loose integration of freetype code
This commit is contained in:
parent
68984b122f
commit
0e2c8e8ae0
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@ -358,11 +358,8 @@ part_free(void *ptr, void *context){
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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// TODO(allen): Put the burden of translation outside
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// of this function (and other functions implementing
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// the same interface).
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internal i32
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font_load(Partition *part,
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font_load_stb(Partition *part,
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Render_Font *font_out,
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char *filename_untranslated,
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i32 pt_size,
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@ -495,6 +492,200 @@ font_load(Partition *part,
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return(result);
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}
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// NOTE(allen): Thanks to insofaras.
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// This is copy-pasted from some work he
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// did to get free type working on linux.
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// Once it is working on both sides it might
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// be possible to pull some parts out as
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// portable FT rendering.
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#undef internal
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_LCD_FILTER_H
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#define internal static
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internal u32
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next_pow_of_2(u32 v){
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--v;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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return ++v;
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}
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#define NUM_GLYPHS 128
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#define ENABLE_LCD_FILTER 0
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internal b32
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font_load_freetype(Partition *part,
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Render_Font *rf,
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char *filename,
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i32 pt_size,
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i32 tab_width){
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memset(rf, 0, sizeof(*rf));
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//TODO(inso): put stuff in linuxvars / init in main
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FT_Library ft;
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FT_Face face;
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b32 use_lcd_filter = 0;
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FT_Init_FreeType(&ft);
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//NOTE(inso): i'm not sure the LCD filter looks better, and it doesn't work perfectly with the coloring stuff
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// it will probably need shaders to work properly
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#if ENABLE_LCD_FILTER
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if(FT_Library_SetLcdFilter(ft, FT_LCD_FILTER_DEFAULT) == 0){
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puts("LCD Filter on");
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use_lcd_filter = 1;
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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#endif
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FT_New_Face(ft, filename, 0, &face);
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// set size & metrics
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FT_Size_RequestRec_ size = {};
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size.type = FT_SIZE_REQUEST_TYPE_NOMINAL;
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size.height = pt_size << 6;
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FT_Request_Size(face, &size);
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rf->loaded = 1;
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rf->ascent = CEIL32 (face->size->metrics.ascender / 64.0f);
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rf->descent = FLOOR32 (face->size->metrics.descender / 64.0f);
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rf->advance = CEIL32 (face->size->metrics.max_advance / 64.0f);
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rf->height = CEIL32 (face->size->metrics.height / 64.0f);
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rf->line_skip = rf->height - (rf->ascent - rf->descent);
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rf->height -= rf->line_skip;
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rf->line_skip = 0;
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int max_glyph_w = face->size->metrics.x_ppem;
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int max_glyph_h = rf->height;
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int tex_width = 64;
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int tex_height = 0;
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// estimate upper bound on texture width
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do {
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tex_width *= 2;
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float glyphs_per_row = ceilf(tex_width / (float) max_glyph_w);
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float rows = ceilf(NUM_GLYPHS / glyphs_per_row);
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tex_height = CEIL32(rows * (max_glyph_h + 2));
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} while(tex_height > tex_width);
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tex_height = next_pow_of_2(tex_height);
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int pen_x = 0;
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int pen_y = 0;
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u32* pixels = push_array(part, u32, tex_width * tex_height);
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memset(pixels, 0, tex_width * tex_height * sizeof(u32));
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// XXX: test if AUTOHINT looks better or not
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const u32 ft_extra_flags = use_lcd_filter ? FT_LOAD_TARGET_LCD : 0; // FT_LOAD_FORCE_AUTOHINT;
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for(int i = 0; i < NUM_GLYPHS; ++i){
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if(FT_Load_Char(face, i, FT_LOAD_RENDER | ft_extra_flags) != 0) continue;
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int w = face->glyph->bitmap.width;
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int h = face->glyph->bitmap.rows;
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// lcd filter produces RGB bitmaps, need to account for the extra components
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if(use_lcd_filter){
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w /= 3;
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}
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// move to next line if necessary
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if(pen_x + w >= tex_width){
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pen_x = 0;
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pen_y += (max_glyph_h + 2);
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}
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// set all this stuff the renderer needs
