// -*- c++ -*- /* * OGLFT: A library for drawing text with OpenGL using the FreeType library * Copyright (C) 2002 lignum Computing, Inc. * $Id: OGLFT.h.cmake 107 2008-04-25 09:29:24Z brevilo $ * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #ifndef OGLFT_H #define OGLFT_H // CMake activates these definitions. /* #undef ENABLE_QT */ /* #undef ENABLE_GLE */ /* #undef GLU_TESS_CALLBACK_TRIPLEDOT */ /* #undef HAVE_OPENGL_DIR */ // Convert to our old options. #if !defined(ENABLE_QT) #define OGLFT_NO_QT #endif #if !defined(ENABLE_GLE) #define OGLFT_NO_SOLID #endif #include #include #include #include #ifdef WIN32 #include #endif #ifdef HAVE_OPENGL_DIR #include #include #else #include #include #endif #ifndef OGLFT_NO_SOLID #ifdef HAVE_OPENGL_DIR #include #else #include #endif #endif #ifndef OGLFT_NO_QT #define OGLFT_QT_VERSION #if OGLFT_QT_VERSION == 3 #include #include #elif OGLFT_QT_VERSION == 4 #include #include #endif #endif #include #include FT_FREETYPE_H #include FT_GLYPH_H #include FT_OUTLINE_H #include FT_TRIGONOMETRY_H #ifdef _MSC_VER #ifdef OGLFT_BUILD #define OGLFT_API __declspec(dllexport) #else #define OGLFT_API __declspec(dllimport) #endif #else #define OGLFT_API #endif //! All of OGLFT C++ objects are in this namespace. namespace OGLFT { //! Thanks to DesCartes, I'd consider these manifest constants. enum Coordinates { X, //!< The X component of space Y, //!< The Y component of space Z, //!< The Z component of space W //!< The projection component of space }; //! Who to credit? Newton? I'd consider these manifest constants. enum ColorSpace { R, //!< The Red component of a color G, //!< The Green component of a color B, //!< The Blue component of a color A, //!< The Alpha (or transparency) of a color }; //! Callback from GLU tessellation routines. #ifdef GLU_TESS_CALLBACK_TRIPLEDOT typedef GLvoid (*GLUTessCallback)(...); #else typedef GLvoid (*GLUTessCallback)(); #endif //! The FreeType library instance. /*! * The FreeType library has a single, global instance of a library * handle. This reference is used to load font faces. This detail * is generally hidden from the user of OGLFT, however, it * can be useful to get the FT_Library instance if you want to open * a font file yourself, either from disk or embedded in the program. */ class Library { public: /*! * The FreeType library's library handle is only available through this * accessor method. * \return the global OGLFT FreeType library handle. */ static OGLFT_API FT_Library& instance ( void ); protected: /*! * The constructor for this class is automatically called when * this library is loaded. Access the instance through the instance() * method. */ OGLFT_API Library ( void ); /*! * This destructor is automatically called when the program exits. */ OGLFT_API ~Library( void ); private: static Library library; static FT_Library library_; }; //! Advance describes the "advance" of a glyph, namely the distance in //! model space at which the NEXT glyph should be drawn. This class exists //! to assist the computation of string metrics. struct OGLFT_API Advance { float dx_; //!< Advance increment in the X direction. float dy_; //!< Advance increment in the Y direction. //! Default constructor. An otherwise uninitialized Advance contains zeros. Advance ( float dx = 0, float dy = 0 ) : dx_( dx ), dy_( dy ) {} //! Initialize an advance from a FreeType advance member. Advance ( FT_Vector v ) { dx_ = v.x / 64.f; dy_ = v.y / 64.f; } //! Increment Advance with a FreeType advance member. //! \return a reference to oneself. Advance& operator+= ( const FT_Vector v ) { dx_ += v.x / 64.f; dy_ += v.y / 64.f; return *this; } }; //! Describe the metrics of a glyph or string relative to the origin //! of the first character struct OGLFT_API BBox { float x_min_; //!< The left-most position at which "ink" appears. float y_min_; //!< the bottom-most position at which "ink" appears. float x_max_; //!< The right-most position at which "ink" appears. float y_max_; //!< The top-most position at which "ink" appears. Advance advance_; //!< The (total) advancement //! Default constructor is all zeros. BBox () : x_min_( 0 ), y_min_( 0 ), x_max_( 0 ), y_max_( 0 ) {} /*! *(Partially) initialize a BBox from a FreeType bounding box member. *(The advancement is initialized to zero by its default constructor). * \param ft_bbox a FreeType bounding box as retrieved from * \c FT_Glyph_Get_CBox. */ BBox ( FT_BBox ft_bbox ) { x_min_ = ft_bbox.xMin / 64.f; y_min_ = ft_bbox.yMin / 64.f; x_max_ = ft_bbox.xMax / 64.f; y_max_ = ft_bbox.yMax / 64.f; } //! Scale the bounding box by a constant. //! \param k a constant to scale the bounding box by. //! \return a reference to oneself. BBox& operator*= ( float k ) { x_min_ *= k; y_min_ *= k; x_max_ *= k; y_max_ *= k; advance_.dx_ *= k; advance_.dy_ *= k; return *this; } /*! * Merge a bounding box into the current one (not really addition). * Each time a BBox is "added", the current BBox is expanded to include * the metrics of the new BBox. May only work for horizontal fonts, though. * \param b the bounding box to merge. * \return a reference to oneself. */ BBox& operator+= ( const BBox& b ) { float new_value; new_value = b.x_min_ + advance_.dx_; if ( new_value < x_min_ ) x_min_ = new_value; new_value = b.y_min_ + advance_.dy_; if ( advance_.dy_ != 0. && new_value < y_min_ ) y_min_ = new_value; new_value = b.x_max_ + advance_.dx_; if ( new_value > x_max_ ) x_max_ = new_value; new_value = b.y_max_ + advance_.dy_; if ( advance_.dy_ != 0. && new_value > y_max_ ) y_max_ = new_value; advance_.dx_ += b.advance_.dx_; advance_.dy_ += b.advance_.dy_; return *this; } }; //! During tesselation of a polygonal Face (outline, filled or solid), //! an object which implements this interface can be used to compute a //! different color for each vertex. class OGLFT_API ColorTess { public: virtual ~ColorTess ( void ) {} //! Compute a color for this position. Note that the position is //! in the glyph's local coordinate system. //! \param p vertex position in glyph's local coordinate system. Argument is //! a GLdouble[3]. //! \return GLfloat[4] (RGBA) color specification. virtual GLfloat* color ( GLdouble* p ) = 0; }; //! During tesselation of a polygonal Face (outline, filled or solid), //! an object which implements this interface can be used to compute a //! different texture coordinate for each vertex. class OGLFT_API TextureTess { public: virtual ~TextureTess ( void ) {} //! Compute a texture coordinate for this position. Note that the //! position is in the glyph's local coordinate system. //! \param p vertex position in glyph's local coordinate system. Argument is //! a GLdouble[3]. //! \return GLfloat[2] (s,t) texture coordinates. virtual GLfloat* texCoord ( GLdouble* p ) = 0; }; //! The argument to setCharacterDisplayLists is an STL vector of //! OpenGL display list names (GLuints). typedef std::vector DisplayLists; //! A convenience definition of an iterator for display list vectors. typedef DisplayLists::const_iterator DLCI; //! A convenience definition of an iterator for display list vectors. typedef DisplayLists::iterator DLI; //! A face (aka font) used to render text with OpenGL. /*! * This is an abstract class, but it does define most the functions that * you are likely to call to manipulate the rendering of the text. */ class Face { public: //! Thanks to the standard formerly known as PHIGS. Horizontal text //! justification constants. enum OGLFT_API HorizontalJustification { LEFT, //!< Left justified justification of text ORIGIN, //!< Natural origin alignment of text (default) CENTER, //!< Center justified alignment of text RIGHT //!< Right justified alignment of text }; //! Thanks to the standard formerly known as PHIGS. Vertical text //! justification constants. enum OGLFT_API VerticalJustification { BOTTOM, //!< Descender alignment of text BASELINE, //!< Baseline alignment of text (default) MIDDLE, //!< Centered alignment of text TOP //!< Ascender justification of text }; //! Control how OpenGL display lists are created for individual glyphs. //! The default mode is to create display lists for each glyph as it //! is requested. Therefore, the Face drawing routines cannot themselves //! be called from within an open display list. In IMMEDIATE mode, //! cached glyphs will be drawn if available, otherwise the FreeType //! data for a glyph is re-rendered each time. enum OGLFT_API GlyphCompileMode { COMPILE, //!< Compile new glyphs when seen for the first time. IMMEDIATE //!