/lib
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#flag darwin -I/usr/local/include/freetype2
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// MacPorts
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#flag darwin -I/opt/local/include/freetype2
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#flag darwin -L/opt/local/lib
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#flag freebsd -I/usr/local/include/freetype2
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#flag freebsd -Wl -L/usr/local/lib
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#flag -lfreetype
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//#flag -I @VROOT/thirdparty/freetype
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//#flag @VROOT/thirdparty/freetype/libfreetype.a
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#flag darwin -lpng -lbz2 -lz
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#flag linux -I/usr/include/freetype2
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#flag linux -I.
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#include "ft2build.h"
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#include FT_FREETYPE_H
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fn C.FT_Init_FreeType() voidptr
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fn C.FT_New_Face() voidptr
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fn C.FT_Set_Pixel_Sizes()
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pub const (
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default_font_size = 12
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)
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struct Character {
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code i64
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texture_id u32
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size gg.Vec2
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horizontal_bearing_px gg.Vec2
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horizontal_advance_px u32
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vertical_bearing_px gg.Vec2
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vertical_advance_px u32
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}
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[typedef]
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struct C.FT_Library {}
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pub struct FreeType {
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shader gl.Shader
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// use_ortho bool
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width int
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height int
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vao u32
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rect_vao u32
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rect_vbo u32
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line_vao u32
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line_vbo u32
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vbo u32
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chars []Character
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face &C.FT_FaceRec
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scale int // retina = 2 , normal = 1
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mut:
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utf_runes []string
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utf_chars []Character
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}
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struct C.Bitmap {
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width int
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rows int
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buffer int
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}
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struct C.Advance {
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x int
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y int
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}
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[typedef]
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struct C.FT_Glyph_Metrics {
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width int
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height int
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horiBearingX int
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horiBearingY int
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horiAdvance int
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vertBearingX int
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vertBearingY int
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vertAdvance int
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}
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struct C.Glyph {
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bitmap C.Bitmap
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bitmap_left int
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bitmap_top int
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advance Advance
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metrics C.FT_Glyph_Metrics
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}
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[typedef]
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struct C.FT_FaceRec {
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glyph &C.Glyph
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family_name charptr
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style_name charptr
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}
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///type FT_Face &C.FT_FaceRec
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fn C.FT_Load_Char(voidptr, i64, int) int
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fn ft_load_char(face &C.FT_FaceRec, code i64) Character {
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//println('\nftload_char( code=$code)')
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//C.printf('face=%p\n', face)
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//C.printf('cobj=%p\n', _face.cobj)
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ret := C.FT_Load_Char(face, code, C.FT_LOAD_RENDER|C.FT_LOAD_FORCE_AUTOHINT)
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//println('ret=$ret')
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if ret != 0 {
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println('freetype: failed to load glyph (utf32 code=$code, ' +
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'error code=$ret)')
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return Character{code: code}
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}
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// Generate texture
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mut texture := 0
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C.glGenTextures(1, &texture)
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C.glBindTexture(C.GL_TEXTURE_2D, texture)
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fgwidth := (*face).glyph.bitmap.width
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fgrows := (*face).glyph.bitmap.rows
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C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RED, fgwidth, fgrows,
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0, C.GL_RED, C.GL_UNSIGNED_BYTE, (*face).glyph.bitmap.buffer)
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// Set texture options
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_S, C.GL_CLAMP_TO_EDGE)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_T, C.GL_CLAMP_TO_EDGE)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
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// Create the character
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return Character {
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code: code
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texture_id: u32(texture)
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size: gg.vec2(fgwidth, fgrows)
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// Note: advance is number of 1/64 pixels
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// Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
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horizontal_bearing_px: gg.vec2((*face).glyph.metrics.horiBearingX >> 6, (*face).glyph.metrics.horiBearingY >> 6)
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vertical_bearing_px: gg.vec2((*face).glyph.metrics.vertBearingX >> 6, (*face).glyph.metrics.vertBearingY >> 6) // not used for now
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horizontal_advance_px: (*face).glyph.metrics.horiAdvance >> 6
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vertical_advance_px: (*face).glyph.metrics.vertAdvance >> 6
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}
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}
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pub fn new_context(cfg gg.Cfg) &FreeType {
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scale := cfg.scale
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// Can only have text in ortho mode
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if !cfg.use_ortho {
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return &FreeType{}
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}
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width := cfg.width * scale
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height := cfg.height * scale
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font_size := cfg.font_size * scale
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// exit('fs=$font_size')
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// if false {
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// retina
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// width = width * 2// scale// 2
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// height = height * 2// scale// 2
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// font_size *= scale// 2
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// }
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/*
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gl.viewport(0, 0, width, height)
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*/
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// gl.enable(GL_CULL_FACE) // TODO NEED CULL?