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Glyph_Data* c = rf->glyphs + i;
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c->x0 = (f32)(pen_x);
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c->y0 = (f32)(pen_y);
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c->x1 = (f32)(pen_x + w);
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c->y1 = (f32)(pen_y + h + 1);
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c->xoff = (f32)(face->glyph->bitmap_left);
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c->yoff = (f32)(rf->ascent - face->glyph->bitmap_top);
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c->xoff2 = w + c->xoff;
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c->yoff2 = h + c->yoff + 1;
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rf->advance_data[i] = (f32)(face->glyph->advance.x >> 6);
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rf->glyphs[i].exists = 1;
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int pitch = face->glyph->bitmap.pitch;
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// write to texture atlas
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for(int j = 0; j < h; ++j){
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for(int i = 0; i < w; ++i){
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int x = pen_x + i;
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int y = pen_y + j;
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if(use_lcd_filter){
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u8 a = face->glyph->bitmap.buffer[j * pitch + i * 3 + 1];
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u8 r = face->glyph->bitmap.buffer[j * pitch + i * 3 + 0];
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u8 b = face->glyph->bitmap.buffer[j * pitch + i * 3 + 2];
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pixels[y * tex_width + x] = (a << 24) | (b << 16) | (a << 8) | r;
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} else {
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pixels[y * tex_width + x] = face->glyph->bitmap.buffer[j * pitch + i] * 0x1010101;
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}
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}
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}
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pen_x = CEIL32(c->x1 + 1);
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}
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Glyph_Data space_glyph = rf->glyphs[' '];
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f32 space_width = rf->advance_data[' '];
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rf->glyphs['\r'] = space_glyph;
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rf->advance_data['\r'] = space_width*tab_width;
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rf->glyphs['\n'] = space_glyph;
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rf->advance_data['\n'] = space_width*tab_width;
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rf->glyphs['\t'] = space_glyph;
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rf->advance_data['\t'] = space_width*tab_width;
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FT_Done_FreeType(ft);
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tex_height = next_pow_of_2(pen_y + max_glyph_h + 2);
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rf->tex_width = tex_width;
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rf->tex_height = tex_height;
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// upload texture
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glGenTextures(1, &rf->tex);
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glBindTexture(GL_TEXTURE_2D, rf->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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if(use_lcd_filter){
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, tex_width, tex_height, 0, GL_ALPHA, GL_UNSIGNED_INT, pixels);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return 1;
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}
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internal
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Release_Font_Sig(draw_release_font){
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glDeleteTextures(1, &font->tex);
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180
linux_font.cpp
180
linux_font.cpp
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@ -1,8 +1,5 @@
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#undef internal
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#include <fontconfig/fontconfig.h>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_LCD_FILTER_H
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#define internal static
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//TODO(inso): put in linuxvars
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@ -55,181 +52,28 @@ linux_get_sys_font(char* name, i32 pt_size){
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return result;
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}
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internal u32
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next_pow_of_2(u32 v){
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--v;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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return ++v;
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}
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#define NUM_GLYPHS 128
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#define ENABLE_LCD_FILTER 0
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internal b32
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linux_font_load(Render_Font *rf, char *name, i32 pt_size, i32 tab_width){
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linux_font_load(Partition *part, Render_Font *rf, char *name, i32 pt_size, i32 tab_width){
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b32 result = 0;
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Temp_Memory temp = begin_temp_memory(part);
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#if 0
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char* filename = linux_get_sys_font(name, pt_size);
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#else
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char* filename = (char*)malloc(256);
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char* filename = push_array(part, char, 256);
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if (filename != 0){
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String str = make_string(filename, 0, 256);
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sysshared_to_binary_path(&str, name);
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#endif
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memset(rf, 0, sizeof(*rf));
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//TODO(inso): put stuff in linuxvars / init in main
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FT_Library ft;
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FT_Face face;
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b32 use_lcd_filter = 0;
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FT_Init_FreeType(&ft);
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//NOTE(inso): i'm not sure the LCD filter looks better, and it doesn't work perfectly with the coloring stuff
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// it will probably need shaders to work properly
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#if ENABLE_LCD_FILTER
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if(FT_Library_SetLcdFilter(ft, FT_LCD_FILTER_DEFAULT) == 0){
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puts("LCD Filter on");
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use_lcd_filter = 1;
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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#endif
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FT_New_Face(ft, filename, 0, &face);
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// set size & metrics