< Do not \em create display lists for glyphs. }; private: //! We allow a Face to be constructed either from a file name //! or passed in as an already opened FreeType FT_Face. In the case //! of the later (already opened), we don't close the FT_Face on //! destruction. This way you can share FT_Faces between related //! OGLFT faces. Also, we're experimenting with being able to use //! multiple FT_Faces in a single OGLFT Face, so this is represented //! as a data structure. struct FaceData { FT_Face face_; bool free_on_exit_; FaceData ( FT_Face face, bool free_on_exit = true ) : face_( face ), free_on_exit_( free_on_exit ) {} }; protected: //! The FreeType face - experimentally, this is now an array of //! faces so that we can handle a wider range of UNICODE points //! in case a face doesn't cover the points of interest. std::vector< FaceData > faces_; //! Did a font load OK? bool valid_; //! Glyph display list creation mode. enum GlyphCompileMode compile_mode_; //! Nominal point size. float point_size_; //! Display resolution in pixels per inch. FT_UInt resolution_; //! Does rendering text affect the MODELVIEW matrix? bool advance_; //! Foreground color (I really wanted to avoid this, but not really //! possible without state queries, which you can't put into //! display lists. Anyway, you'll be able to get even more fancy //! by passing in a function to map the color with, so why balk at //! this?) GLfloat foreground_color_[4]; //! Background color (what modes would use this?) GLfloat background_color_[4]; //! PHIGS-like horizontal positioning of text. enum HorizontalJustification horizontal_justification_; //! PHIGS-like vertical positioning of text. enum VerticalJustification vertical_justification_; //! Rotate an entire string in the Z plane GLfloat string_rotation_; //! Let the user decide which character to use as the rotation reference. //! Use "o" by default, I suppose. FT_UInt rotation_reference_glyph_; //! The rotation reference character could be in any face. FT_Face rotation_reference_face_; //! These are the translation offsets provided by the rotation reference //! character; for whom, we've discovered, only the Y position is relevant. GLfloat rotation_offset_y_; //! Type of the cache of defined glyph to display list mapping. typedef std::map< FT_UInt, GLuint > GlyphDLists; //! A convenience definition of the iterator over the glyph to display //! list map. typedef GlyphDLists::const_iterator GDLCI; //! A convenience definition of the iterator over the glyph to display //! list map. typedef GlyphDLists::iterator GDLI; //! Cache of defined glyph display lists GlyphDLists glyph_dlists_; //! The user can supply an array of display list which are invoked //! before each glyph is rendered. DisplayLists character_display_lists_; public: /*! * Construct a Face by loading a font from the given file. * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ Face ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * Construct a Face by loading a font from the given memory location. * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ Face ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * Alternatively, the user may have already opened a face and just * wants to draw with it. This is useful for Multiple Master fonts or * combining multiple files to increase UNICODE point coverage. * \param face open Freetype FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ Face ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * Deleting a Face frees its FreeType face (and anything else it's * styles have allocated). */ virtual ~Face ( void ); /*! * Let the user test to see if the font was loaded OK. * \return true if the FT_Face was successfully created. */ bool isValid ( void ) const { return valid_; } /*! * Add another FT_Face to the OGLFT Face. Generally used to add more * coverage of UNICODE points (at least that's the plan). This * routine takes a filename and takes ownership of the FT_Face. * \param filename name of file containing font face data. * \return true if face was successfully added. */ bool addAuxiliaryFace ( const char* filename ); /*! * Add another FT_Face to the OGLFT Face. Generally used to add more * coverage of UNICODE points (at least that's the plan). This * routine takes a memory location and takes ownership of the FT_Face. * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \return true if face was successfully added. */ bool addAuxiliaryFace ( const FT_Byte* data_base, const FT_Long data_size ); /*! * Add another FT_Face to the OGLFT Face. Generally used to add more * coverage of UNICODE points (at least that's the plan). This * routine takes an already open FT_Face. The user is responsible * for clean up. * \param face open FreeType FT_Face * \return true if face was successfully added. */ bool addAuxiliaryFace ( FT_Face face ); /*! * By default, each time a new character is seen, its glyph is rendered * into a display list. This means that a display list cannot already * be open (since OpenGL doesn't allow nested display list creation). * Rendering can be set into immediate mode in which case glyphs are * rendered from display lists if available, but are otherwise generated * anew each time. * \param compile_mode the new compile mode. */ void setCompileMode ( enum GlyphCompileMode compile_mode ) { compile_mode_ = compile_mode; } /*! * \return the current glyph compile mode. */ enum GlyphCompileMode compileMode ( void ) const { return compile_mode_; } /*! * For the rasterized styles (Monochrome, Grayscale, Translucent, Texture), * glyphs are rendered at the pixel size given by: * * point_size [pts] * / 72 [pts/in] * resolution [dots/in] = [dots]. * * For the polygon styles (Outline, Filled, Solid), the "nominal" size of * the glyphs is: * * point_size[pts] / 72 [pts/in] * resolution [dots/in] * / units_per_EM [font unit/EM] = [dots * EM]. * * If the MODELVIEW and PROJECTION matrices are such that one screen pixel * corresponds to one modeling unit, then polygonal Faces will * be the same size as raster Faces. * * Note that changing the point size after Face creation will invalidate * the cache of OpenGL display lists and any other information which * the individual styles have cached. * \param point_size the new point size in points (1/72-th inch). */ void setPointSize ( float point_size ); /*! * \return the current point size. */ float pointSize ( void ) { return point_size_; } /*! * For the rasterized styles (Monochrome, Grayscale, * Translucent, Texture), the exact rendered size of the glyphs depends on * the resolution of the display (as opposed to the polygon styles * whose size is controlled by the viewing matrices). The Texture * style is slightly different because the glyphs are texture-mapped * onto an arbitrary rectangle; here, the resolution only controls * how accurately the glyph is rendered. * \param resolution the resolution in DPI (dots per inch). */ void setResolution ( FT_UInt resolution ); /*! * \return the current raster resolution. */ FT_UInt resolution ( void ) { return resolution_; } /*! * If advance is true, then the changes made to the MODELVIEW matrix * to render a string are allowed to remain. Otherwise, the library * pushes the current MODELVIEW matrix onto the matrix stack, renders * the string and then pops it off again. Rendering a character always * modifies the MODELVIEW matrix. * \param advance whether or not the MODELVIEW matrix should be left * translated by the advancement of a rendered string. */ void setAdvance ( bool advance ) { advance_ = advance; } /*! * \return the advance value. */ bool advance ( void ) const { return advance_; } /*! * This is the nominal color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the foreground * color invalidates the glyph cache. * \param red the red component of the foreground color. * \param green the green component of the foreground color. * \param blue the blue component of the foreground color. * \param alpha the alpha component of the foreground color. */ void setForegroundColor ( GLfloat red = 0.0, GLfloat green = 0.0, GLfloat blue = 0.0, GLfloat alpha = 1.0 ); /*! * This is the nominal color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the foreground * color invalidates the glyph cache. * \param foreground_color an array of 4 values corresponding to the * red, green, blue and alpha components of the foreground color. */ void setForegroundColor ( const GLfloat foreground_color[4] ); #ifndef OGLFT_NO_QT /*! * This is