package glapp; import java.awt.AlphaComposite; import java.awt.Color; import java.awt.Font; import java.awt.Graphics2D; import java.awt.RenderingHints; import java.awt.FontMetrics; import java.awt.image.BufferedImage; import org.lwjgl.opengl.GL11; /** * GLFont uses the Java Font class to create character sets and render text. * GLFont can generate text in nearly any size, and in any font that Java supports. *

*/ public class GLFont { // the font that was used to generate character set Font font; // display list base for characters int fontListBase = -1; // texture containing a grid of 100 printable characters int fontTextureHandle = 0; // these will be set by getFontImageSize() and used by buildFont() int fontSize = 0; int textureSize = 0; // temp values for buildFont() static int[] charwidths = new int[100]; /** * Dynamically create a texture mapped character set with the given Font. * Text color will be white on a transparent background. * * @param f Java Font object */ public GLFont(Font f) { makeFont(f, new float[] {1,1,1,1}, new float[] {0,0,0,0} ); } /** * Create a texture mapped character set with the given Font, * Text color and background color. * * @param f Java Font object * @param fgColor foreground (text) color as rgb or rgba values in range 0-1 * @param bgColor background color as rgb or rgba values in range 0-1 (set alpha to 0 to make transparent) */ public GLFont(Font f, float[] fgColor, float[] bgColor) { makeFont(f, fgColor, bgColor); } /** * Return the handle to the texture holding the character set. */ public int getTexture() { return fontTextureHandle; } /** * Prepare a texture mapped character set with the given Font, text color and background color. * Characters will be textured onto quads and stored in display lists. The base display * list id is stored in the fontListBase variable. After makeFont() is run the print() * function can be used to render text in this font. * * @param f the font to draw characters * @param fgColor foreground (text) color as rgb or rgba values in range 0-1 * @param bgColor background color as rgb or rgba values in range 0-1 (set alpha to 0 to make transparent) * * @see createFontImage() * @see print() */ public void makeFont(Font f, float[] fgColor, float[] bgColor) { int charsetTexture = 0; if ((charsetTexture=makeFontTexture(f,fgColor,bgColor)) > 0) { // create 100 display lists, one for each character // textureSize and fontSize are calculated by createFontImage() buildFont(charsetTexture, textureSize, fontSize); fontTextureHandle = charsetTexture; font = f; } } /** * Return a texture containing a character set with the given Font arranged in * a 10x10 grid of printable characters. * * @param f the font to draw characters * @param fgColor foreground (text) color as rgb or rgba values in range 0-1 * @param bgColor background color as rgb or rgba values in range 0-1 (set alpha to 0 to make transparent) * @see createFontImage() * @see print() */ public int makeFontTexture(Font f, float[] fgColor, float[] bgColor) { int texture = 0; try { // Create a BufferedImage containing a 10x10 grid of printable characters BufferedImage image = createFontImage( f, // the font fgColor, // text color bgColor); // background color // make a texture with the buffered image int[] pixelsARGB = GLImage.getImagePixels(image); texture = GLApp.makeTexture(pixelsARGB, image.getWidth(), image.getHeight(), false); } catch (Exception e) { System.out.println("makeChar(): exception " + e); } return texture; } /** * Return a texture containing the given single character with the Courier font. * TO DO: pass Font as a parameter. * * @param onechar character to draw into texture */ public static int makeCharTexture(Font f, String onechar, float[] fgColor, float[] bgColor) { int texture = 0; try { // Create a BufferedImage with one character BufferedImage image = createCharImage(onechar, f, // the font fgColor, // text bgColor); // background // make a texture from the image int[] pixelsARGB = GLImage.getImagePixels(image); texture = GLApp.makeTexture(pixelsARGB, image.getWidth(), image.getHeight(), false); } catch (Exception e) { System.out.println("makeChar(): exception " + e); } return texture; } /** * return a BufferedImage containing the given character drawn with the given font. * Character will be drawn on its baseline, and centered horizontally in the image. * * @param text a single character to render * @param font the font to render with * @param fgColor foreground (text) color as rgb or rgba values in range 0-1 * @param bgColor background color as rgb or rgba values in range 0-1 (set alpha to 0 to make transparent) * @return */ public static BufferedImage createCharImage(String text, Font