コード例 #1
0
ファイル: Font.cpp プロジェクト: akadjoker/waxe
Glyph Font::loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const
{
    // The glyph to return
    Glyph glyph;

    // First, transform our ugly void* to a FT_Face
    FT_Face face = static_cast<FT_Face>(m_face);
    if (!face)
        return glyph;

    // Set the character size
    if (!setCurrentSize(characterSize))
        return glyph;

    // Load the glyph corresponding to the code point
    if (FT_Load_Char(face, codePoint, FT_LOAD_TARGET_NORMAL | FT_LOAD_FORCE_AUTOHINT) != 0)
        return glyph;

    // Retrieve the glyph
    FT_Glyph glyphDesc;
    if (FT_Get_Glyph(face->glyph, &glyphDesc) != 0)
        return glyph;

    // Apply bold if necessary -- first technique using outline (highest quality)
    FT_Pos weight = 1 << 6;
    bool outline = (glyphDesc->format == FT_GLYPH_FORMAT_OUTLINE);
    if (bold && outline)
    {
        FT_OutlineGlyph outlineGlyph = (FT_OutlineGlyph)glyphDesc;
        FT_Outline_Embolden(&outlineGlyph->outline, weight);
    }

    // Convert the glyph to a bitmap (i.e. rasterize it)
    FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
    FT_Bitmap& bitmap = reinterpret_cast<FT_BitmapGlyph>(glyphDesc)->bitmap;

    // Apply bold if necessary -- fallback technique using bitmap (lower quality)
    if (bold && !outline)
    {
        FT_Bitmap_Embolden(static_cast<FT_Library>(m_library), &bitmap, weight, weight);
    }

    // Compute the glyph's advance offset
    glyph.advance = static_cast<float>(face->glyph->metrics.horiAdvance) / static_cast<float>(1 << 6);
    if (bold)
        glyph.advance += static_cast<float>(weight) / static_cast<float>(1 << 6);

    int width  = bitmap.width;
    int height = bitmap.rows;

    if ((width > 0) && (height > 0))
    {
        // Leave a small padding around characters, so that filtering doesn't
        // pollute them with pixels from neighbors
        const unsigned int padding = 1;

        // Get the glyphs page corresponding to the character size
        Page& page = m_pages[characterSize];

        // Find a good position for the new glyph into the texture
        glyph.textureRect = findGlyphRect(page, width + 2 * padding, height + 2 * padding);

        // Make sure the texture data is positioned in the center
        // of the allocated texture rectangle
        glyph.textureRect.left += padding;
        glyph.textureRect.top += padding;
        glyph.textureRect.width -= 2 * padding;
        glyph.textureRect.height -= 2 * padding;

        // Compute the glyph's bounding box
        glyph.bounds.left   = static_cast<float>(face->glyph->metrics.horiBearingX) / static_cast<float>(1 << 6);
        glyph.bounds.top    = -static_cast<float>(face->glyph->metrics.horiBearingY) / static_cast<float>(1 << 6);
        glyph.bounds.width  = static_cast<float>(face->glyph->metrics.width) / static_cast<float>(1 << 6);
        glyph.bounds.height = static_cast<float>(face->glyph->metrics.height) / static_cast<float>(1 << 6);

        // Extract the glyph's pixels from the bitmap
        m_pixelBuffer.resize(width * height * 4, 255);
        const Uint8* pixels = bitmap.buffer;
        if (bitmap.pixel_mode == FT_PIXEL_MODE_MONO)
        {
            // Pixels are 1 bit monochrome values
            for (int y = 0; y < height; ++y)
            {
                for (int x = 0; x < width; ++x)
                {
                    // The color channels remain white, just fill the alpha channel
                    std::size_t index = (x + y * width) * 4 + 3;
                    m_pixelBuffer[index] = ((pixels[x / 8]) & (1 << (7 - (x % 8)))) ? 255 : 0;
                }
                pixels += bitmap.pitch;
            }
        }
        else
        {
            // Pixels are 8 bits gray levels
            for (int y = 0; y < height; ++y)
            {
                for (int x = 0; x < width; ++x)
                {
                    // The color channels remain white, just fill the alpha channel
                    std::size_t index = (x + y * width) * 4 + 3;
                    m_pixelBuffer[index] = pixels[x];
                }
                pixels += bitmap.pitch;
            }
        }

        // Write the pixels to the texture
        unsigned int x = glyph.textureRect.left;
        unsigned int y = glyph.textureRect.top;
        unsigned int w = glyph.textureRect.width;
        unsigned int h = glyph.textureRect.height;
        page.texture.update(&m_pixelBuffer[0], w, h, x, y);
    }

    // Delete the FT glyph
    FT_Done_Glyph(glyphDesc);

    // Force an OpenGL flush, so that the font's texture will appear updated
    // in all contexts immediately (solves problems in multi-threaded apps)
    glCheck(glFlush());

    // Done :)
    return glyph;
}
コード例 #2
0
ファイル: Font.cpp プロジェクト: PKEuS/SFML
Glyph Font::loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, float outlineThickness) const
{
    // The glyph to return
    Glyph glyph;

    // First, transform our ugly void* to a FT_Face
    FT_Face face = static_cast<FT_Face>(m_face);
    if (!face)
        return glyph;

    // Set the character size
    if (!setCurrentSize(characterSize))
        return glyph;

    // Load the glyph corresponding to the code point
    FT_Int32 flags = FT_LOAD_TARGET_NORMAL | FT_LOAD_FORCE_AUTOHINT;
    if (outlineThickness != 0)
        flags |= FT_LOAD_NO_BITMAP;
    if (FT_Load_Char(face, codePoint, flags) != 0)
        return glyph;

    // Retrieve the glyph
    FT_Glyph glyphDesc;
    if (FT_Get_Glyph(face->glyph, &glyphDesc) != 0)
        return glyph;

    // Apply bold and outline (there is no fallback for outline) if necessary -- first technique using outline (highest quality)
    FT_Pos weight = 1 << 6;
    bool outline = (glyphDesc->format == FT_GLYPH_FORMAT_OUTLINE);
    if (outline)
    {
        if (bold)
        {
            FT_OutlineGlyph outlineGlyph = (FT_OutlineGlyph)glyphDesc;
            FT_Outline_Embolden(&outlineGlyph->outline, weight);
        }

        if (outlineThickness != 0)
        {
            FT_Stroker stroker = static_cast<FT_Stroker>(m_stroker);

            FT_Stroker_Set(stroker, static_cast<FT_Fixed>(outlineThickness * static_cast<float>(1 << 6)), FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0);
            FT_Glyph_Stroke(&glyphDesc, stroker, true);
        }
    }

    // Convert the glyph to a bitmap (i.e. rasterize it)
    FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
    FT_Bitmap& bitmap = reinterpret_cast<FT_BitmapGlyph>(glyphDesc)->bitmap;

    // Apply bold if necessary -- fallback technique using bitmap (lower quality)
    if (!outline)
    {
        if (bold)
            FT_Bitmap_Embolden(static_cast<FT_Library>(m_library), &bitmap, weight, weight);

        if (outlineThickness != 0)
            err() << "Failed to outline glyph (no fallback available)" << std::endl;
    }

    // Compute the glyph's advance offset
    glyph.advance = static_cast<float>(face->glyph->metrics.horiAdvance) / static_cast<float>(1 << 6);
    if (bold)
        glyph.advance += static_cast<float>(weight) / static_cast<float>(1 << 6);

    int width  = bitmap.width;
    int height = bitmap.rows;

    if ((width > 0) && (height > 0))
    {
        // Leave a small padding around characters, so that filtering doesn't
        // pollute them with pixels from neighbors
        const unsigned int padding = 1;

        width += 2 * padding;
        height += 2 * padding;

        // Get the glyphs page corresponding to the character size
        Page& page = m_pages[characterSize];

        // Find a good position for the new glyph into the texture
        glyph.textureRect = findGlyphRect(page, width, height);

        // Make sure the texture data is positioned in the center
        // of the allocated texture rectangle
        glyph.textureRect.left += padding;
        glyph.textureRect.top += padding;
        glyph.textureRect.width -= 2 * padding;
        glyph.textureRect.height -= 2 * padding;

        // Compute the glyph's bounding box
        glyph.bounds.left   =  static_cast<float>(face->glyph->metrics.horiBearingX) / static_cast<float>(1 << 6);
        glyph.bounds.top    = -static_cast<float>(face->glyph->metrics.horiBearingY) / static_cast<float>(1 << 6);
        glyph.bounds.width  =  static_cast<float>(face->glyph->metrics.width)        / static_cast<float>(1 << 6) + outlineThickness * 2;
        glyph.bounds.height =  static_cast<float>(face->glyph->metrics.height)       / static_cast<float>(1 << 6) + outlineThickness * 2;

        // Resize the pixel buffer to the new size and fill it with transparent white pixels
        m_pixelBuffer.resize(width * height * 4);

        Uint8* current = &m_pixelBuffer[0];
        Uint8* end = current + width * height * 4;

        while (current != end)
        {
            (*current++) = 255;
            (*current++) = 255;
            (*current++) = 255;
            (*current++) = 0;
        }

        // Extract the glyph's pixels from the bitmap
        const Uint8* pixels = bitmap.buffer;
        if (bitmap.pixel_mode == FT_PIXEL_MODE_MONO)
        {
            // Pixels are 1 bit monochrome values
            for (unsigned int y = padding; y < height - padding; ++y)
            {
                for (unsigned int x = padding; x < width - padding; ++x)
                {
                    // The color channels remain white, just fill the alpha channel
                    std::size_t index = x + y * width;
                    m_pixelBuffer[index * 4 + 3] = ((pixels[(x - padding) / 8]) & (1 << (7 - ((x - padding) % 8)))) ? 255 : 0;
                }
                pixels += bitmap.pitch;
            }
        }
        else
        {
            // Pixels are 8 bits gray levels
            for (unsigned int y = padding; y < height - padding; ++y)
            {
                for (unsigned int x = padding; x < width - padding; ++x)
                {
                    // The color channels remain white, just fill the alpha channel
                    std::size_t index = x + y * width;
                    m_pixelBuffer[index * 4 + 3] = pixels[x - padding];
                }
                pixels += bitmap.pitch;
            }
        }

        // Write the pixels to the texture
        unsigned int x = glyph.textureRect.left - padding;
        unsigned int y = glyph.textureRect.top - padding;
        unsigned int w = glyph.textureRect.width + 2 * padding;
        unsigned int h = glyph.textureRect.height + 2 * padding;
        page.texture.update(&m_pixelBuffer[0], w, h, x, y);
    }

    // Delete the FT glyph
    FT_Done_Glyph(glyphDesc);

    // Done :)
    return glyph;
}