the nominal color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the foreground * color invalidates the glyph cache. * \param foreground_color the foreground color as an unsigned int. */ void setForegroundColor ( const QRgb foreground_color ); #endif /* OGLFT_NO_QT */ /*! * \return the red component of the foreground color */ GLfloat foregroundRed ( void ) const { return foreground_color_[R]; } /*! * \return the green component of the foreground color */ GLfloat foregroundGreen ( void ) const { return foreground_color_[G]; } /*! * \return the blue component of the foreground color */ GLfloat foregroundBlue ( void ) const { return foreground_color_[B]; } /*! * \return the alpha component of the foreground color */ GLfloat foregroundAlpha ( void ) const { return foreground_color_[A]; } /*! * This is the nominal background color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the background * color invalidates the glyph cache. * \param red the red component of the background color. * \param green the green component of the background color. * \param blue the blue component of the background color. * \param alpha the alpha component of the background color. */ void setBackgroundColor ( GLfloat red = 1.0, GLfloat green = 1.0, GLfloat blue = 1.0, GLfloat alpha = 0.0 ); /*! * This is the nominal background color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the background * color invalidates the glyph cache. * \param background_color an array of 4 values corresponding to the * red, green, blue and alpha components of the background color. */ void setBackgroundColor ( const GLfloat background_color[4] ); #ifndef OGLFT_NO_QT /*! * This is the nominal background color of the glyphs. A lot of other things * can alter what you actually see! Note that changing the background * color invalidates the glyph cache. * \param background_color the background color as an unsigned int. */ void setBackgroundColor ( const QRgb background_color ); #endif /* OGLFT_NO_QT */ /*! * \return the red component of the background color */ GLfloat backgroundRed ( void ) const { return background_color_[R]; } /*! * \return the green component of the background color */ GLfloat backgroundGreen ( void ) const { return background_color_[G]; } /*! * \return the blue component of the background color */ GLfloat backgroundBlue ( void ) const { return background_color_[B]; } /*! * \return the alpha component of the background color */ GLfloat backgroundAlpha ( void ) const { return background_color_[A]; } /*! * Set the individual character rotation in the Z direction. * \param character_rotation_z angle in degrees of z rotation. */ virtual void setCharacterRotationZ ( GLfloat character_rotation_z ) = 0; /*! * \return the character rotation in the Z direction. */ virtual GLfloat characterRotationZ ( void ) const = 0; /*! * The z rotation angle needs a center. Nominate a character whose * center is to be the center of rotation. By default, use "o". * \param c rotation reference character. */ void setCharacterRotationReference ( unsigned char c ); /*! * Rotate an entire string through the given angle (in the Z plane only). * (Somewhat pointless for the vector styles since you can do mostly * the same thing with the MODELVIEW transform, however, for what its * worth, this routine uses the FreeType rotation function to compute * the "proper" metrics for glyph advance.) * \param string_rotation angle in degrees of z rotation. */ void setStringRotation ( GLfloat string_rotation ); /*! * \return the (Z plane) string rotation angle. */ GLfloat stringRotation ( void ) const { return string_rotation_; } /*! * Set the horizontal justification. * \param horizontal_justification the new horizontal justification. */ void setHorizontalJustification ( enum HorizontalJustification horizontal_justification ) { horizontal_justification_ = horizontal_justification; } /*! * \return the horizontal justification. */ enum HorizontalJustification horizontalJustification ( void ) const { return horizontal_justification_; } /*! * Set the vertical justification. * \param vertical_justification the new vertical justification */ void setVerticalJustification ( enum VerticalJustification vertical_justification ) { vertical_justification_ = vertical_justification; } /*! * \return the vertical justification. */ enum VerticalJustification verticaljustification ( void ) const { return vertical_justification_; } /*! * Specify an OpenGL display list to be invoked before * each character in a string. Face makes a copy of the argument. Pass * an empty DisplayLists to disable this feature. * \param character_display_lists STL vector containing a display * list to invoke before each glyph in a string is drawn. */ void setCharacterDisplayLists ( const DisplayLists& character_display_lists ) { character_display_lists_ = character_display_lists; } /*! * \return a reference to the array of character display lists. This is * the live list as stored in the Face. */ DisplayLists& characterDisplayLists ( void ) { return character_display_lists_; } /*! * \return the height (i.e., line spacing) at the current character size. */ virtual double height ( void ) const = 0; /*! * Compute the bounding box info for a character. * \param c the (latin1) character to measure. * \return the bounding box of c. */ virtual BBox measure ( unsigned char c ) = 0; #ifndef OGLFT_NO_QT /*! * Compute the bounding box info for a character. * \param c the (UNICODE) character to measure. * \return the bounding box of c. */ virtual BBox measure ( const QChar c ) = 0; #endif /* OGLFT_NO_QT */ /*! * Compute the bounding box info for a string. * \param s the (latin1) string to measure. * \return the bounding box of s. */ virtual BBox measure ( const char* s ); /*! * Compute the bounding box info for a string without conversion * to modeling coordinates. * \param s the (latin1) string to measure. * \return the bounding box of s. */ virtual BBox measureRaw ( const char* s ); #ifndef OGLFT_NO_QT /*! * Compute the bounding box info for a string. * \param s the (UNICODE) string to measure. * \return the bounding box of s. */ virtual BBox measure ( const QString& s ); /*! * Compute the bounding box info for a real number formatted as specified. * \param format (see draw for valid formats) * \param number real number. * \return the bounding box of the formatted number. */ virtual BBox measure ( const QString& format, double number ); /*! * Compute the bounding box info for a string without conversion * to modeling coordinates. * \param s the (UNICODE) string to measure. * \return the bounding box of s. */ virtual BBox measureRaw ( const QString& s ); #endif /* OGLFT_NO_QT */ /*! * Compile a string into an OpenGL display list for later * rendering. Essentially, the string is rendered at the origin * of the current MODELVIEW. Note: no other display lists should * be open when this routine is called. Also, the Face does not * keep track of these lists, so you must delete them in order * to recover the memory. * \param s the (latin1) string to compile. * \return the display list name for the string. */ GLuint compile ( const char* s ); #ifndef OGLFT_NO_QT /*! * Compile a string into an OpenGL display list for later * rendering. Essentially, the string is rendered at the origin * of the current MODELVIEW. Note: no other display lists should * be open when this routine is called. Also, the Face does not * keep track of these lists, so you must delete them in order * to recover the memory. * \param s the (UNICODE) string to compile. * \return the display list name for the string. */ GLuint compile ( const QString& s ); #endif /* OGLFT_NO_QT */ /*! * Compile a single character (glyph) into an OpenGL display list * for later rendering. The Face \em does keep track of these * display lists, so do not delete them. * \param c the (latin1) character to compile. * \return the display list name for the character. */ GLuint compile ( unsigned char c ); #ifndef OGLFT_NO_QT /*! * Compile a single character (glyph) into an OpenGL display list * for later rendering. The Face \em does keep track of these * display lists, so do not delete them. * \param c the (UNICODE) character to compile. * \return the display list name for the character. */ GLuint compile ( const QChar c ); #endif /* OGLFT_NO_QT */ /*! * Draw a (latin1) string using the current MODELVIEW matrix. If * advance is true, then the final glyph advance changes to the * MODELVIEW matrix are left in place. * \param s the (latin1) string to draw. */ void draw ( const char* s ); #ifndef OGLFT_NO_QT /*! * Draw a (UNICODE) string using the current MODELVIEW * matrix. If advance is true, then the final glyph advance * changes to the MODELVIEW matrix are left in place. * \param s the (UNICODE) string to draw. */ void draw ( const QString& s ); #endif /* OGLFT_NO_QT */ /*! * Draw the character using the current MODELVIEW matrix. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw a * string if you don't want the MODELVIEW matrix changed. * \param c the (latin1) character to draw. */ void draw ( unsigned char c ); #ifndef OGLFT_NO_QT /*! * Draw the character using the current MODELVIEW matrix. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw a * string if you don't want the MODELVIEW matrix changed. * \param c the (UNICODE) character to draw. */ void draw ( const QChar c ); #endif /* OGLFT_NO_QT */ /*! * Draw the (latin1) character at the given 2D point. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw * a string if you don't want the MODELVIEW matrix changed. * \param x the X position. * \param y the Y position. * \param c the (latin1) character to draw. */ void draw ( GLfloat x, GLfloat y, unsigned char c ); /*! * Draw the (latin1) character at the given 3D point. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw * a string if you don't want the MODELVIEW matrix changed. * \param x the X position. * \param y the Y position. * \param z the Z position. * \param c the (latin1) character to draw. */ void draw ( GLfloat x, GLfloat y, GLfloat z, unsigned char c ); #ifndef OGLFT_NO_QT /*! * Draw the (UNICODE) character at the given 2D point. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw * a string if you don't want the MODELVIEW matrix changed. * \param x the X position. * \param y the Y position. * \param c the (UNICODE) character to draw. */ void draw ( GLfloat x, GLfloat y, QChar c ); /*! * Draw the (UNICODE) character at the given 3D point. Note that * the MODELVIEW matrix is modified by the glyph advance. Draw * a string if you don't want the MODELVIEW matrix changed. * \param x the X position. * \param y the Y position. * \param z the Z position. * \param c the (UNICODE) character to draw. */ void draw ( GLfloat x, GLfloat y, GLfloat z, QChar c ); #endif /* OGLFT_NO_QT */ /*! * Draw a string at the given 2D point. * \param x the X position. * \param y the Y position. * \param s the (latin1) string to draw. */ void draw ( GLfloat x, GLfloat y, const char* s ); /*! * Draw a string at the given 3D point. * \param x the X position. * \param y the Y position. * \param z the Z position. * \param s the (latin1) string to draw. */ void draw ( GLfloat x, GLfloat y, GLfloat z, const char* s ); #ifndef OGLFT_NO_QT /*! * Draw a string at the given 2D point. * \param x the X position. * \param y the Y position. * \param s the (UNICODE) string to draw. */ void draw ( GLfloat x, GLfloat y, const QString& s ); /*! * Draw a string at the given 3D point. * \param x the X position. * \param y the Y position. * \param z the Z position. * \param s the (UNICODE) string to draw. */ void draw ( GLfloat x, GLfloat y, GLfloat z, const QString& s ); /*! * Draw a real number per the given format at the given 2D point. * \param x the X position. * \param y the Y position. * \param format Like a typical printf format. Regular text is printed * while a '%' introduces the real number's format. Includes the * following format flags: * \li %%x.yf - floating point in field width x and precision y * \li %%x.ye - scientific notation in field width x and precision y * \li %%x.yg - pick best floating or scientific in field width x and * precision y * \li %%p - draw as a proper fraction, e.g. 1 1/2. Note: this currently * requires a special font which encodes glyphs to be drawn for the * numerator and demoninator in the UNICODE Private Area (0xE000). * * \param number the numeric value. */ void draw ( GLfloat x, GLfloat y, const QString& format, double number ); /*! * Draw a real number per the given format at the given 3D point. * \param x the X position. * \param y the Y position. * \param z the Z position. * \param format Like a typical printf format. Regular text is printed * while a '%' introduces the real number's format. Includes the * following format flags: * \li %%x.yf - floating point in field width x and precision y * \li %%x.ye - scientific notation in field width x and precision y * \li %%x.yg - pick best floating or scientific in field width x and * precision y * \li %%p - draw as a proper fraction, e.g. 1 1/2. Note: this currently * requires a special font which encodes glyphs to be drawn for the * numerator and demoninator in the UNICODE Private Area (0xE000). * * \param number the numeric value. */ void draw ( GLfloat x, GLfloat y, GLfloat z, const QString& format, double number ); #endif /* OGLFT_NO_QT */ /*! * \return the face ascender, in point units. */ int ascender ( void ); /*! * \return the face descender, in point units. */ int descender ( void ); protected: // The various styles override these routines //! Some styles, in particular the Texture, need specialized steps //! to compile a glyph into an OpenGL display list. //! \param face the FT_Face containing the glyph. //! \param glyph_index the index of the glyph in face. //! \return the display list of the compiled glyph. virtual GLuint compileGlyph ( FT_Face face, FT_UInt glyph_index ) = 0; //! Each style implements its own glyph rendering routine. //! \param face the FT_Face containing the glyph. //! \param glyph_index the index of the glyph in face. virtual void renderGlyph ( FT_Face face, FT_UInt glyph_index ) = 0; //! There is a slight different between the way in which the polygonal //! and raster styles select the character size for FreeType to generate. virtual void setCharSize ( void ) = 0; //! The different styles have different caching needs (well, really only //! the texture style currently has more than the display list cache). virtual void clearCaches ( void ) = 0; //! The polygonal and raster styles compute different values for the //! Z rotation offset. (It's in integer pixels for the raster styles and //! in floating point pixels for the polygonal styles.) virtual void setRotationOffset ( void ) = 0; private: void init ( void ); BBox measure_nominal ( const char* s ); #ifndef OGLFT_NO_QT BBox measure_nominal ( const QString& s ); QString format_number ( const QString& format, double number ); #endif /* OGLFT_NO_QT */ }; //! This is the base class of the polygonal styles: outline, filled and solid. /*! * In the polygonal styles, the detailed geometric outlines of the glyphs * are extracted from the font file and rendered as polygons. */ class Polygonal : public Face { protected: //! Angle of rotation of characters relative to text orientation. struct { bool active_; GLfloat x_, y_, z_; } character_rotation_; //! The tessellation of curves is pretty crude; regardless of length, //! use the same number of increments (and as near as I can tell, this //! is more than sufficient unless the glyph takes up the whole screen). unsigned int tessellation_steps_; //! When curves are tessellated, we use the forward difference algorithm //! from Foley and van Dam for parametric curves (pg. 511 of 2nd Ed. in C). //! So, the step size, delta, is in the parametric variable which is always //! on the interval [0,1]. Therefore, delta = 1/tessellation_steps double delta_, delta2_, delta3_; //! For vector rendition modes, FreeType is allowed to generate the //! lines and arcs at the original face definition resolution. To //! get to the proper glyph size, the vertices are scaled before //! they're passed to the GLU tessellation routines. float vector_scale_; //! Callbacks for FreeType glyph decomposition into outlines FT_Outline_Funcs interface_; //! Default number of steps to break TrueType and Type1 arcs into. //! (Note: this looks good to me, anyway) static const unsigned int DEFAULT_TESSELLATION_STEPS = 4; /*! * VertexInfo is a private class which is used by the decomposition and * tessellation routines to store the vertices and other data of the glyph's * outline. Because of the "impedance mismatch" between the crazy * 26.6 fixed point format of the FreeType library (well, don't * blame them; look at what they have to work with) and OpenGL's preference * for double precision, this simple vector has two constructors: one * for 26.6 format and one for direct floating point. * * VertexInfo also contains (optional) pointers to objects which * implement the ColorTess and TextureTess interfaces. */ struct VertexInfo { double v_[3]; //!