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FT_Size_RequestRec_ size = {};
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size.type = FT_SIZE_REQUEST_TYPE_NOMINAL;
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size.height = pt_size << 6;
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FT_Request_Size(face, &size);
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rf->loaded = 1;
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rf->ascent = face->size->metrics.ascender / 64.0f;
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rf->descent = face->size->metrics.descender / 64.0f;
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rf->advance = face->size->metrics.max_advance / 64.0f;
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rf->height = face->size->metrics.height / 64.0f;
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rf->line_skip = rf->height - (rf->ascent - rf->descent);
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int max_glyph_w = face->size->metrics.x_ppem;
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int max_glyph_h = rf->height;
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int tex_width = 64;
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int tex_height = 0;
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// estimate upper bound on texture width
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do {
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tex_width *= 2;
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float glyphs_per_row = ceilf(tex_width / (float) max_glyph_w);
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float rows = ceilf(NUM_GLYPHS / glyphs_per_row);
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tex_height = rows * (max_glyph_h + 2);
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} while(tex_height > tex_width);
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tex_height = next_pow_of_2(tex_height);
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int pen_x = 0;
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int pen_y = 0;
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u32* pixels = (u32*) calloc(tex_width * tex_height, sizeof(u32));
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// XXX: test if AUTOHINT looks better or not
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const u32 ft_extra_flags = use_lcd_filter ? FT_LOAD_TARGET_LCD : 0; // FT_LOAD_FORCE_AUTOHINT;
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for(int i = 0; i < NUM_GLYPHS; ++i){
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if(FT_Load_Char(face, i, FT_LOAD_RENDER | ft_extra_flags) != 0) continue;
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int w = face->glyph->bitmap.width;
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int h = face->glyph->bitmap.rows;
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// lcd filter produces RGB bitmaps, need to account for the extra components
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if(use_lcd_filter){
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w /= 3;
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if (filename != 0){
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result = font_load_freetype(part, rf, filename, pt_size, tab_width);
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}
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// move to next line if necessary
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if(pen_x + w >= tex_width){
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pen_x = 0;
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pen_y += (max_glyph_h + 2);
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}
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// set all this stuff the renderer needs
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stbtt_packedchar* c = rf->chardata + i;
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c->x0 = pen_x;
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c->y0 = pen_y;
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c->x1 = pen_x + w;
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c->y1 = pen_y + h + 1;
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c->xoff = face->glyph->bitmap_left;
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c->yoff = -face->glyph->bitmap_top;
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c->xoff2 = w + c->xoff;
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c->yoff2 = h + c->yoff + 1;
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c->xadvance = face->glyph->advance.x >> 6;
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rf->advance_data[i] = c->xadvance;
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rf->glyphs[i].exists = 1;
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int pitch = face->glyph->bitmap.pitch;
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// write to texture atlas
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for(int j = 0; j < h; ++j){
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for(int i = 0; i < w; ++i){
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int x = pen_x + i;
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int y = pen_y + j;
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if(use_lcd_filter){
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u8 a = face->glyph->bitmap.buffer[j * pitch + i * 3 + 1];
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u8 r = face->glyph->bitmap.buffer[j * pitch + i * 3 + 0];
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u8 b = face->glyph->bitmap.buffer[j * pitch + i * 3 + 2];
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pixels[y * tex_width + x] = (a << 24) | (b << 16) | (a << 8) | r;
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} else {
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pixels[y * tex_width + x] = face->glyph->bitmap.buffer[j * pitch + i] * 0x1010101;
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}
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}
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}
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pen_x = c->x1 + 1;
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}
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rf->chardata['\r'] = rf->chardata[' '];
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rf->chardata['\n'] = rf->chardata[' '];
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rf->chardata['\t'] = rf->chardata[' '];
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rf->chardata['\t'].xadvance *= tab_width;
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rf->advance_data['\t'] = rf->advance_data[' '] * tab_width;
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FT_Done_FreeType(ft);
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tex_height = next_pow_of_2(pen_y + max_glyph_h + 2);
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rf->tex_width = tex_width;
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rf->tex_height = tex_height;
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// upload texture
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glGenTextures(1, &rf->tex);
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glBindTexture(GL_TEXTURE_2D, rf->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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if(use_lcd_filter){
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, tex_width, tex_height, 0, GL_ALPHA, GL_UNSIGNED_INT, pixels);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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free(pixels);
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free(filename);
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return 1;
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end_temp_memory(temp);
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return(result);
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}
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@ -5,194 +5,25 @@
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// be possible to pull some parts out as
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// portable FT rendering.
