-/* texfonts, Copyright (c) 2005, 2006 Jamie Zawinski <jwz@jwz.org>
- * Loads X11 fonts into textures for use with OpenGL.
+/* texfonts, Copyright (c) 2005-2014 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
+ *
+ * Renders X11 fonts into textures for use with OpenGL.
+ * A higher level API is in glxfonts.c.
*/
-
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <ctype.h>
#ifdef HAVE_COCOA
-# include <OpenGL/glu.h>
+# ifdef USE_IPHONE
+# include "jwzgles.h"
+# else
+# include <OpenGL/glu.h>
+# endif
+#elif defined(HAVE_ANDROID)
+# include <GLES/gl.h>
+# include "jwzgles.h"
#else
# include <GL/glx.h>
# include <GL/glu.h>
#endif
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+#ifdef HAVE_XSHM_EXTENSION
+# include "xshm.h"
+#endif /* HAVE_XSHM_EXTENSION */
+
+#include "xft.h"
#include "resources.h"
#include "texfont.h"
+#include "fps.h" /* for current_device_rotation() */
+
+#undef HAVE_XSHM_EXTENSION /* doesn't actually do any good here */
+
/* These are in xlock-gl.c */
extern void clear_gl_error (void);
/* screenhack.h */
extern char *progname;
+/* LRU cache of textures, to optimize the case where we're drawing the
+ same strings repeatedly.
+ */
+typedef struct texfont_cache texfont_cache;
+struct texfont_cache {
+ char *string;
+ GLuint texid;
+ int width, height;
+ int width2, height2;
+ texfont_cache *next;
+};
+
struct texture_font_data {
Display *dpy;
- XFontStruct *font;
- int cell_width, cell_height; /* maximal charcell */
- int tex_width, tex_height; /* size of each texture */
+ XftFont *xftfont;
+ int cache_size;
+ texfont_cache *cache;
+};
- int grid_mag; /* 1, 2, 4, or 8 */
- int ntextures; /* 1, 4, 16, or 64 (grid_mag ^ 2) */
- GLuint texid[32];
-};
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
/* return the next larger power of 2. */
were drawn with antialiasing, that is preserved.
*/
static void
-bitmap_to_texture (Display *dpy, Pixmap p, Visual *visual, int *wP, int *hP)
+bitmap_to_texture (Display *dpy, Pixmap p, Visual *visual, int depth,
+ int *wP, int *hP)
{
Bool mipmap_p = True;
int ow = *wP;
int oh = *hP;
int w2 = to_pow2 (ow);
int h2 = to_pow2 (oh);
- int x, y;
- XImage *image = XGetImage (dpy, p, 0, 0, ow, oh, ~0L, ZPixmap);
- unsigned char *data = (unsigned char *) calloc (w2, (h2 + 1));
+ int x, y, max, scale;
+ XImage *image = 0;
+ unsigned char *data = (unsigned char *) calloc (w2 * 2, (h2 + 1));
unsigned char *out = data;
+
+ /* If either dimension is larger than the supported size, reduce.
+ We still return the old size to keep the caller's math working,
+ but the texture itself will have fewer pixels in it.
+ */
+ glGetIntegerv (GL_MAX_TEXTURE_SIZE, &max);
+ scale = 1;
+ while (w2 > max || h2 > max)
+ {
+ w2 /= 2;
+ h2 /= 2;
+ scale *= 2;
+ }
+
+ /* OpenGLES doesn't support GL_INTENSITY, so instead of using a
+ texture with 1 byte per pixel, the intensity value, we have
+ to use 2 bytes per pixel: solid white, and an alpha value.