< Why is this double precision? Because the second //!< argument to the routine gluTessVertex is a pointer //!< to an array of doubles. Otherwise, we could use //!< single precision everywhere. //! The user can provide a ColorTess object which computes a color //! for each tesselated vertex. ColorTess* color_tess_; //! The user can provide a TextureTess object which computes texture //! coordinates for each tesselated vertex. TextureTess* texture_tess_; //! Default constructor just initializes Vertex to zero. //! \param color_tess optional color tesselation object. //! \param texture_tess optional texture tesselation object. VertexInfo ( ColorTess* color_tess = 0, TextureTess* texture_tess = 0 ) : color_tess_( color_tess ), texture_tess_( texture_tess ) { v_[X] = v_[Y] = v_[Z] = 0.; } /*! * Construct a Vertex from a point in a FreeType contour. * \param ft_v a FreeType FT_Vector, normally passed into the * the decomposition callbacks. * \param color_tess optional color tesselation object. * \param texture_tess optional texture tesselation object. */ VertexInfo ( FT_Vector* ft_v, ColorTess* color_tess = 0, TextureTess* texture_tess = 0 ) : color_tess_( color_tess ), texture_tess_( texture_tess ) { v_[X] = (double)( ft_v->x / 64 ) + (double)( ft_v->x % 64 ) / 64.; v_[Y] = (double)( ft_v->y / 64 ) + (double)( ft_v->y % 64 ) / 64.; v_[Z] = 0.; } /*! * Construct a Vertex from a 2D point. * \param p 2D array of doubles. * \param color_tess optional color tesselation object. * \param texture_tess optional texture tesselation object. */ VertexInfo ( double p[2], ColorTess* color_tess = 0, TextureTess* texture_tess = 0 ) : color_tess_( color_tess ), texture_tess_( texture_tess ) { v_[X] = p[X]; v_[Y] = p[Y]; v_[Z] = 0.; } /*! * Construct a Vertex from a 2D point. * \param x the X coordinate. * \param y the Y coordinate. * \param color_tess optional color tesselation object. * \param texture_tess optional texture tesselation object. */ VertexInfo ( double x, double y, ColorTess* color_tess = 0, TextureTess* texture_tess = 0 ) : color_tess_( color_tess ), texture_tess_( texture_tess ) { v_[X] = x; v_[Y] = y; v_[Z] = 0.; } //! Treat the Vertex like a vector: Normalize its length in the //! usual way. void normalize ( void ) { double length = sqrt( v_[X] * v_[X] + v_[Y] * v_[Y] + v_[Z] * v_[Z] ); v_[X] /= length; v_[Y] /= length; v_[Z] /= length; } }; /*! * Buffers the last control point as the outline of a glyph is * decomposed. */ VertexInfo last_vertex_; //! Normally, we will consider a list of vertices. typedef std::list< VertexInfo* > VertexInfoList; //! A convenience definition of the iterator over the list of vertices. typedef VertexInfoList::const_iterator VILCI; //! A convenience definition of the iterator over the list of vertices. typedef VertexInfoList::iterator VILI; /*! * As curves are decomposed out of the glyph, their vertices are passed * along to the GLU tessellation functions. These vertices have to * hang around until gluTessContourEnd is called. */ VertexInfoList vertices_; //! As GLU tessellation proceeds, new contours open with every call //! to moveTo. bool contour_open_; //! The user can provide a ColorTess object which computes a color //! for each tesselated vertex. ColorTess* color_tess_; //! The user can provide a TextureTess object which computes texture //! coordinates for each tesselated vertex. TextureTess* texture_tess_; public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Polygonal ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Polygonal ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100); /*! * \param face open Freetype FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Polygonal ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The Polygonal destructor doesn't do anything in particular. */ OGLFT_API virtual ~Polygonal ( void ); /*! * TrueType and Type1 files describe the boundaries of glyphs with * quadratic and cubic curves, respectively. Since OpenGL can only really * draw straight lines, these curves have to be tessellated. The * number of steps used is fixed for all glyphs in the face, * but can be changed through this method. Other notes: This value is * only applicable for Outline, Filled and Solid styles. Changing this value * invalidates any cached display lists for glyphs in this face. * * \param tessellation_steps the number of steps to tessellate each curved * segment of a glyph outline. */ OGLFT_API void setTessellationSteps ( unsigned int tessellation_steps ); /*! * \return the number of steps used to tessellate curves in the * polygonal font types. */ OGLFT_API unsigned int tessellationSteps ( void ) const { return tessellation_steps_; } /*! * Set the individual character rotation in the X direction. * \param character_rotation_x angle in degrees of the X rotation. */ OGLFT_API void setCharacterRotationX ( GLfloat character_rotation_x ); /*! * Set the individual character rotation in the Y direction. * \param character_rotation_y angle in degrees of the Y rotation. */ OGLFT_API void setCharacterRotationY ( GLfloat character_rotation_y ); /*! * Set the individual character rotation in the Z direction. * \param character_rotation_z angle in degrees of the Z rotation. */ OGLFT_API void setCharacterRotationZ ( GLfloat character_rotation_z ); /*! * \return the character rotation in the X direction. */ OGLFT_API GLfloat characterRotationX ( void ) const { return character_rotation_.x_; } /*! * \return the character rotation in the Y direction. */ OGLFT_API GLfloat characterRotationY ( void ) const { return character_rotation_.y_; } /*! * \return the character rotation in the Z direction. */ OGLFT_API GLfloat characterRotationZ ( void ) const { return character_rotation_.z_; } /*! * Set an optional color tesselation object. Each tesselated vertex * is passed to this object, which returns a color for that position * in space. * \param color_tess the color tesselation object. */ OGLFT_API void setColorTess ( ColorTess* color_tess ); /*! * \return the color tesselation object. */ OGLFT_API ColorTess* colorTess ( void ) const { return color_tess_; } /*! * Set an optional texture coordinate tesselation object. Each * tessellated vertex is passed to this object, which returns * texture coordinates for that position in space. * \param texture_tess the texture coordinate tesselation object. */ OGLFT_API void setTextureTess ( TextureTess* texture_tess ); /*! * \return the texture coordinate tesselation object. */ OGLFT_API TextureTess* textureTess ( void ) const { return texture_tess_; } /*! * \return the height (i.e., line spacing) at the current character size. */ OGLFT_API double height ( void ) const; /*! * Implement measuring a character in a polygonal face. * \param c the (latin1) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( unsigned char c ); #ifndef OGLFT_NO_QT /*! * Implement measuring a character in a polygonal face. * \param c the (UNICODE) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( const QChar c ); #endif /* OGLFT_NO_QT */ /*! * Measure a string of characters. Note: currently, this merely * calls Face's measure routine. * \param s string of (latin1) characters to measure * \return the bounding box of s. */ OGLFT_API BBox measure ( const char* s ) { return Face::measure( s ); } #ifndef OGLFT_NO_QT /*! * Implement measuring a formatted number * \param format the format string * \param number to value to format * \return the bounding box of the formatted number */ OGLFT_API BBox measure ( const QString& format, double number ) { return Face::measure( format, number ); } #endif /* OGLFT_NO_QT */ private: void init ( void ); void setCharSize ( void ); void setRotationOffset ( void ); GLuint compileGlyph ( FT_Face face, FT_UInt glyph_index ); protected: void clearCaches ( void ); }; //! Render text as a polygon outline. /*! * \image html outline_class.png * Text is drawn as an outline of each glyph. The contours are extracted * from the font file through FreeType. FreeType is used to scale the * contours to a given size. Usually the outline is drawn in the foreground * color, however, you can specify a ColorTess object to provide a color * for each vertex individually. You can also use * the per-glyph display list functionality to alter the attributes * of each glyph. * * The only complexity to this style is selecting