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#undef internal
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_LCD_FILTER_H
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#define internal static
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internal u32
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next_pow_of_2(u32 v){
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--v;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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return ++v;
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}
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#define NUM_GLYPHS 128
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#define ENABLE_LCD_FILTER 0
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internal b32
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win32_ft_font_load(Partition *part, Render_Font *rf, char *name, i32 pt_size, i32 tab_width){
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b32 result = 0;
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Temp_Memory temp = begin_temp_memory(part);
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char* filename = push_array(part, char, 256);
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if (filename != 0){
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String str = make_string(filename, 0, 256);
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sysshared_to_binary_path(&str, name);
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memset(rf, 0, sizeof(*rf));
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|
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//TODO(inso): put stuff in linuxvars / init in main
|
||||
FT_Library ft;
|
||||
FT_Face face;
|
||||
b32 use_lcd_filter = 0;
|
||||
|
||||
FT_Init_FreeType(&ft);
|
||||
|
||||
//NOTE(inso): i'm not sure the LCD filter looks better, and it doesn't work perfectly with the coloring stuff
|
||||
#if ENABLE_LCD_FILTER
|
||||
if(FT_Library_SetLcdFilter(ft, FT_LCD_FILTER_DEFAULT) == 0){
|
||||
puts("LCD Filter on");
|
||||
use_lcd_filter = 1;
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
result = font_load_freetype(part, rf, filename, pt_size, tab_width);
|
||||
}
|
||||
#endif
|
||||
|
||||
FT_New_Face(ft, filename, 0, &face);
|
||||
|
||||
// set size & metrics
|
||||
FT_Size_RequestRec_ size = {};
|
||||
size.type = FT_SIZE_REQUEST_TYPE_NOMINAL;
|
||||
size.height = pt_size << 6;
|
||||
FT_Request_Size(face, &size);
|
||||
|
||||
rf->loaded = 1;
|
||||
rf->ascent = CEIL32 (face->size->metrics.ascender / 64.0f);
|
||||
rf->descent = FLOOR32 (face->size->metrics.descender / 64.0f);
|
||||
rf->advance = CEIL32 (face->size->metrics.max_advance / 64.0f);
|
||||
rf->height = CEIL32 (face->size->metrics.height / 64.0f);
|
||||
rf->line_skip = rf->height - (rf->ascent - rf->descent);
|
||||
|
||||
rf->height -= rf->line_skip;
|
||||
rf->line_skip = 0;
|
||||
|
||||
int max_glyph_w = face->size->metrics.x_ppem;
|
||||
int max_glyph_h = rf->height;
|
||||
int tex_width = 64;
|
||||
int tex_height = 0;
|
||||
|
||||
// estimate upper bound on texture width
|
||||
do {
|
||||
tex_width *= 2;
|
||||
float glyphs_per_row = ceilf(tex_width / (float) max_glyph_w);
|
||||
float rows = ceilf(NUM_GLYPHS / glyphs_per_row);
|
||||
tex_height = CEIL32(rows * (max_glyph_h + 2));
|
||||