+ */
+# ifdef HAVE_JWZGLES
+# undef GL_INTENSITY
+# endif
+
+# ifdef GL_INTENSITY
GLuint iformat = GL_INTENSITY;
- GLuint format = GL_LUMINANCE;
- GLuint type = GL_UNSIGNED_BYTE;
+ GLuint format = GL_LUMINANCE;
+# else
+ GLuint iformat = GL_LUMINANCE_ALPHA;
+ GLuint format = GL_LUMINANCE_ALPHA;
+# endif
+ GLuint type = GL_UNSIGNED_BYTE;
+
+# ifdef HAVE_XSHM_EXTENSION
+ Bool use_shm = get_boolean_resource (dpy, "useSHM", "Boolean");
+ XShmSegmentInfo shm_info;
+# endif /* HAVE_XSHM_EXTENSION */
+
+# ifdef HAVE_XSHM_EXTENSION
+# error XX
+ if (use_shm)
+ {
+ image = create_xshm_image (dpy, visual, depth, ZPixmap, 0, &shm_info,
+ ow, oh);
+ if (image)
+ XShmGetImage (dpy, p, image, 0, 0, ~0L);
+ else
+ use_shm = False;
+ }
+# endif /* HAVE_XSHM_EXTENSION */
+
+ if (!image)
+ image = XGetImage (dpy, p, 0, 0, ow, oh, ~0L, ZPixmap);
+
+# ifdef HAVE_JWZGLES
+ /* This would work, but it's wasteful for no benefit. */
+ mipmap_p = False;
+# endif
for (y = 0; y < h2; y++)
for (x = 0; x < w2; x++) {
- unsigned long pixel = (x >= ow || y >= oh ? 0 : XGetPixel (image, x, y));
+ /* Might be better to average a scale x scale square of source pixels,
+ but at the resolutions we're dealing with, this is probably good
+ enough. */
+ int sx = x * scale;
+ int sy = y * scale;
+ unsigned long pixel = (sx >= ow || sy >= oh ? 0 :
+ XGetPixel (image, sx, sy));
/* instead of averaging all three channels, let's just use red,
and assume it was already grayscale. */
unsigned long r = pixel & visual->red_mask;
+ /* This goofy trick is to make any of RGBA/ABGR/ARGB work. */
pixel = ((r >> 24) | (r >> 16) | (r >> 8) | r) & 0xFF;
+# ifndef GL_INTENSITY
+ *out++ = 0xFF; /* 2 bytes per pixel (luminance, alpha) */
+# endif
*out++ = pixel;
}
- XDestroyImage (image);
+
+# ifdef HAVE_XSHM_EXTENSION
+ if (use_shm)
+ destroy_xshm_image (dpy, image, &shm_info);
+ else
+# endif /* HAVE_XSHM_EXTENSION */
+ XDestroyImage (image);
+
image = 0;
if (mipmap_p)
check_gl_error (msg);
}
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
free (data);
- *wP = w2;
- *hP = h2;
+ *wP = w2 * scale;
+ *hP = h2 * scale;
}
texture_font_data *
load_texture_font (Display *dpy, char *res)
{
- Screen *screen = DefaultScreenOfDisplay (dpy);
- Window root = RootWindowOfScreen (screen);
- XWindowAttributes xgwa;
-
- texture_font_data *data = 0;
+ int screen = DefaultScreen (dpy);
char *font = get_string_resource (dpy, res, "Font");
- const char *def1 = "-*-times-bold-r-normal-*-240-*";
- const char *def2 = "-*-times-bold-r-normal-*-180-*";
+ const char *def1 = "-*-helvetica-medium-r-normal-*-*-180-*-*-*-*-*-*";
+ const char *def2 = "-*-helvetica-medium-r-normal-*-*-140-*-*-*-*-*-*";
const char *def3 = "fixed";
- XFontStruct *f;
- int which;
-
- check_gl_error ("stale texture font");
+ XftFont *f = 0;
+ texture_font_data *data;
+ int cache_size = get_integer_resource (dpy, "texFontCacheSize", "Integer");
- XGetWindowAttributes (dpy, root, &xgwa);
+ /* Hacks that draw a lot of different strings on the screen simultaneously,
+ like Star Wars, should set this to a larger value for performance. */
+ if (cache_size <= 0)
+ cache_size = 30;
if (!res || !*res) abort();
+
+ if (!strcmp (res, "fpsFont")) { /* Kludge. */
+ def1 = "-*-courier-bold-r-normal-*-*-140-*-*-*-*-*-*";
+ cache_size = 0; /* No need for a cache on FPS: already throttled. */
+ }
+
if (!font) font = strdup(def1);
- f = XLoadQueryFont(dpy, font);
+ f = XftFontOpenXlfd (dpy, screen, font);
if (!f && !!strcmp (font, def1))
{
fprintf (stderr, "%s: unable to load font \"%s\", using \"%s\"\n",
progname, font, def1);
free (font);
font = strdup (def1);
- f = XLoadQueryFont(dpy, font);
+ f = XftFontOpenXlfd (dpy, screen, font);
}
if (!f && !!strcmp (font, def2))
progname, font, def2);
free (font);
font = strdup (def2);
- f = XLoadQueryFont(dpy, font);
+ f = XftFontOpenXlfd (dpy, screen, font);
}
if (!f && !!strcmp (font, def3))
progname, font, def3);
free (font);
font = strdup (def3);
- f = XLoadQueryFont(dpy, font);
+ f = XftFontOpenXlfd (dpy, screen, font);
}
if (!f)
{
fprintf (stderr, "%s: unable to load fallback font \"%s\" either!\n",
progname, font);
- exit (1);
+ abort();
}
free (font);
data = (texture_font_data *) calloc (1, sizeof(*data));
data->dpy = dpy;
- data->font = f;
+ data->xftfont = f;
+ data->cache_size = cache_size;
+
+ return data;
+}
- /* Figure out how many textures to use.