the point size. Since * the outlines are drawn as a polygon, they are subject to the MODELVIEW * transformation. The point size is nominally chosen to be the same as a * raster image generated at the given resolution. Some experimentation * with point size and resolution may be necessary to achieve the desired * results. */ class Outline : public Polygonal { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Outline ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Outline ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Outline ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ ~Outline ( void ); private: void init ( void ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); static int moveToCallback ( FT_Vector* to, Outline* outline ); static int lineToCallback ( FT_Vector* to, Outline* outline ); static int conicToCallback ( FT_Vector* control, FT_Vector* to, Outline* outline ); static int cubicToCallback ( FT_Vector* control1, FT_Vector* control2, FT_Vector* to, Outline* outline ); }; //! Render text as a filled polygons. /*! * \image html filled_class.png * Each glyph is drawn as a filled polygon. The contours are extracted * from the font file through FreeType. FreeType is used to scale the * contours to the given size. Then the GLU tessellation routines are used * to tessellate the contours into polygons (well, triangles). By default, * these are drawn in GL_FILL polygon mode, but any other polygon mode * can be specified. * * Usually, the polygons are drawn only in the * foreground color, however, you may supply ColorTess and TextureTess * objects which can alter the color or texture coordinates of each * vertex individually. You can also use * the per-glyph display list functionality to alter the attributes * of each glyph. * * The only complexity to this style is selecting the point size. Since * the glyphs are drawn as polygons, they are subject to the viewing and * modeling transformations. The point size is nominally chosen to be the same * as a raster image generated at the given resolution. Some experimentation * with point size and resolution may be necessary to achieve the desired * results. */ class Filled : public Polygonal { //! 3D tessellation of glyphs is accomplished through the standard GLU //! routines GLUtesselator* tess_obj_; //! A place to store any extra vertices generated by the Combine callback VertexInfoList extra_vertices_; protected: //! Offset the glyph in the Z direction. Solely for the Solid subclass. //! Until I can figure out how to shift the glyph outside the context //! of this class, I guess this has got to stay (but it is redundant //! to extrusion_.depth_) GLfloat depth_offset_; public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Filled ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Filled ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Filled ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor deletes the GLU tessellation object allocated in * in the constructor. */ OGLFT_API virtual ~Filled ( void ); /*! * \return the list of extra vertices created by the GLU tessellation * combine callback. */ OGLFT_API VertexInfoList& extraVertices ( void ) { return extra_vertices_; } protected: void renderGlyph ( FT_Face face, FT_UInt glyph_index ); private: void init ( void ); static int moveToCallback ( FT_Vector* to, Filled* filled ); static int lineToCallback ( FT_Vector* to, Filled* filled ); static int conicToCallback ( FT_Vector* control, FT_Vector* to, Filled* filled); static int cubicToCallback ( FT_Vector* control1, FT_Vector* control2, FT_Vector* to, Filled* filled ); static void vertexCallback ( VertexInfo* vertex ); static void beginCallback ( GLenum which ); static void endCallback ( void ); static void combineCallback ( GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** out_data, Filled* filled ); static void errorCallback ( GLenum error_code ); }; #ifndef OGLFT_NO_SOLID //! Render text as solid letters. /*! * \image html solid_class.png * Each glyph is drawn as a closed solid. The contours are extracted * from the font file through FreeType. FreeType is used to scale the * contours to the given size. The contours are passed to the GLE * tubing and extrusion library to create the sides of the solid. * Then the GLU tessellation routines are used * to tessellate the contours into polygons which are used to cap the sides. * * Currently, the solids are drawn only in the foreground color. However, * proper surface normals are computed so that the solids may be lighted. * Eventually, you'll be able to supply a color/texture * coordinate function to make glyphs more interesting. Note that you can use * the per-glyph display list functionality to alter each glyph individually. * * Another TODO item is to improve the interaction with GLE. Currently, * you can only create block solids. Eventually, we'll have the capability * add bevels and rounds to the edges of the solids and maybe even more * general extrusions (like, for example, the swooshing letters in the title * sequence of the Salkind's 1978 "Superman" movie). * * The only complexity to this style is selecting the point size. Since * the glyphs are drawn as a collection of polygons, they are subject to the * viewing and modeling transformations. The point size is nominally chosen * to be the same as a raster image generated at the given resolution. * Some experimentation with point size and resolution may be necessary to * achieve the desired results. */ class Solid : public Filled { private: //! Callbacks for FreeType glyph decomposition into outlines (note: this //! has the same name as the variable in Polygonal, but it is distinct since //! the routines for the GLE contouring are different from the Filled //! GLU tessellation routines. This may be too confusing?) FT_Outline_Funcs interface_; //! For now, you can only get block extruded solids static const unsigned int N_POLYLINE_PTS = 4; //! Data for the gleExtrusion routine struct glePoint2D { double p_[2]; glePoint2D ( double p[2] ) { p_[X] = p[X]; p_[Y] = p[Y]; } glePoint2D ( double x, double y ) { p_[X] = x; p_[Y] = y; } glePoint2D ( const VertexInfo& v ) { p_[X] = v.v_[X]; p_[Y] = v.v_[Y]; } }; //! Collect all the output from GLE in one of these structures. struct { double depth_; struct { int x_, y_; } normal_sign_; std::vector< glePoint2D > contour_; std::vector< glePoint2D > contour_normals_; gleDouble up_[3]; int n_polyline_pts_; gleDouble point_array_[N_POLYLINE_PTS][3]; } extrusion_; public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Solid ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Solid ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Solid ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ OGLFT_API ~Solid ( void ); /*! * Set the thickness of the solid * \param depth thickness of the solid in model units. */ OGLFT_API void setDepth ( double depth ); /*! * \return the solid extrusion depth. */ OGLFT_API double depth ( void ) const { return extrusion_.depth_; } private: // It would be nice if C/C++ had real matrix notation (like Perl!) void assign ( gleDouble a[3], double x, double y, double z ) { a[X] = x; a[Y] = y; a[Z] = z; } void init ( void ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); static int moveToCallback ( FT_Vector* to, Solid* solid ); static int lineToCallback ( FT_Vector* to, Solid* solid ); static int conicToCallback ( FT_Vector* control, FT_Vector* to, Solid* solid ); static int cubicToCallback ( FT_Vector* control1, FT_Vector* control2, FT_Vector* to, Solid* solid ); }; #endif /* OGLFT_NO_SOLID */ //! This is the base class of the raster styles: bitmap, grayscale and //! translucent. /*! * In the raster styles, FreeType's rasterizer is used to generate raster * images of each glyph. */ class Raster : public Face { protected: //! Raster glyph can be rotated in the Z plane (in addition to the string //! rotation). GLfloat character_rotation_z_; public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Raster ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Raster ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Raster ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ OGLFT_API virtual ~Raster ( void ); /*! * Set the individual character rotation in the Z direction. * \param character_rotation_z angle in degrees of Z rotation. */ OGLFT_API void setCharacterRotationZ ( GLfloat character_rotation_z ); /*! * \return the character rotation in the Z direction. */ OGLFT_API