/* * A very simple font cache and rasterizer that uses FreeType * to draw fonts from a single OpenGL texture. The code uses * a linear-probe hashtable, and writes new glyphs into * the texture using glTexSubImage2D. When the texture fills * up, or the hash table gets too crowded, the cache is emptied. * * This is designed to be used for horizontal text only, * and draws unhinted text with subpixel accurate metrics * and kerning. As such, you should always call the drawing * function with an orthogonal transform that maps units * to pixels accurately. */ #include "gl-app.h" #include #include #include #include #define PADDING 1 /* set to 0 to save some space but disallow arbitrary transforms */ #define MAXGLYPHS 4093 /* prime number for hash table goodness */ #define CACHESIZE 1024 #define XPRECISION 4 #define YPRECISION 1 struct key { fz_font *font; float size; short gid; unsigned char subx; unsigned char suby; }; struct glyph { char lsb, top, w, h; short s, t; }; struct table { struct key key; struct glyph glyph; }; static struct table g_table[MAXGLYPHS]; static int g_table_load = 0; static unsigned int g_cache_tex = 0; static int g_cache_w = CACHESIZE; static int g_cache_h = CACHESIZE; static int g_cache_row_y = 0; static int g_cache_row_x = 0; static int g_cache_row_h = 0; static fz_font *g_font = NULL; static void clear_font_cache(void) { #if PADDING > 0 unsigned char *zero = malloc(g_cache_w * g_cache_h); memset(zero, 0, g_cache_w * g_cache_h); glBindTexture(GL_TEXTURE_2D, g_cache_tex); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_cache_w, g_cache_h, GL_ALPHA, GL_UNSIGNED_BYTE, zero); free(zero); #endif memset(g_table, 0, sizeof(g_table)); g_table_load = 0; g_cache_row_y = PADDING; g_cache_row_x = PADDING; g_cache_row_h = 0; } void ui_init_fonts(void) { const unsigned char *data; int size; glGenTextures(1, &g_cache_tex); glBindTexture(GL_TEXTURE_2D, g_cache_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g_cache_w, g_cache_h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL); clear_font_cache(); data = fz_lookup_builtin_font(ctx, "Charis SIL", 0, 0, &size); if (!data) data = fz_lookup_builtin_font(ctx, "Times", 0, 0, &size); g_font = fz_new_font_from_memory(ctx, NULL, data, size, 0, 0); } void ui_finish_fonts(void) { clear_font_cache(); fz_drop_font(ctx, g_font); } static unsigned int hashfunc(struct key *key) { unsigned char *buf = (unsigned char *)key; unsigned int len = sizeof(struct key); unsigned int h = 0; while (len--) h = *buf++ + (h << 6) + (h << 16) - h; return h; } static unsigned int lookup_table(struct key *key) { unsigned int pos = hashfunc(key) % MAXGLYPHS; while (1) { if (!g_table[pos].key.font) /* empty slot */ return pos; if (!memcmp(key, &g_table[pos].key, sizeof(struct key))) /* matching slot */ return pos; pos = (pos + 1) % MAXGLYPHS; } } static struct glyph *lookup_glyph(fz_font *font, float size, int gid, float *xp, float *yp) { fz_matrix trm, subpix_trm; unsigned char subx, suby; fz_pixmap *pixmap; struct key key; unsigned int pos; int w, h; /* match fitz's glyph cache quantization */ trm = fz_scale(size, -size); trm.e = *xp; trm.f = *yp; fz_subpixel_adjust(ctx, &trm, &subpix_trm, &subx, &suby); *xp = trm.e; *yp = trm.f; /* * Look it up in the table */ memset(&key, 0, sizeof key); key.font = font; key.size = size; key.gid = gid; key.subx = subx; key.suby = suby; pos = lookup_table(&key); if (g_table[pos].key.font) return &g_table[pos].glyph; /* * Render the bitmap */ glEnd(); pixmap = fz_render_glyph_pixmap(ctx, font, gid, &subpix_trm, NULL, 8); w = pixmap->w; h = pixmap->h; /* * Find an empty slot in the texture */ if (g_table_load == (MAXGLYPHS * 3) / 4) { puts("font cache table full, clearing cache"); clear_font_cache(); pos = lookup_table(&key); } if (h + PADDING > g_cache_h || w + PADDING > g_cache_w) return NULL; if (g_cache_row_x + w + PADDING > g_cache_w) { g_cache_row_y += g_cache_row_h + PADDING; g_cache_row_x = PADDING; g_cache_row_h = 0; } if (g_cache_row_y + h + PADDING > g_cache_h) { puts("font cache texture full, clearing cache"); clear_font_cache(); pos = lookup_table(&key); } /* * Copy bitmap into texture */ memcpy(&g_table[pos].key, &key, sizeof(struct key)); g_table[pos].glyph.w = pixmap->w; g_table[pos].glyph.h = pixmap->h; g_table[pos].glyph.lsb = pixmap->x; g_table[pos].glyph.top = -pixmap->y; g_table[pos].glyph.s = g_cache_row_x; g_table[pos].glyph.t = g_cache_row_y; g_table_load ++; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ROW_LENGTH, pixmap->w); glTexSubImage2D(GL_TEXTURE_2D, 0, g_cache_row_x, g_cache_row_y, w, h, GL_ALPHA, GL_UNSIGNED_BYTE, pixmap->samples); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); fz_drop_pixmap(ctx, pixmap); glBegin(GL_QUADS); g_cache_row_x += w + PADDING; if (g_cache_row_h < h + PADDING) g_cache_row_h = h + PADDING; return &g_table[pos].glyph; } static float ui_draw_glyph(fz_font *font, float size, int gid, float x, float y) { struct glyph *glyph; float s0, t0, s1, t1, xc, yc; glyph = lookup_glyph(font, size, gid, &x, &y); if (!glyph) return 0; s0 = (float) glyph->s / g_cache_w; t0 = (float) glyph->t / g_cache_h; s1 = (float) (glyph->s + glyph->w) / g_cache_w; t1 = (float) (glyph->t + glyph->h) / g_cache_h; xc = floorf(x) + glyph->lsb; yc = floorf(y) - glyph->top + glyph->h; glTexCoord2f(s0, t0); glVertex2f(xc, yc - glyph->h); glTexCoord2f(s1, t0); glVertex2f(xc + glyph->w, yc - glyph->h); glTexCoord2f(s1, t1); glVertex2f(xc + glyph->w, yc); glTexCoord2f(s0, t1); glVertex2f(xc, yc); return fz_advance_glyph(ctx, font, gid, 0) * size; } float ui_measure_character(int ucs) { fz_font *font; int gid = fz_encode_character_with_fallback(ctx, g_font, ucs, 0, 0, &font); return fz_advance_glyph(ctx, font, gid, 0) * ui.fontsize; } float ui_draw_character(int ucs, float x, float y) { fz_font *font; int gid = fz_encode_character_with_fallback(ctx, g_font, ucs, 0, 0, &font); return ui_draw_glyph(font, ui.fontsize, gid, x, y); } void ui_begin_text(void) { glBindTexture(GL_TEXTURE_2D, g_cache_tex); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); } void ui_end_text(void) { glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); } float ui_draw_string(float x, float y, const char *str) { int ucs; ui_begin_text(); while (*str) { str += fz_chartorune(&ucs, str); x += ui_draw_character(ucs, x, y + ui.baseline); } ui_end_text(); return x; } void ui_draw_string_part(float x, float y, const char *s, const char *e) { int c; ui_begin_text(); while (s < e) { s += fz_chartorune(&c, s); x += ui_draw_character(c, x, y + ui.baseline); } ui_end_text(); } float ui_measure_string(const char *str) { int ucs; float x = 0; while (*str) { str += fz_chartorune(&ucs, str); x += ui_measure_character(ucs); } return x; } float ui_measure_string_part(const char *s, const char *e) { int c; float w = 0; while (s < e) { s += fz_chartorune(&c, s); w += ui_measure_character(c); } return w; } int ui_break_lines(char *a, struct line *lines, int maxlines, int width, int *maxwidth) { char *next, *space = NULL, *b = a; int c, n = 0; float space_x, x = 0, w = 0; if (maxwidth) *maxwidth = 0; while (*b) { next = b + fz_chartorune(&c, b); if (c == '\r' || c == '\n') { if (lines && n < maxlines) { lines[n].a = a; lines[n].b = b; } ++n; if (maxwidth && *maxwidth < x) *maxwidth = x; a = next; x = 0; space = NULL; } else { if (c == ' ') { space = b; space_x = x; } w = ui_measure_character(c); if (x + w > width) { if (space) { if (lines && n < maxlines) { lines[n].a = a; lines[n].b = space; } ++n; if (maxwidth && *maxwidth < space_x) *maxwidth = space_x; a = next = space + 1; x = 0; space = NULL; } else { if (lines && n < maxlines) { lines[n].a = a; lines[n].b = b; } ++n; if (maxwidth && *maxwidth < x) *maxwidth = x; a = b; x = w; space = NULL; } } else { x += w; } } b = next; } if (lines && n < maxlines) { lines[n].a = a; lines[n].b = b; } ++n; if (maxwidth && *maxwidth < x) *maxwidth = x; return n < maxlines ? n : maxlines; } void ui_draw_lines(float x, float y, struct line *lines, int n) { int i; for (i = 0; i < n; ++i) { ui_draw_string_part(x, y, lines[i].a, lines[i].b); y += ui.lineheight; } }