- E.g., if we need 1024x1024 bits, use four 512x512 textures,
- to be gentle to machines with low texture size limits.
- */
- {
- int w = to_pow2 (16 * (f->max_bounds.rbearing - f->min_bounds.lbearing));
- int h = to_pow2 (16 * (f->max_bounds.ascent + f->max_bounds.descent));
- int i = (w > h ? w : h);
-
- if (i <= 512) data->grid_mag = 1; /* 1 tex of 16x16 chars */
- else if (i <= 1024) data->grid_mag = 2; /* 4 tex of 8x8 chars */
- else if (i <= 2048) data->grid_mag = 4; /* 16 tex of 4x4 chars */
- else data->grid_mag = 8; /* 32 tex of 2x2 chars */
-
- data->ntextures = data->grid_mag * data->grid_mag;
-
-# if 0
- fprintf (stderr,
- "%s: %dx%d grid of %d textures of %dx%d chars (%dx%d bits)\n",
- progname,
- data->grid_mag, data->grid_mag,
- data->ntextures,
- 16 / data->grid_mag, 16 / data->grid_mag,
- i, i);
-# endif
- }
- for (which = 0; which < data->ntextures; which++)
+/* Measure the string, or render it, depending on whether the XftDraw
+ is supplied.
+ */
+static int
+iterate_texture_string (texture_font_data *data,
+ const char *s,
+ XftDraw *xftdraw, XftColor *xftcolor,
+ int x, int y,
+ int *height_ret)
+{
+ int line_height = data->xftfont->ascent + data->xftfont->descent;
+ int left = x;
+ int max_x, ox, oy;
+ const char *os = s;
+ Bool sub_p = False, osub_p = False;
+ int cw = 0, tabs = 0;
+ XGlyphInfo extents;
+
+ y += line_height;
+ max_x = x;
+ ox = x;
+ oy = y;
+
+ while (1)
{
- /* Create a pixmap big enough to fit every character in the font.
- (modulo the "ntextures" scaling.)
- Make it square-ish, since GL likes dimensions to be powers of 2.
- */
- XGCValues gcv;
- GC gc;
- Pixmap p;
- int cw = f->max_bounds.rbearing - f->min_bounds.lbearing;
- int ch = f->max_bounds.ascent + f->max_bounds.descent;
- int grid_size = (16 / data->grid_mag);
- int w = cw * grid_size;
- int h = ch * grid_size;
- int i;
-
- data->cell_width = cw;
- data->cell_height = ch;
-
- p = XCreatePixmap (dpy, root, w, h, xgwa.depth);
- gcv.font = f->fid;
- gcv.foreground = BlackPixelOfScreen (xgwa.screen);
- gcv.background = BlackPixelOfScreen (xgwa.screen);
- gc = XCreateGC (dpy, p, (GCFont|GCForeground|GCBackground), &gcv);
- XFillRectangle (dpy, p, gc, 0, 0, w, h);
- XSetForeground (dpy, gc, WhitePixelOfScreen (xgwa.screen));
- for (i = 0; i < 256 / data->ntextures; i++)
+ if (*s == 0 ||
+ *s == '\n' ||
+ *s == '\t' ||
+ (*s == '[' && isdigit(s[1])) ||
+ (*s == ']' && sub_p))
{
- int ii = (i + (which * 256 / data->ntextures));
- char c = (char) ii;
- int x = (i % grid_size) * cw;
- int y = (i / grid_size) * ch;
-
- /* See comment in print_texture_string for bit layout explanation.