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gl.enable(C.GL_BLEND)
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C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
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shader := gl.new_shader('text')
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shader.use()
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projection := glm.ortho(0, width, 0, height)// 0 at BOT
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shader.set_mat4('projection', projection)
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// FREETYPE
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ft := C.FT_Library{}
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// All functions return a value different than 0 whenever
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// an error occurred
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mut ret := C.FT_Init_FreeType(&ft)
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if ret != 0 {
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panic('freetype: Could not init FreeType Library')
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}
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// Load font as face
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mut font_path := cfg.font_path
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if font_path == '' {
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font_path = 'RobotoMono-Regular.ttf'
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}
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if !os.exists(font_path) {
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exe_path := os.executable()
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exe_dir := os.base_dir(exe_path)
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font_path = '$exe_dir/$font_path'
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}
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if !os.exists(font_path) {
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println('failed to load $font_path')
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return 0
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}
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println('Trying to load font from $font_path')
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face := &C.FT_FaceRec{}
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ret = int(C.FT_New_Face(ft, font_path.str, 0, &face))
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if ret != 0 {
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println('freetype: failed to load the font (error=$ret)')
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exit(1)
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}
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// Set size to load glyphs as
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C.FT_Set_Pixel_Sizes(face, 0, font_size)
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// Disable byte-alignment restriction
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C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 1)
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// Gen texture
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// Load first 128 characters of ASCII set
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mut chars := []Character
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for c in 0..128 {
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ch := ft_load_char(face, i64(c))
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// s := utf32_to_str(uint(0x043f))
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// s := 'п'
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// ch = ft_load_char(f, s.utf32_code())
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// # unsigned long c = FT_Get_Char_Index(face, 0x043f );
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// # printf("!!!!!!!!! %lu\n", c);
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// # c = FT_Get_Char_Index(face, 0xd0bf );
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// # printf("!!!!!!!!! %lu\n", c);
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// # ch = gg__ft_load_char(f, 0xd0bf) ; // UTF 8
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chars << ch
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}
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//ch := Character{}
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// Configure VAO
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vao := gl.gen_vertex_array()
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//println('new gg text context vao=$vao')
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vbo := gl.gen_buffer()
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gl.bind_vao(vao)
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gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
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// # glBufferData(GL_ARRAY_BUFFER, sizeof(GLf32) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
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// # glVertexAttribPointer(0, 4, GL_FLOAT,false, 4 * sizeof(GLf32), 0);
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// # glBindVertexArray(0);
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ctx := &FreeType {
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shader: shader
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width: width
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height: height
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scale: scale
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vao: vao
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vbo: vbo
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chars: chars
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face: face
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}
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//ctx.init_utf8_runes()
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return ctx
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}
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pub fn (ctx mut FreeType) draw_text(_x, _y int, text string, cfg gx.TextCfg) {
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//utext := text.ustring_tmp()
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utext := text.ustring()
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ctx.private_draw_text(_x, _y, utext, cfg)
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}
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fn (ctx mut FreeType) draw_text_fast(_x, _y int, text ustring, cfg gx.TextCfg) {
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ctx.private_draw_text(_x, _y, text, cfg)
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}
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fn (ctx mut FreeType) private_draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
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/*
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if utext.s.contains('on_seg') {
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println('\nat(0)')
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println(utext.runes)
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firstc := utext.at(0)
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println('drawtext "$utext.s" len=$utext.s.len ulen=$utext.len x=$_x firstc=$firstc')
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if firstc != ' ' {
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exit(1)
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}
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}
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*/
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mut x := f32(_x)
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mut y := f32(_y)
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wx, wy := ctx.text_size(utext.s)
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yoffset := if ctx.scale > 1 { 5 /* highdpi */ } else { -1 /* lowdpi */ }
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// println('scale=$ctx.scale size=$cfg.size')
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if cfg.align == gx.ALIGN_RIGHT {
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//width := utext.len * 7
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width := wx
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x -= width + 10
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}
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x *= ctx.scale
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y *= ctx.scale
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y += yoffset
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y = f32(ctx.height) - y //invert y direction
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color := cfg.color
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// Activate corresponding render state
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ctx.shader.use()
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ctx.shader.set_color('textColor', color)
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C.glActiveTexture(C.GL_TEXTURE0)
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gl.bind_vao(ctx.vao)
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// Iterate through all characters
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// utext := text.ustring()
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for i in 0..utext.len {
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_rune := utext.at(i)
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// println('$i => $_rune')
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mut ch := Character{}
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mut found := false
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if _rune.len == 1 {
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idx := _rune[0]
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if idx < 0 || idx >= ctx.chars.len {
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println('BADE RUNE $_rune')
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continue
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}
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found = true
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ch = ctx.chars[_rune[0]]
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}
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else if _rune.len > 1 {
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// TODO O(1) use map
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for j in 0..ctx.utf_runes.len {
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rune_j := ctx.utf_runes[j]
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if rune_j==_rune {
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ch = ctx.utf_chars[j]
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found = true
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break
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}
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}
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}
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// A new Unicode character. Load it and cache it.
