package jocode; 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 javax.media.opengl.*; /** * JOFont uses the Java Font class to create character sets and render text. * JOFont can generate text in any size and any font that Java supports. *
*/ public class JOFont { // the font that will be 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 JOFont(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 JOFont(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 = JOImage.getImagePixels(image); texture = JOApp.makeTexture(pixelsARGB, image.getWidth(), image.getHeight(), true, 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 = JOImage.getImagePixels(image); texture = JOApp.makeTexture(pixelsARGB, image.getWidth(), image.getHeight(), true, 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 = JOApp.getPowerOfTwoBiggerThan(maxCharSize); if (imgSize > 2048) { JOApp.err("JOFont.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 needed to hold 10x10 character grid fontSize = getFontSize(font); textureSize = JOApp.getPowerOfTwoBiggerThan(fontSize*10); JOApp.msg("JOFont.getFontImageSize(): build font with fontsize=" + fontSize + " gridsize=" + (fontSize*10) + " texturesize=" + textureSize); if (textureSize > 2048) { JOApp.err("JOFont.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 = JOApp.gl.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;
JOApp.gl.glNewList(fontListBase + i, GL.GL_COMPILE); // start display list
{
JOApp.gl.glBegin(GL.GL_QUADS); // Make A unitSize square quad
{
JOApp.gl.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left)
JOApp.gl.glVertex2i(0, 0);
JOApp.gl.glTexCoord2f(chU + usize, chV); // Texture Coord (Bottom Right)
JOApp.gl.glVertex2i(unitSize, 0);
JOApp.gl.glTexCoord2f(chU + usize, chV + usize); // Texture Coord (Top Right)
JOApp.gl.glVertex2i(unitSize, unitSize);
JOApp.gl.glTexCoord2f(chU, chV + usize); // Texture Coord (Top Left)
JOApp.gl.glVertex2i(0, unitSize);
}
JOApp.gl.glEnd();
JOApp.gl.glTranslatef(charwidths[i], 0, 0); // shift right the width of the character
}
JOApp.gl.glEndList(); // done display list
}
}
/**
* Clean up the allocated display lists for the character set.
*/
public void destroyFont()
{
if (fontListBase != -1) {
JOApp.gl.glDeleteLists(fontListBase, 256);
fontListBase = -1;
}
}
/**
* Render a text string in 2D over the scene, using the character set created
* by this JOFont object.
*
* @see makeFont()
*/
public void print(int x, int y, String msg)
{
if (msg != null) {
// preserve current GL settings
JOApp.pushAttribOrtho();
{
// turn off lighting
JOApp.gl.glDisable(GL.GL_LIGHTING);
// enable alpha blending, so character background is transparent
JOApp.gl.glEnable(GL.GL_BLEND);
JOApp.gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
// enable the charset texture
JOApp.gl.glBindTexture(GL.GL_TEXTURE_2D, fontTextureHandle);
// prepare to render in 2D
JOApp.setOrthoOn();
// draw the text
JOApp.gl.glTranslatef(x, y, 0); // Position The Text (in pixel coords)
for(int i=0; i