- */
- int lbearing = (f->per_char
- ? f->per_char[ii - f->min_char_or_byte2].lbearing
- : f->min_bounds.lbearing);
- int ascent = (f->per_char
- ? f->per_char[ii - f->min_char_or_byte2].ascent
- : f->max_bounds.ascent);
- int width = (f->per_char
- ? f->per_char[ii - f->min_char_or_byte2].width
- : f->max_bounds.width);
-
- if (width == 0) continue;
- XDrawString (dpy, p, gc, x - lbearing, y + ascent, &c, 1);
+ if (s == os)
+ extents.xOff = 0;
+ else
+ XftTextExtentsUtf8 (data->dpy, data->xftfont,
+ (FcChar8 *) os, (int) (s - os),
+ &extents);
+ x += extents.xOff;
+ if (x > max_x)
+ max_x = x;
+
+ if (*s == '\n')
+ {
+ x = left;
+ y += line_height;
+ sub_p = False;
+ }
+ else if (*s == '\t')
+ {
+ if (! cw)
+ {
+ /* Measure "m" to determine tab width. */
+ XftTextExtentsUtf8 (data->dpy, data->xftfont,
+ (FcChar8 *) "m", 1, &extents);
+ cw = extents.xOff;
+ if (cw <= 0) cw = 1;
+ tabs = cw * 7;
+ }
+ x = ((x + tabs) / tabs) * tabs;
+ }
+ else if (*s == '[' && isdigit(s[1]))
+ sub_p = True;
+ else if (*s == ']' && sub_p)
+ sub_p = False;
+
+ if (xftdraw && s != os)
+ XftDrawStringUtf8 (xftdraw, xftcolor, data->xftfont,
+ ox,
+ oy + (int) (osub_p ? line_height * 0.3 : 0),
+ (FcChar8 *) os, (int) (s - os));
+ if (!*s) break;
+ os = s+1;
+ ox = x;
+ oy = y;
+ osub_p = sub_p;
}
- XFreeGC (dpy, gc);
+ s++;
+ }
- glGenTextures (1, &data->texid[which]);
- glBindTexture (GL_TEXTURE_2D, data->texid[which]);
- check_gl_error ("texture font load");
- data->tex_width = w;
- data->tex_height = h;
+ if (height_ret)
+ *height_ret = y;
+ return max_x;
+}
+
+
+/* Bounding box of the multi-line string, in pixels.
+ */
+int
+texture_string_width (texture_font_data *data, const char *s, int *height_ret)
+{
+ return iterate_texture_string (data, s, 0, 0, 0, 0, height_ret);
+}
-#if 0 /* debugging: splat the bitmap onto the desktop root window */
- {
- Window win = RootWindow (dpy, 0);
- GC gc2 = XCreateGC (dpy, win, 0, &gcv);
- XSetForeground (dpy, gc2, BlackPixel (dpy, 0));
- XSetBackground (dpy, gc2, WhitePixel (dpy, 0));
- XCopyArea (dpy, p, win, gc2, 0, 0, w, h, 0, 0);
- XFreeGC (dpy, gc2);
- XSync(dpy, False);
- usleep (100000);
- }
-#endif
-#if 0 /* debugging: write the bitmap to a pgm file */
+static struct texfont_cache *
+get_cache (texture_font_data *data, const char *string)
+{
+ int count = 0;
+ texfont_cache *prev = 0, *prev2 = 0, *curr = 0, *next = 0;
+
+ if (data->cache)
+ for (prev2 = 0, prev = 0, curr = data->cache, next = curr->next;
+ curr;
+ prev2 = prev, prev = curr, curr = next,
+ next = (curr ? curr->next : 0), count++)
{
- char file[255];
- XImage *image;
- int x, y;
- FILE *f;
- sprintf (file, "/tmp/%02d.pgm", which);
- image = XGetImage (dpy, p, 0, 0, w, h, ~0L, ZPixmap);
- f = fopen (file, "w");
- fprintf (f, "P5\n%d %d\n255\n", w, h);
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- unsigned long pix = XGetPixel (image, x, y);
- unsigned long r = (pix & xgwa.visual->red_mask);
- r = ((r >> 24) | (r >> 16) | (r >> 8) | r);
- fprintf (f, "%c", (char) r);
+ if (!strcmp (string, curr->string))
+ {
+ if (prev)
+ prev->next = next; /* Unlink from list */
+ if (curr != data->cache)
+ {
+ curr->next = data->cache; /* Move to front */
+ data->cache = curr;
+ }
+ return curr;
}
- fclose (f);
- XDestroyImage (image);
- fprintf (stderr, "%s: wrote %s\n", progname, file);
}
-#endif
- bitmap_to_texture (dpy, p, xgwa.visual,
- &data->tex_width, &data->tex_height);
- XFreePixmap (dpy, p);
+ /* Made it to the end of the list without a hit.
+ If the cache is full, empty out the last one on the list,
+ and move it to the front. Keep the texid.
+ */
+ if (count > data->cache_size)
+ {
+ free (prev->string);
+ prev->string = 0;
+ prev->width = 0;
+ prev->height = 0;
+ prev->width2 = 0;
+ prev->height2 = 0;
+ if (prev2)
+ prev2->next = 0;
+ if (prev != data->cache)
+ prev->next = data->cache;
+ data->cache = prev;
+ return prev;
}
- return data;
+ /* Not cached, and cache not full. Add a new entry at the front,
+ and allocate a new texture for it.
+ */
+ curr = (struct texfont_cache *) calloc (1, sizeof(*prev));
+ glGenTextures (1, &curr->texid);
+ curr->string = 0;
+ curr->next = data->cache;
+ data->cache = curr;
+
+ return curr;
}
-/* Width of the string in pixels.
+/* Draws the string in the scene at the origin.
+ Newlines and tab stops are honored.
+ Any numbers inside [] will be rendered as a subscript.
+ Assumes the font has been loaded as with load_texture_font().
*/
-int
-texture_string_width (texture_font_data *data, const char *c,
- int *line_height_ret)
+void
+print_texture_string (texture_font_data *data, const char *string)
{
- int w = 0;
- XFontStruct *f = data->font;
- while (*c)
+ int line_height = data->xftfont->ascent + data->xftfont->descent;
+ int margin = line_height * 0.35;
+ int width, height;
+ int width2, height2;
+ XWindowAttributes xgwa;
+ Pixmap p = 0;
+ texfont_cache *cache;
+
+ if (!*string) return;
+
+ cache = get_cache (data, string);
+
+ /* Measure the string and make a pixmap that will fit it,
+ unless it's cached.
+ */
+ if (cache->string)
{
- int cc = *((unsigned char *) c);
- w += (f->per_char
- ? f->per_char[cc-f->min_char_or_byte2].width
- : f->max_bounds.width);
- c++;
+ width = data->cache->width;
+ height = data->cache->height;
}
- if (line_height_ret)
- *line_height_ret = f->ascent + f->descent;
- return w;
+ else
+ {
+ Window window = RootWindow (data->dpy, 0);
+ XGCValues gcv;
+ GC gc;
+
+ XGetWindowAttributes (data->dpy, window, &xgwa);
+ width = iterate_texture_string (data, string, 0, 0, 0, 0, &height);
+ p = XCreatePixmap (data->dpy, window,
+ width + margin*2,
+ height + margin*2,
+ xgwa.depth);
+ gcv.foreground = BlackPixelOfScreen (xgwa.screen);
+ gc = XCreateGC (data->dpy, p, GCForeground, &gcv);
+ XFillRectangle (data->dpy, p, gc, 0, 0,
+ width + margin*2,
+ height + margin*2);
+ XFreeGC (data->dpy, gc);
+ }
+
+ /* Draw the string into the pixmap, unless it's cached.
+ */
+ if (!cache->string)
+ {
+ XRenderColor rcolor;
+ XftColor xftcolor;
+ XftDraw *xftdraw;
+ rcolor.red = rcolor.green = rcolor.blue = rcolor.alpha = 0xFFFF;
+ XftColorAllocValue (data->dpy, xgwa.visual, xgwa.colormap,
+ &rcolor, &xftcolor);
+ xftdraw = XftDrawCreate (data->dpy, p, xgwa.visual, xgwa.colormap);
+ iterate_texture_string (data, string, xftdraw, &xftcolor,
+ margin, 0, 0);
+ XftDrawDestroy (xftdraw);
+ XftColorFree (data->dpy, xgwa.visual, xgwa.colormap, &xftcolor);
+ }
+
+ {
+ GLint old_texture;
+ int ofront, oblend;
+ Bool alpha_p, blend_p;
+ GLfloat omatrix[16];
+ GLfloat qx0, qy0, qx1, qy1;
+ GLfloat tx0, ty0, tx1, ty1;
+
+ /* Save the prevailing texture environment, and set up ours.
+ */
+ glGetIntegerv (GL_TEXTURE_BINDING_2D, &old_texture);
+ glGetIntegerv (GL_FRONT_FACE, &ofront);
+ glGetIntegerv (GL_BLEND_DST, &oblend);
+ glGetFloatv (GL_TEXTURE_MATRIX, omatrix);
+ blend_p = glIsEnabled (GL_BLEND);
+ alpha_p = glIsEnabled (GL_ALPHA_TEST);
+
+ clear_gl_error ();
+
+ glPushMatrix();
+
+ glNormal3f (0, 0, 1);
+ glFrontFace (GL_CW);
+
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity ();
+ glMatrixMode (GL_MODELVIEW);
+
+ glBindTexture (GL_TEXTURE_2D, cache->texid);
+ check_gl_error ("texture font binding");
+
+ glEnable(GL_TEXTURE_2D);
+
+ /* Copy the bits from the Pixmap into a texture, unless it's cached.
+ */
+ if (cache->string)
+ {
+ width2 = data->cache->width2;
+ height2 = data->cache->height2;
+ if (p) abort();
+ }
+ else
+ {
+ width2 = width + margin*2;
+ height2 = height + margin*2;
+ bitmap_to_texture (data->dpy, p, xgwa.visual, xgwa.depth,
+ &width2, &height2);
+ XFreePixmap (data->dpy, p);
+ }
+
+
+ /* Texture-rendering parameters to make font pixmaps tolerable to look at.
+ */
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+
+ /* LOD bias is part of OpenGL 1.4.