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if !found && _rune.len > 0 && _rune[0] > 32 {
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c := _rune[0]
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//println('cant draw rune "$_rune" code=$c, loading')
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//continue
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ch = ft_load_char(ctx.face, _rune.utf32_code())
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//println('done loading')
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ctx.utf_runes << _rune
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ctx.utf_chars << ch
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//exit(1)
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// continue
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}
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xpos := x + f32(ch.horizontal_bearing_px.x) * 1
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ypos := y - f32(ch.size.y + wy - ch.horizontal_bearing_px.y) * 1
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//ypos := y - wy
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w := f32(ch.size.x) * 1
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h := f32(ch.size.y) * 1
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// Update VBO for each character
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vertices := [
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xpos, ypos + h, 0.0, 0.0 ,
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xpos, ypos, 0.0, 1.0 ,
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xpos + w, ypos, 1.0, 1.0 ,
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xpos, ypos + h, 0.0, 0.0 ,
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xpos + w, ypos, 1.0, 1.0 ,
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xpos + w, ypos + h, 1.0, 0.0
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]
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// Render glyph texture over quad
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C.glBindTexture(C.GL_TEXTURE_2D, ch.texture_id)
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// Update content of VBO memory
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gl.bind_buffer(C.GL_ARRAY_BUFFER, ctx.vbo)
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// glBufferSubData(..)
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C.glBufferData(C.GL_ARRAY_BUFFER, 96, vertices.data, C.GL_DYNAMIC_DRAW)
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// Render quad
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gl.draw_arrays(C.GL_TRIANGLES, 0, 6)
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x += f32(ch.horizontal_advance_px)
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// Stop drawing if the limit is reached
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if cfg.max_width > 0 {
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if x >= cfg.max_width {
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break
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}
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}
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}
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gl.bind_vao(u32(0))
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C.glBindTexture(C.GL_TEXTURE_2D, 0)
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}
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pub fn (ctx mut FreeType) draw_text_def(x, y int, text string) {
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cfg := gx.TextCfg {
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color: gx.Black
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size: default_font_size
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align: gx.align_left
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}
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ctx.draw_text(x, y, text, cfg)
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}
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pub fn (ctx mut FreeType) text_width(s string) int {
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x, _ := ctx.text_size(s)
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return x
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}
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pub fn (ctx mut FreeType) text_height(s string) int {
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_, y := ctx.text_size(s)
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return y
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}
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pub fn (ctx mut FreeType) text_size(s string) (int, int) {
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//t := time.ticks()
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utext := s.ustring()
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mut x := u32(0)
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mut maxy := u32(0)
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mut _rune := ''
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mut ch := Character{}
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for i in 0..utext.len {
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_rune = utext.at(i)
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ch = Character{}
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mut found := false
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if _rune.len == 1 {
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idx := _rune[0]
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if idx < 0 || idx >= ctx.chars.len {
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println('BADE RUNE $_rune')
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continue
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}
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found = true
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ch = ctx.chars[_rune[0]]
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}
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else if _rune.len > 1 {
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// TODO O(1) use map
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for j in 0..ctx.utf_runes.len {
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rune_j := ctx.utf_runes[j]
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if rune_j==_rune {
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ch = ctx.utf_chars[j]
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found = true
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break
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}
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}
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}
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if !found && _rune.len > 0 && _rune[0] > 32 {
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ch = ft_load_char(ctx.face, _rune.utf32_code())
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ctx.utf_runes << _rune
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ctx.utf_chars << ch
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}
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x += ch.horizontal_advance_px
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if maxy < ch.vertical_advance_px {
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maxy = ch.vertical_advance_px
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}
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}
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//println('text width "$s" = ${time.ticks() - t} ms')
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//scaled_x := x
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//scaled_y := maxy
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scaled_x := int(f64(x)/ctx.scale)
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scaled_y := int(f64(maxy)/ctx.scale)
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//println('text_size of "${s}" | x,y: $x,$maxy | scaled_x: ${scaled_x:3d} | scaled_y: ${scaled_y:3d} ')
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return scaled_x, scaled_y
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}
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/*
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pub fn (f FT_Face) str() string {
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return 'FT_Face{ style_name: ${ptr_str(f.style_name)} family_name: ${ptr_str(f.family_name)} }'
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}
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*/
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pub fn (ac []Character) str() string {
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mut res := []string
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for c in ac {
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res << ' Character{ code: $c.code , texture_id: $c.texture_id }'
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}
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return '[\n' + res.join(',\n') + ']'
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}
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