font, float[] fgColor, float[] bgColor) { Color bg = bgColor==null? new Color(0,0,0,0) : (bgColor.length==3? new Color(bgColor[0],bgColor[1],bgColor[2],1) : new Color(bgColor[0],bgColor[1],bgColor[2],bgColor[3])); Color fg = fgColor==null? new Color(1,1,1,1) : (fgColor.length==3? new Color(fgColor[0],fgColor[1],fgColor[2],1) : new Color(fgColor[0],fgColor[1],fgColor[2],fgColor[3])); boolean isAntiAliased = true; boolean usesFractionalMetrics = false; // get size of texture image neaded to hold largest character of this font int maxCharSize = getFontSize(font); int imgSize = GLApp.getPowerOfTwoBiggerThan(maxCharSize); if (imgSize > 2048) { GLApp.err("GLFont.createCharImage(): texture size will be too big (" + imgSize + ") Make the font size smaller."); return null; } // we'll draw text into this image BufferedImage image = new BufferedImage(imgSize, imgSize, BufferedImage.TYPE_INT_ARGB); Graphics2D g = image.createGraphics(); // Clear image with background color (make transparent if color has alpha value) if (bg.getAlpha() < 255) { g.setComposite(AlphaComposite.getInstance(AlphaComposite.CLEAR, (float)bg.getAlpha()/255f)); } g.setColor(bg); g.fillRect(0,0,imgSize,imgSize); // prepare to draw character in foreground color g.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1.0f)); g.setColor(fg); g.setFont(font); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, isAntiAliased? RenderingHints.VALUE_TEXT_ANTIALIAS_ON : RenderingHints.VALUE_TEXT_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, usesFractionalMetrics? RenderingHints.VALUE_FRACTIONALMETRICS_ON : RenderingHints.VALUE_FRACTIONALMETRICS_OFF); g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); // place the character (on baseline, centered horizontally) FontMetrics fm = g.getFontMetrics(); int cwidth = fm.charWidth(text.charAt(0)); int height = fm.getHeight(); int ascent = fm.getAscent(); int vborder = (int) ((float)(imgSize - height) / 2f); int hborder = (int) ((float)(imgSize - cwidth) / 2f); g.drawString(text, hborder, vborder+ascent); g.dispose(); return image; } /** * Return a BufferedImage containing 100 printable characters drawn with the given font. Characters * will be arranged in a 10x10 grid. * @param text * @param font * @param imgSize a power of two (32 64 256 etc) * @param fgColor foreground (text) color as rgb or rgba values in range 0-1 * @param bgColor background color as rgb or rgba values in range 0-1 (set alpha to 0 to make transparent) * @return */ public BufferedImage createFontImage(Font font, float[] fgColor, float[] bgColor) { Color bg = bgColor==null? new Color(0,0,0,0) : (bgColor.length==3? new Color(bgColor[0],bgColor[1],bgColor[2],1) : new Color(bgColor[0],bgColor[1],bgColor[2],bgColor[3])); Color fg = fgColor==null? new Color(1,1,1,1) : (fgColor.length==3? new Color(fgColor[0],fgColor[1],fgColor[2],1) : new Color(fgColor[0],fgColor[1],fgColor[2],fgColor[3])); boolean isAntiAliased = true; boolean usesFractionalMetrics = false; // get size of texture image neaded to hold 10x10 character grid fontSize = getFontSize(font); textureSize = GLApp.getPowerOfTwoBiggerThan(fontSize*10); GLApp.msg("GLFont.getFontImageSize(): build font with fontsize=" + fontSize + " gridsize=" + (fontSize*10) + " texturesize=" + textureSize); if (textureSize > 2048) { GLApp.err("GLFont.createFontImage(): texture size will be too big (" + textureSize + ") Make the font size smaller."); return null; } // create a buffered image to hold charset BufferedImage image = new BufferedImage(textureSize, textureSize, BufferedImage.TYPE_INT_ARGB); Graphics2D g = image.createGraphics(); // Clear image with background color (make transparent if color has alpha value) if (bg.getAlpha() < 255) { g.setComposite(AlphaComposite.getInstance(AlphaComposite.CLEAR, (float)bg.getAlpha()/255f)); } g.setColor(bg); g.fillRect(0,0,textureSize,textureSize); // prepare to draw characters in foreground color g.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1.0f)); g.setColor(fg); g.setFont(font); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, isAntiAliased? RenderingHints.VALUE_TEXT_ANTIALIAS_ON : RenderingHints.VALUE_TEXT_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, usesFractionalMetrics? RenderingHints.VALUE_FRACTIONALMETRICS_ON : RenderingHints.VALUE_FRACTIONALMETRICS_OFF); g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); // get font measurements FontMetrics fm = g.getFontMetrics(); int ascent = fm.getMaxAscent(); // draw the grid of 100 characters for (int r=0; r < 10; r++) { for (int c=0; c < 10; c++) { char ch = (char)(32 + ((r*10)+c)); g.drawString( String.valueOf(ch), (c*fontSize), (r*fontSize)+ascent); charwidths[(r*10)+c] = fm.charWidth(ch); } } g.dispose(); return image; } /** * Return the maximum character size of the given Font. This will be the max of * the vertical and horizontal font dimensions, so can be used to create a square * image large enough to hold any character rendered with this Font. *