GLfloat characterRotationZ ( void ) const { return character_rotation_z_; } /*! * \return the height (i.e., line spacing) at the current character size. */ OGLFT_API double height ( void ) const; /*! * Implement measuring a character in a raster face. * \param c the (latin1) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( unsigned char c ); #ifndef OGLFT_NO_QT /*! * Implement measuring a character in a raster face. * \param c the (UNICODE) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( const QChar c ); #endif /* OGLFT_NO_QT */ /*! * Measure a string of characters. Note: currently, this merely * calls Face's measure routine. * \param s string of (latin1) characters to measure * \return the bounding box of s. */ OGLFT_API BBox measure ( const char* s ) { return Face::measure( s ); } #ifndef OGLFT_NO_QT /*! * Implement measuring a formatted number * \param format the format string * \param number to value to format * \return the bounding box of the formatted number */ OGLFT_API BBox measure ( const QString& format, double number ); #endif /* OGLFT_NO_QT */ private: void init ( void ); GLuint compileGlyph ( FT_Face face, FT_UInt glyph_index ); void setCharSize ( void ); void setRotationOffset ( void ); void clearCaches ( void ); }; //! Render text as a monochrome raster image. /*! * \image html monochrome_class.png * This is more or less the standard way in which text is intended to * be rendered in OpenGL. It uses the \c glBitmap call to draw a sequence * of monochrome bitmaps. Since FreeType is capable of rotating glyphs * created from faces based on vector outlines, you can rotate (in the Z plane) * both the text string as well as the individual characters in the string. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for monochrome glyphs to be rendered properly. * * Another note: It is helpful to have the option * \c GL_RASTER_POSITION_UNCLIPPED_IBM available if you intend to draw text * at MODELVIEW based positions, otherwise if the initial text position is off * the screen, the entire image is clipped. */ class Monochrome : public Raster { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Monochrome ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Monochrome ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param font open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Monochrome ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ OGLFT_API ~Monochrome ( void ); private: GLubyte* invertBitmap ( const FT_Bitmap& bitmap ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); }; //! Render text as a grayscale raster image. /*! * \image html grayscale_class.png * The Grayscale style is similar to the Monochrome style. FreeType is used * to rasterize a glyph and this is then drawn on the screen using * \c glDrawPixels. The FreeType rasterization is done in anti-aliased mode. * When Grayscale draws the glyph image, the resulting text is blended * smoothly from the foreground color to the background color. The background * of the glyph is opaque, so this style works best over a solid background. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for grayscale glyphs to be rendered properly. * * Another note: It is helpful to have the option * \c GL_RASTER_POSITION_UNCLIPPED_IBM available if you intend to draw text * at MODELVIEW based positions, otherwise if the initial text position is off * the screen, the entire image is clipped. */ class Grayscale : public Raster { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Grayscale ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Grayscale ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Grayscale ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ OGLFT_API ~Grayscale ( void ); private: GLubyte* invertPixmap ( const FT_Bitmap& bitmap ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); }; //! Render text as a translucent raster image. /*! * \image html translucent_class.png * The Translucent style is similar to the Grayscale style. FreeType is used * to rasterize a glyph and this is then drawn on the screen using * \c glDrawPixels. The FreeType rasterization is done in anti-aliased mode. * When Translucent draws the glyph image, the grayscale levels provided * by FreeType are used as Alpha values in the raster image. This allows * the glyphs to be smoothly blended into complicated backgrounds. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for translucent glyphs to be rendered properly. * Additionally, you need to activate blending in order to achieve the * translucent effect: * \code * glEnable( GL_BLEND ); * glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); * \endcode * * Another note: It is helpful to have the option * \c GL_RASTER_POSITION_UNCLIPPED_IBM available if you intend to draw text * at MODELVIEW based positions, otherwise if the initial text position is off * the screen, the entire image is clipped. */ class Translucent : public Raster { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Translucent ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Translucent ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Translucent ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The destructor doesn't do anything in particular. */ OGLFT_API ~Translucent ( void ); private: GLubyte* invertPixmapWithAlpha ( const FT_Bitmap& bitmap ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); }; //! This is the base class of the texture style. class Texture : public Face { protected: //! Angle of rotation of characters relative to text orientation. struct { bool active_; //!< Is character rotation non-zero? (faster than checking all //!< the other values.) GLfloat x_, //!< Angle of rotation in the X direction. y_, //!< Angle of rotation in the Y direction. z_; //!< Angle of rotation in the Z direction. } character_rotation_; /*! * The textured glyphs need a little bit more infrastructure to draw * since we have to remember the size of the texture object itself * (at least implicitly). Also, we don't want to create any more * texture objects than we have to, so they are always cached. */ struct TextureInfo { GLuint texture_name_; //!< A bound texture name is an integer in OpenGL. FT_Int left_bearing_, //!< The left bearing of the transformed glyph. bottom_bearing_; //!< The bottom bearing of the transformed glyph. int width_, //!< The 2**l width of the texture. height_; //!< The 2**m height of the texture. GLfloat texture_s_, //!< The fraction of the texture width occupied //!< by the glyph. texture_t_; //!< The fraction of the texture height occupied //!< by the glyph. FT_Vector advance_; //!< The advance vector of the transformed glyph. }; //! Type of the cache of defined glyph to texture objects mapping. typedef std::map< FT_UInt, TextureInfo > GlyphTexObjs; //! A convenience definition of the iterator over the glyph to texture //! object map. typedef GlyphTexObjs::const_iterator GTOCI; //! A convenience definition of the iterator over the glyph to texture //! object map. typedef GlyphTexObjs::iterator GTOI; //! Cache of defined glyph texture objects. GlyphTexObjs glyph_texobjs_; public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Texture ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Texture ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API Texture ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The texture destructor doesn't really do anything. */ OGLFT_API virtual ~Texture ( void ); /*! * Set the individual character rotation in the X direction. * \param character_rotation_x angle in degrees of X rotation. */ OGLFT_API void setCharacterRotationX ( GLfloat character_rotation_x ); /*! * Set the individual character rotation in the Y direction. * \param character_rotation_y angle in degrees of Y rotation. */ OGLFT_API void setCharacterRotationY ( GLfloat character_rotation_y ); /*! * Set the individual character rotation in the Z direction. * \param character_rotation_z angle in degrees of Z rotation. */ OGLFT_API void setCharacterRotationZ ( GLfloat character_rotation_z ); /*! * \return the character rotation in the X direction. */ OGLFT_API GLfloat characterRotationX ( void ) const { return character_rotation_.x_; } /*! * \return the character rotation in the Y direction. */ OGLFT_API GLfloat characterRotationY ( void ) const { return character_rotation_.y_; } /*! * \return the character rotation in the Z direction. */ OGLFT_API GLfloat characterRotationZ ( void ) const { return