+ GL_EXT_texture_lod_bias has been present since the original iPhone.
+ */
+# if !defined(GL_TEXTURE_LOD_BIAS) && defined(GL_TEXTURE_LOD_BIAS_EXT)
+# define GL_TEXTURE_LOD_BIAS GL_TEXTURE_LOD_BIAS_EXT
+# endif
+# ifdef GL_TEXTURE_LOD_BIAS
+ glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.25);
+# endif
+ clear_gl_error(); /* invalid enum on iPad 3 */
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ /* Don't write the transparent parts of the quad into the depth buffer. */
+ glAlphaFunc (GL_GREATER, 0.01);
+ glEnable (GL_ALPHA_TEST);
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ /* Draw a quad with that texture on it, possibly using a cached texture.
+ */
+ qx0 = -margin;
+ qy0 = line_height + margin;
+ qx1 = width + margin;
+ qy1 = line_height - height - margin;
+
+ tx0 = 0;
+ ty0 = 0;
+ tx1 = (width + margin*2) / (GLfloat) width2;
+ ty1 = (height + margin*2) / (GLfloat) height2;
+
+ glBegin (GL_QUADS);
+ glTexCoord2f (tx0, ty0); glVertex3f (qx0, qy0, 0);
+ glTexCoord2f (tx1, ty0); glVertex3f (qx1, qy0, 0);
+ glTexCoord2f (tx1, ty1); glVertex3f (qx1, qy1, 0);
+ glTexCoord2f (tx0, ty1); glVertex3f (qx0, qy1, 0);
+ glEnd();
+
+ glPopMatrix();
+
+ /* Reset to the caller's texture environment.
+ */
+ glBindTexture (GL_TEXTURE_2D, old_texture);
+ glFrontFace (ofront);
+ if (!alpha_p) glDisable (GL_ALPHA_TEST);
+ if (!blend_p) glDisable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, oblend);
+
+ glMatrixMode (GL_TEXTURE);
+ glMultMatrixf (omatrix);
+ glMatrixMode (GL_MODELVIEW);
+
+ check_gl_error ("texture font print");
+
+ /* Store this string into the cache, unless that's where it came from.
+ */
+ if (!cache->string)
+ {
+ cache->string = strdup (string);
+ cache->width = width;
+ cache->height = height;
+ cache->width2 = width2;
+ cache->height2 = height2;
+ }
+ }
}
-/* Draws the string in the scene at the origin.
+/* Draws the string on the window at the given pixel position.
Newlines and tab stops are honored.
+ Any numbers inside [] will be rendered as a subscript.
+ Assumes the font has been loaded as with load_texture_font().
+
+ Position is 0 for center, 1 for top left, 2 for bottom left.
*/
void
-print_texture_string (texture_font_data *data, const char *string)
+print_texture_label (Display *dpy,
+ texture_font_data *data,
+ int window_width, int window_height,
+ int position,
+ const char *string)
{
- XFontStruct *f = data->font;
- GLfloat line_height = f->ascent + f->descent;
-# ifdef DO_SUBSCRIPTS
- GLfloat sub_shift = (line_height * 0.3);
- Bool sub_p = False;
-# endif /* DO_SUBSCRIPTS */
- int cw = texture_string_width (data, "m", 0);
- int tabs = cw * 7;
- int x, y;
- unsigned int i;
-
- clear_gl_error ();
+ GLfloat color[4];
- glPushMatrix();
+ Bool tex_p = glIsEnabled (GL_TEXTURE_2D);
+ Bool texs_p = glIsEnabled (GL_TEXTURE_GEN_S);
+ Bool text_p = glIsEnabled (GL_TEXTURE_GEN_T);
+ Bool light_p = glIsEnabled (GL_LIGHTING);
+ Bool depth_p = glIsEnabled (GL_DEPTH_TEST);
+ Bool cull_p = glIsEnabled (GL_CULL_FACE);
+ Bool fog_p = glIsEnabled (GL_FOG);
+ GLint ovp[4];
+
+# ifndef HAVE_JWZGLES
+ GLint opoly[2];
+ glGetIntegerv (GL_POLYGON_MODE, opoly);
+# endif
+
+ glGetIntegerv (GL_VIEWPORT, ovp);
+
+ glGetFloatv (GL_CURRENT_COLOR, color);
- glNormal3f (0, 0, 1);
+ glEnable (GL_TEXTURE_2D);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glPolygonMode (GL_FRONT, GL_FILL);
+
+ glDisable (GL_TEXTURE_GEN_S);
+ glDisable (GL_TEXTURE_GEN_T);
+ glDisable (GL_LIGHTING);
+ glDisable (GL_CULL_FACE);
+ glDisable (GL_FOG);
+
+ glDisable (GL_DEPTH_TEST);
+
+ /* Each matrix mode has its own stack, so we need to push/pop
+ them separately.
+ */
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ {
+ glLoadIdentity();
- x = 0;
- y = 0;
- for (i = 0; i < strlen(string); i++)
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
{
- unsigned char c = string[i];
- if (c == '\n')
- {
- y -= line_height;
- x = 0;
- }
- else if (c == '\t')
+ int x, y, w, h, lh, swap;
+ int rot = (int) current_device_rotation();
+
+ glLoadIdentity();
+ glViewport (0, 0, window_width, window_height);
+ glOrtho (0, window_width, 0, window_height, -1, 1);
+
+ while (rot <= -180) rot += 360;
+ while (rot > 180) rot -= 360;
+
+ lh = texture_string_width (data, "M", 0);
+ w = texture_string_width (data, string, &h);
+
+# ifdef USE_IPHONE
+ /* Size of the font is in points, so scale iOS pixels to points. */
+ {
+ GLfloat scale = 1;
+ scale = window_width / 768.0;
+ if (scale < 1) scale = 1;
+
+ /* jwxyz-XLoadFont has already doubled the font size, to compensate
+ for physically smaller screens. Undo that, since OpenGL hacks
+ use full-resolution framebuffers, unlike X11 hacks. */
+ scale /= 2;
+
+ window_width /= scale;
+ window_height /= scale;
+ glScalef (scale, scale, scale);
+ }
+# endif /* USE_IPHONE */
+
+ if (rot > 135 || rot < -135) /* 180 */
{
- x = ((x + tabs) / tabs) * tabs; /* tab to tab stop */
+ glTranslatef (window_width, window_height, 0);
+ glRotatef (180, 0, 0, 1);
}
-# ifdef DO_SUBSCRIPTS
- else if (c == '[' && (isdigit (string[i+1])))
+ else if (rot > 45) /* 90 */
{
- sub_p = True;
- y -= sub_shift;
+ glTranslatef (window_width, 0, 0);
+ glRotatef (90, 0, 0, 1);
+ swap = window_width;
+ window_width = window_height;
+ window_height = swap;
}
- else if (c == ']' && sub_p)
+ else if (rot < -45) /* 270 */
{
- sub_p = False;
- y += sub_shift;
+ glTranslatef(0, window_height, 0);
+ glRotatef (-90, 0, 0, 1);
+ swap = window_width;
+ window_width = window_height;
+ window_height = swap;
}
-# endif /* DO_SUBSCRIPTS */
- else
- {
- /* For a small font, the texture is divided into 16x16 rectangles
- whose size are the max_bounds charcell of the font. Within each
- rectangle, the individual characters' charcells sit in the upper
- left.
-
- For a larger font, the texture will itself be subdivided, to
- keep the texture sizes small (in that case we deal with, e.g.,
- 4 grids of 8x8 characters instead of 1 grid of 16x16.)
-
- Within each texture:
-
- [A]----------------------------
- | | | | |
- | l | w | | r |
- | b | i | | b |
- | e | d | | e |
- | a | t | | a |
- | r | h | | r |
- | i | | | i |
- | n | | | n |
- | g | | | g |
- | | | | |
- |----[B]----------|---| |
- | | ascent | | |
- | | | | |
- | | | | |
- |--------------------[C] |
- | descent |
- | | cell_width,
- ------------------------------ cell_height
-
- We want to make a quad from point A to point C.
- We want to position that quad so that point B lies at x,y.
- */
- int lbearing = (f->per_char
- ? f->per_char[c - f->min_char_or_byte2].lbearing
- : f->min_bounds.lbearing);
- int rbearing = (f->per_char
- ? f->per_char[c - f->min_char_or_byte2].rbearing
- : f->max_bounds.rbearing);
- int ascent = (f->per_char
- ? f->per_char[c - f->min_char_or_byte2].ascent
- : f->max_bounds.ascent);
- int descent = (f->per_char
- ? f->per_char[c - f->min_char_or_byte2].descent
- : f->max_bounds.descent);
- int cwidth = (f->per_char
- ? f->per_char[c - f->min_char_or_byte2].width
- : f->max_bounds.width);
-
- char cc = c % (256 / data->ntextures);
-
- int gs = (16 / data->grid_mag); /* grid size */
-
- int ax = ((int) cc % gs) * data->cell_width; /* point A */
- int ay = ((int) cc / gs) * data->cell_height;
-
- int bx = ax - lbearing; /* point B */
- int by = ay + ascent;
-
- int cx = bx + rbearing; /* point C */
- int cy = by + descent;
-
- GLfloat tax = (GLfloat) ax / data->tex_width; /* tex coords of A */
- GLfloat tay = (GLfloat) ay / data->tex_height;
-
- GLfloat tcx = (GLfloat) cx / data->tex_width; /* tex coords of C */
- GLfloat tcy = (GLfloat) cy / data->tex_height;
-
- GLfloat qx0 = x + lbearing; /* quad top left */
- GLfloat qy0 = y + ascent;
- GLfloat qx1 = qx0 + rbearing - lbearing; /* quad bot right */
- GLfloat qy1 = qy0 - (ascent + descent);
-
- if (cwidth > 0 && c != ' ')
- {
- int which = c / (256 / data->ntextures);
- if (which >= data->ntextures) abort();
- glBindTexture (GL_TEXTURE_2D, data->texid[which]);
-
- glBegin (GL_QUADS);
- glTexCoord2f (tax, tay); glVertex3f (qx0, qy0, 0);
- glTexCoord2f (tcx, tay); glVertex3f (qx1, qy0, 0);
- glTexCoord2f (tcx, tcy); glVertex3f (qx1, qy1, 0);
- glTexCoord2f (tax, tcy); glVertex3f (qx0, qy1, 0);
- glEnd();
-#if 0
- glDisable(GL_TEXTURE_2D);
- glBegin (GL_LINE_LOOP);
- glTexCoord2f (tax, tay); glVertex3f (qx0, qy0, 0);
- glTexCoord2f (tcx, tay); glVertex3f (qx1, qy0, 0);
- glTexCoord2f (tcx, tcy); glVertex3f (qx1, qy1, 0);
- glTexCoord2f (tax, tcy); glVertex3f (qx0, qy1, 0);
- glEnd();
- glEnable(GL_TEXTURE_2D);
-#endif
- }
- x += cwidth;
- }
+ switch (position) {
+ case 0: /* center */
+ x = (window_width - w) / 2;
+ y = (window_height - h) / 2;
+ break;
+ case 1: /* top */
+ x = lh;
+ y = window_height - lh * 2;
+ break;
+ case 2: /* bottom */
+ x = lh;
+ y = h - lh;
+ break;
+ default:
+ abort();
+ }
+
+ glTranslatef (x, y, 0);
+
+ /* draw the text five times, to give it a border. */
+ {
+ const XPoint offsets[] = {{ -1, -1 },
+ { -1, 1 },
+ { 1, 1 },
+ { 1, -1 },
+ { 0, 0 }};
+ int i;
+
+ glColor3f (0, 0, 0);
+ for (i = 0; i < countof(offsets); i++)
+ {
+ if (offsets[i].x == 0)
+ glColor4fv (color);
+ glPushMatrix();
+ glTranslatef (offsets[i].x, offsets[i].y, 0);
+ print_texture_string (data, string);
+ glPopMatrix();
+ }
}
+ }
+ glPopMatrix();
+ }
+ glMatrixMode(GL_PROJECTION);
glPopMatrix();
- check_gl_error ("texture font print");
+ if (tex_p) glEnable (GL_TEXTURE_2D); else glDisable (GL_TEXTURE_2D);
+ if (texs_p) glEnable (GL_TEXTURE_GEN_S);/*else glDisable(GL_TEXTURE_GEN_S);*/
+ if (text_p) glEnable (GL_TEXTURE_GEN_T);/*else glDisable(GL_TEXTURE_GEN_T);*/
+ if (light_p) glEnable (GL_LIGHTING); /*else glDisable (GL_LIGHTING);*/
+ if (depth_p) glEnable (GL_DEPTH_TEST); else glDisable (GL_DEPTH_TEST);
+ if (cull_p) glEnable (GL_CULL_FACE); /*else glDisable (GL_CULL_FACE);*/
+ if (fog_p) glEnable (GL_FOG); /*else glDisable (GL_FOG);*/
+
+ glViewport (ovp[0], ovp[1], ovp[2], ovp[3]);
+
+# ifndef HAVE_JWZGLES
+ glPolygonMode (GL_FRONT, opoly[0]);
+# endif
+
+ glMatrixMode(GL_MODELVIEW);
}
+
/* Releases the font and texture.
*/
void
free_texture_font (texture_font_data *data)
{
- int i;
- if (data->font)
- XFreeFont (data->dpy, data->font);
- for (i = 0; i < data->ntextures; i++)
- if (data->texid[i])
- glDeleteTextures (1, &data->texid[i]);
+ while (data->cache)
+ {
+ texfont_cache *next = data->cache->next;
+ glDeleteTextures (1, &data->cache->texid);
+ free (data->cache);
+ data->cache = next;
+ }
+ if (data->xftfont)
+ XftFontClose (data->dpy, data->xftfont);
free (data);
}