* Creates a BufferedImage and Graphics2D graphics context to get font sizes (is * there a more efficient way to do this?). *

* @param font Font object describes the font to render with * @return power-of-two texture size large enough to hold the character set */ public static int getFontSize(Font font) { boolean isAntiAliased = true; boolean usesFractionalMetrics = false; // just a dummy image so we can get a graphics context BufferedImage image = new BufferedImage(64, 64, BufferedImage.TYPE_INT_ARGB); Graphics2D g = image.createGraphics(); // prepare to draw character g.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1.0f)); g.setFont(font); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, isAntiAliased? RenderingHints.VALUE_TEXT_ANTIALIAS_ON : RenderingHints.VALUE_TEXT_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, usesFractionalMetrics? RenderingHints.VALUE_FRACTIONALMETRICS_ON : RenderingHints.VALUE_FRACTIONALMETRICS_OFF); g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); // get character measurements FontMetrics fm = g.getFontMetrics(); int ascent = fm.getMaxAscent(); int descent = fm.getMaxDescent(); int advance = fm.charWidth('W'); // width of widest char, more reliable than getMaxAdvance(); int leading = fm.getLeading(); // calculate size of 10x10 character grid int fontHeight = ascent+descent+(leading/2); int fontWidth = advance; int maxCharSize = Math.max(fontHeight,fontWidth); return maxCharSize; } /** * Build the character set display list from the given texture. Creates * one quad for each character, with one letter textured onto each quad. * Assumes the texture is a 256x256 image containing every * character of the charset arranged in a 16x16 grid. Each character * is 16x16 pixels. Call destroyFont() to release the display list memory. * * Should be in ORTHO (2D) mode to render text (see setOrtho()). * * Special thanks to NeHe and Giuseppe D'Agata for the "2D Texture Font" * tutorial (http://nehe.gamedev.net). * * @param charSetImage texture image containing 100 characters in a 10x10 grid * @param fontWidth how many pixels to allow per character on screen * * @see destroyFont() */ public void buildFont(int fontTxtrHandle, int textureSize, int fontSize) { int unitSize = fontSize; // pixel size of one block in 10x10 grid float usize = (float)unitSize / (float)(textureSize); // UV size of one block in grid float chU, chV; // character UV position // Create 100 Display Lists fontListBase = GL11.glGenLists(100); // make a quad for each character in texture for (int i = 0; i < 100; i++) { int x = (i % 10); // column int y = (i / 10); // row // make character UV coordinate // the character V position is tricky because we have to invert the V coord // (char # 0 is at top of texture image, but V 0 is at bottom) chU = (float) (x*unitSize) / (float) textureSize; chV = (float) (textureSize-(y*unitSize)-unitSize) / (float) textureSize; GL11.glNewList(fontListBase + i, GL11.GL_COMPILE); // start display list { GL11.glBegin(GL11.GL_QUADS); // Make A unitSize square quad { GL11.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left) GL11.glVertex2i(0, 0); GL11.glTexCoord2f(chU + usize, chV); // Texture Coord (Bottom Right) GL11.glVertex2i(unitSize, 0); GL11.glTexCoord2f(chU + usize, chV + usize); // Texture Coord (Top Right) GL11.glVertex2i(unitSize, unitSize); GL11.glTexCoord2f(chU, chV + usize); // Texture Coord (Top Left) GL11.glVertex2i(0, unitSize); } GL11.glEnd(); GL11.glTranslatef(charwidths[i], 0, 0); // shift right the width of the character } GL11.glEndList(); // done display list } } /** * Clean up the allocated display lists for the character set. */ public void destroyFont() { if (fontListBase != -1) { GL11.glDeleteLists(fontListBase,256); fontListBase = -1; } } /** * Render a text string in 2D over the scene, using the character set created * by this GLFont object. * * @see makeFont() */ public void print(int x, int y, String msg) { if (msg != null) { // preserve current GL settings GLApp.pushAttribOrtho(); { // turn off lighting GL11.glDisable(GL11.GL_LIGHTING); // enable alpha blending, so character background is transparent GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // enable the charset texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureHandle); // prepare to render in 2D GLApp.setOrthoOn(); // draw the text GL11.glTranslatef(x, y, 0); // Position The Text (in pixel coords) for(int i=0; i