} while(tex_height > tex_width);
|
||||
|
||||
tex_height = next_pow_of_2(tex_height);
|
||||
|
||||
int pen_x = 0;
|
||||
int pen_y = 0;
|
||||
|
||||
u32* pixels = push_array(part, u32, tex_width * tex_height);
|
||||
memset(pixels, 0, tex_width * tex_height * sizeof(u32));
|
||||
|
||||
// XXX: test if AUTOHINT looks better or not
|
||||
const u32 ft_extra_flags = use_lcd_filter ? FT_LOAD_TARGET_LCD : FT_LOAD_FORCE_AUTOHINT;
|
||||
|
||||
for(int i = 0; i < NUM_GLYPHS; ++i){
|
||||
if(FT_Load_Char(face, i, FT_LOAD_RENDER | ft_extra_flags) != 0) continue;
|
||||
|
||||
int w = face->glyph->bitmap.width;
|
||||
int h = face->glyph->bitmap.rows;
|
||||
|
||||
// lcd filter produces RGB bitmaps, need to account for the extra components
|
||||
if(use_lcd_filter){
|
||||
w /= 3;
|
||||
}
|
||||
|
||||
// move to next line if necessary
|
||||
if(pen_x + w >= tex_width){
|
||||
pen_x = 0;
|
||||
pen_y += (max_glyph_h + 2);
|
||||
}
|
||||
|
||||
// set all this stuff the renderer needs
|
||||
Glyph_Data* c = rf->glyphs + i;
|
||||
|
||||
c->x0 = (f32)(pen_x);
|
||||
c->y0 = (f32)(pen_y);
|
||||
c->x1 = (f32)(pen_x + w);
|
||||
c->y1 = (f32)(pen_y + h + 1);
|
||||
|
||||
c->xoff = (f32)(face->glyph->bitmap_left);
|
||||
c->yoff = (f32)(rf->ascent - face->glyph->bitmap_top);
|
||||
|
||||
c->xoff2 = w + c->xoff;
|
||||
c->yoff2 = h + c->yoff + 1;
|
||||
|
||||
rf->advance_data[i] = (f32)(face->glyph->advance.x >> 6);
|
||||
|
||||
rf->glyphs[i].exists = 1;
|
||||
|
||||
|
||||
int pitch = face->glyph->bitmap.pitch;
|
||||
|
||||
// write to texture atlas
|
||||
for(int j = 0; j < h; ++j){
|
||||
for(int i = 0; i < w; ++i){
|
||||
int x = pen_x + i;
|
||||
int y = pen_y + j;
|
||||
|
||||
if(use_lcd_filter){
|
||||
u8 r = face->glyph->bitmap.buffer[j * pitch + i * 3];
|
||||
u8 g = face->glyph->bitmap.buffer[j * pitch + i * 3 + 1];
|
||||
u8 b = face->glyph->bitmap.buffer[j * pitch + i * 3 + 2];
|
||||
u8 a = (u8)ROUND32((r + g + b) / 3.0f);
|
||||
|
||||
pixels[y * tex_width + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
||||
} else {
|
||||
pixels[y * tex_width + x] = face->glyph->bitmap.buffer[j * pitch + i] * 0x1010101;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pen_x = CEIL32(c->x1 + 1);
|
||||
}
|
||||
|
||||
Glyph_Data space_glyph = rf->glyphs[' '];
|
||||
f32 space_width = rf->advance_data[' '];
|
||||
|
||||
rf->glyphs['\r'] = space_glyph;
|
||||
rf->advance_data['\r'] = space_width*tab_width;
|
||||
|
||||
rf->glyphs['\n'] = space_glyph;
|
||||
rf->advance_data['\n'] = space_width*tab_width;
|
||||
|
||||
rf->glyphs['\t'] = space_glyph;
|
||||
rf->advance_data['\t'] = space_width*tab_width;
|
||||
|
||||
FT_Done_FreeType(ft);
|
||||
|
||||
tex_height = next_pow_of_2(pen_y + max_glyph_h + 2);
|
||||
|
||||
rf->tex_width = tex_width;
|
||||
rf->tex_height = tex_height;
|
||||
|
||||
// upload texture
|
||||
glGenTextures(1, &rf->tex);
|
||||
glBindTexture(GL_TEXTURE_2D, rf->tex);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
if(use_lcd_filter){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
} else {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, tex_width, tex_height, 0, GL_ALPHA, GL_UNSIGNED_INT, pixels);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
end_temp_memory(temp);
|
||||
|
||||
return 1;
|
||||
return(result);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue