// loadFont loads the given font data. This does not deal with font scaling. // Scaling should be handled by the independent Bitmap/Truetype loaders. // We therefore expect the supplied image and charset to already be adjusted // to the correct font scale. // // The image should hold a sprite sheet, defining the graphical layout for // every glyph. The config describes font metadata. func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) { f = new(Font) f.Config = config // Resize image to next power-of-two. img = glh.Pow2Image(img).(*image.RGBA) ib := img.Bounds() f.Width = ib.Dx() f.Height = ib.Dy() // Create the texture itself. It will contain all glyphs. // Individual glyph-quads display a subset of this texture. f.Texture = gl.GenTexture() f.Texture.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Pix) // file, err := os.Create("font.png") // if err != nil { // log.Fatal(err) // } // err = png.Encode(file, img) // if err != nil { // log.Fatal(err) // } return }
// loadFont loads the given font data. This does not deal with font scaling. // Scaling should be handled by the independent Bitmap/Truetype loaders. // We therefore expect the supplied image and charset to already be adjusted // to the correct font scale. // // The image should hold a sprite sheet, defining the graphical layout for // every glyph. The config describes font metadata. func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) { f = new(Font) f.config = config // Resize image to next power-of-two. img = glh.Pow2Image(img).(*image.RGBA) ib := img.Bounds() // Create the texture itself. It will contain all glyphs. // Individual glyph-quads display a subset of this texture. f.texture = gl.GenTexture() f.texture.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Pix) // Create display lists for each glyph. f.listbase = gl.GenLists(len(config.Glyphs)) texWidth := float32(ib.Dx()) texHeight := float32(ib.Dy()) for index, glyph := range config.Glyphs { // Update max glyph bounds. if glyph.Width > f.maxGlyphWidth { f.maxGlyphWidth = glyph.Width } if glyph.Height > f.maxGlyphHeight { f.maxGlyphHeight = glyph.Height } // Quad width/height vw := float32(glyph.Width) vh := float32(glyph.Height) // Texture coordinate offsets. tx1 := float32(glyph.X) / texWidth ty1 := float32(glyph.Y) / texHeight tx2 := (float32(glyph.X) + vw) / texWidth ty2 := (float32(glyph.Y) + vh) / texHeight // Advance width (or height if we render top-to-bottom) adv := float32(glyph.Advance) gl.NewList(f.listbase+uint(index), gl.COMPILE) { gl.Begin(gl.QUADS) { gl.TexCoord2f(tx1, ty2) gl.Vertex2f(0, 0) gl.TexCoord2f(tx2, ty2) gl.Vertex2f(vw, 0) gl.TexCoord2f(tx2, ty1) gl.Vertex2f(vw, vh) gl.TexCoord2f(tx1, ty1) gl.Vertex2f(0, vh) } gl.End() switch config.Dir { case LeftToRight: gl.Translatef(adv, 0, 0) case RightToLeft: gl.Translatef(-adv, 0, 0) case TopToBottom: gl.Translatef(0, -adv, 0) } } gl.EndList() } err = glh.CheckGLError() return }