character_rotation_.z_; } /*! * \return the height (i.e., line spacing) at the current character size. */ OGLFT_API double height ( void ) const; /*! * Implement measuring a character in a texture face. * \param c the (latin1) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( unsigned char c ); #ifndef OGLFT_NO_QT /*! * Implement measuring a character in a texture face. * \param c the (UNICODE) character to measure * \return the bounding box of c. */ OGLFT_API BBox measure ( const QChar c ); #endif /* OGLFT_NO_QT */ /*! * Measure a string of characters. Note: currently, this merely * calls Face's measure routine. * \param s string of (latin1) characters to measure * \return the bounding box of s. */ OGLFT_API BBox measure ( const char* s ) { return Face::measure( s ); } #ifndef OGLFT_NO_QT OGLFT_API BBox measure ( const QString& s ) { return Face::measure( s ); } /*! * Implement measuring a formatted number * \param format the format string * \param number to value to format * \return the bounding box of the formatted number */ OGLFT_API BBox measure ( const QString& format, double number ) { return Face::measure( format, number ); } #endif /* OGLFT_NO_QT */ protected: /*! * OpenGL texture maps have to be a power of 2 in width and height (including * apparently 1 = 2**0 ). This function returns the next higher power of * 2 of the argument. If the argument is already a power of 2, you just * get that back. * \param a width or height of an image. * \return value of a rounded to nearest, higher power of 2. */ unsigned int nearestPowerCeil ( unsigned int a ); /*! * This is all that distinguishes the various texture styles. Each subclass * defines this method as appropriate. Once the texture is bound, it * is rendered the same in all cases. * \param face FT_Face containing the glyph to render. * \param glyph_index index of glyph in face. */ virtual void bindTexture ( FT_Face face, FT_UInt glyph_index ) = 0; private: void init ( void ); void setCharSize ( void ); void setRotationOffset ( void ); GLuint compileGlyph ( FT_Face face, FT_UInt glyph_index ); void renderGlyph ( FT_Face face, FT_UInt glyph_index ); void clearCaches ( void ); }; //! Render text as texture mapped monochrome quads. /*! * \image html texture_monochrome_class.png * This style is similar to the Monochrome raster style, except instead * of using \c glBitmap to draw the raster image, the image is used * as a texture map on a quad. If drawing is confined to the Z plane, * then you will see no difference between this style and Monochrome. * However, because the quad is a 3D object, it can be transformed * by the usual modeling operations; so, texture mapped glyphs can be * rotated in the X and Y directions as well as Z direction. Also, * if the viewing (or modeling) transformation has a non-unity scale or * shear, the glyphs will also be scaled or sheared (unlike the raster * styles). Also, there is no problem with clipping glyphs which lie * off the screen; texture mapped quads are properly clipped to the * screen boundary. * * If this is not convincing enough, the performance of texture mapped * glyphs is generally as good as or better than the equivalent * raster style (especially with hardware texture acceleration). However, * they do take up more memory space. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for textured glyphs to be rendered properly. */ class MonochromeTexture : public Texture { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API MonochromeTexture ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API MonochromeTexture ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API MonochromeTexture ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The monochrome texture destructor doesn't really do anything. */ OGLFT_API ~MonochromeTexture ( void ); private: GLubyte* invertBitmap ( const FT_Bitmap& bitmap, int* width, int* height ); void bindTexture ( FT_Face face, FT_UInt glyph_index ); }; //! Render text as texture mapped grayscale quads. /*! * \image html texture_grayscale_class.png * This style is similar to the Grayscale raster style, except instead * of using \c glDrawPixels to draw the raster image, the image is used * as a texture map on a quad. If drawing is confined to the Z plane, * then you will see no difference between this style and Grayscale. * However, because the quad is a 3D object, it can be transformed * by the usual modeling operations; so, texture mapped glyphs can be * rotated in the X and Y directions as well as Z direction. Also, * if the viewing (or modeling) transformation has a non-unity scale or * shear, the glyphs will also be scaled or sheared (unlike the raster * styles). Also, there is no problem with clipping glyphs which lie * off the screen; texture mapped quads are properly clipped to the * screen boundary. * * If this is not convincing enough, the performance of texture mapped * glyphs is generally as good as or better than the equivalent * raster style (especially with hardware texture acceleration). However, * they do consume more memory space. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for textured glyphs to be rendered properly. */ class GrayscaleTexture : public Texture { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API GrayscaleTexture ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API GrayscaleTexture ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API GrayscaleTexture ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The grayscale texture destructor doesn't really do anything. */ OGLFT_API ~GrayscaleTexture ( void ); private: GLubyte* invertPixmap ( const FT_Bitmap& bitmap, int* width, int* height ); void bindTexture ( FT_Face face, FT_UInt glyph_index ); }; //! Render text as texture mapped translucent quads. /*! * \image html texture_translucent_class.png * This style is similar to the Translucent raster style, except instead * of using \c glDrawPixels to draw the raster image, the image is used * as a texture map on a quad. If drawing is confined to the Z plane, * then you will see no difference between this style and Translucent. * However, because the quad is a 3D object, it can be transformed * by the usual modeling operations; so, texture mapped glyphs can be * rotated in the X and Y directions as well as Z direction. Also, * if the viewing (or modeling) transformation has a non-unity scale or * shear, the glyphs will also be scaled or sheared (unlike the raster * styles). Also, there is no problem with clipping glyphs which lie * off the screen; texture mapped quads are properly clipped to the * screen boundary. * * If this is not convincing enough, the performance of texture mapped * glyphs is generally as good as or better than the equivalent * raster style (especially with hardware texture acceleration). However, * they do consume more memory space. * * Note: you \em must call * \code * glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); * \endcode * before drawing in order for textured glyphs to be rendered properly. * Additionally, you need to activate blending in order to achieve the * translucent effect: * \code * glEnable( GL_BLEND ); * glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); * \endcode */ class TranslucentTexture : public Texture { public: /*! * \param filename the filename which contains the font face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API TranslucentTexture ( const char* filename, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param data_base the memory location (base pointer) which contains the font face. * \param data_size the size (in bytes) of the font data found at \ref data_base. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API TranslucentTexture ( const FT_Byte* data_base, const FT_Long data_size, float point_size = 12, FT_UInt resolution = 100 ); /*! * \param face open FreeType FT_Face. * \param point_size the initial point size of the font to generate. A point * is essentially 1/72th of an inch. Defaults to 12. * \param resolution the pixel density of the display in dots per inch (DPI). * Defaults to 100 DPI. */ OGLFT_API TranslucentTexture ( FT_Face face, float point_size = 12, FT_UInt resolution = 100 ); /*! * The translucent texture destructor doesn't really do anything. */ OGLFT_API ~TranslucentTexture ( void ); private: GLubyte* invertPixmap ( const FT_Bitmap& bitmap, int* width, int* height ); void bindTexture ( FT_Face face, FT_UInt glyph_index ); }; } // Close OGLFT namespace #endif /* OGLFT_H */