- pango_layout_get_extents(layout, NULL, &log_rect);
- g_object_unref(G_OBJECT(layout));
- font_descent_pango_units = log_rect.height - font_ascent_pango_units;
-
- font_ascent = PANGO_PIXELS_CEIL(font_ascent_pango_units);
- font_descent = PANGO_PIXELS_CEIL(font_descent_pango_units);
- font_height = font_ascent + font_descent;
- y_offset_bitmap_render_pango_units = (font_ascent * PANGO_SCALE) - font_ascent_pango_units;
- }
-
- ~GLFontInternal()
- {
- g_object_unref(G_OBJECT(ft2_context));
- g_object_unref(G_OBJECT(fontmap));
- }
-
- // Renders the input text at the current location with the current color.
- // The X position of the current location is used to place the left edge of the text image,
- // where the text image bounds are defined as the logical extents of the line of text.
- // The Y position of the current location is used to place the bottom of the text image.
- // You should offset the Y position by the amount returned by gtk_glwidget_font_descent()
- // if you want to place the baseline of the text image at the current Y position.
- // Note: A problem with this function is that if the lower left corner of the text falls
- // just a hair outside of the viewport (meaning the current raster position is invalid),
- // then no text will be rendered. The solution to this is a very hacky one. You can search
- // Google for "glDrawPixels clipping".
- void printString(const char *s)
- {
- // The idea for this code initially came from the font-pangoft2.c example that comes with GtkGLExt.
-
- PangoLayout *layout;
- PangoRectangle log_rect;
- FT_Bitmap bitmap;
- unsigned char *begin_bitmap_buffer;
- GLfloat color[4];
- GLint previous_unpack_alignment;
- GLboolean previous_blend_enabled;
- GLint previous_blend_func_src;
- GLint previous_blend_func_dst;
- GLfloat previous_red_bias;
- GLfloat previous_green_bias;
- GLfloat previous_blue_bias;
- GLfloat previous_alpha_scale;
-
- layout = pango_layout_new(ft2_context);
- pango_layout_set_width(layout, -1); // -1 no wrapping. All text on one line.
- pango_layout_set_text(layout, s, -1); // -1 null-terminated string.
- pango_layout_get_extents(layout, NULL, &log_rect);
-
- if (log_rect.width > 0 && log_rect.height > 0) {
- bitmap.rows = font_ascent + font_descent;
- bitmap.width = PANGO_PIXELS_CEIL(log_rect.width);
- bitmap.pitch = -bitmap.width; // Rendering it "upside down" for OpenGL.
- begin_bitmap_buffer = (unsigned char *) g_malloc(bitmap.rows * bitmap.width);
- memset(begin_bitmap_buffer, 0, bitmap.rows * bitmap.width);
- bitmap.buffer = begin_bitmap_buffer + (bitmap.rows - 1) * bitmap.width; // See pitch above.
- bitmap.num_grays = 0xff;
- bitmap.pixel_mode = FT_PIXEL_MODE_GRAY;
- pango_ft2_render_layout_subpixel(&bitmap, layout, -log_rect.x,
- y_offset_bitmap_render_pango_units);
- GlobalOpenGL().m_glGetFloatv(GL_CURRENT_COLOR, color);
-
- // Save state. I didn't see any OpenGL push/pop operations for these.
- // Question: Is saving/restoring this state necessary? Being safe.
- GlobalOpenGL().m_glGetIntegerv(GL_UNPACK_ALIGNMENT, &previous_unpack_alignment);
- previous_blend_enabled = GlobalOpenGL().m_glIsEnabled(GL_BLEND);
- GlobalOpenGL().m_glGetIntegerv(GL_BLEND_SRC, &previous_blend_func_src);
- GlobalOpenGL().m_glGetIntegerv(GL_BLEND_DST, &previous_blend_func_dst);
- GlobalOpenGL().m_glGetFloatv(GL_RED_BIAS, &previous_red_bias);
- GlobalOpenGL().m_glGetFloatv(GL_GREEN_BIAS, &previous_green_bias);
- GlobalOpenGL().m_glGetFloatv(GL_BLUE_BIAS, &previous_blue_bias);
- GlobalOpenGL().m_glGetFloatv(GL_ALPHA_SCALE, &previous_alpha_scale);
-
- GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- GlobalOpenGL().m_glEnable(GL_BLEND);
- GlobalOpenGL().m_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, color[0]);
- GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, color[1]);
- GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, color[2]);
- GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, color[3]);
-
- GlobalOpenGL().m_glDrawPixels(bitmap.width, bitmap.rows,
- GL_ALPHA, GL_UNSIGNED_BYTE, begin_bitmap_buffer);
- g_free(begin_bitmap_buffer);
-
- // Restore state in reverse order of how we set it.
- GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, previous_alpha_scale);
- GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, previous_blue_bias);
- GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, previous_green_bias);
- GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, previous_red_bias);
- GlobalOpenGL().m_glBlendFunc(previous_blend_func_src, previous_blend_func_dst);
- if (!previous_blend_enabled) { GlobalOpenGL().m_glDisable(GL_BLEND); }
- GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, previous_unpack_alignment);
- }
-
- g_object_unref(G_OBJECT(layout));
- }
+ pango_layout_get_extents(layout, NULL, &log_rect);
+ g_object_unref(G_OBJECT(layout));
+ font_descent_pango_units = log_rect.height - font_ascent_pango_units;
+
+ font_ascent = PANGO_PIXELS_CEIL(font_ascent_pango_units);
+ font_descent = PANGO_PIXELS_CEIL(font_descent_pango_units);
+ font_height = font_ascent + font_descent;
+ y_offset_bitmap_render_pango_units = (font_ascent * PANGO_SCALE) - font_ascent_pango_units;
+ }
+
+ virtual ~GLFontInternal()
+ {
+ g_object_unref(G_OBJECT(ft2_context));
+ g_object_unref(G_OBJECT(fontmap));
+ }
+
+// Renders the input text at the current location with the current color.
+// The X position of the current location is used to place the left edge of the text image,
+// where the text image bounds are defined as the logical extents of the line of text.
+// The Y position of the current location is used to place the bottom of the text image.
+// You should offset the Y position by the amount returned by gtk_glwidget_font_descent()
+// if you want to place the baseline of the text image at the current Y position.
+// Note: A problem with this function is that if the lower left corner of the text falls
+// just a hair outside of the viewport (meaning the current raster position is invalid),
+// then no text will be rendered. The solution to this is a very hacky one. You can search
+// Google for "glDrawPixels clipping".
+ virtual void printString(const char *s)
+ {
+ // The idea for this code initially came from the font-pangoft2.c example that comes with GtkGLExt.
+
+ PangoLayout *layout;
+ PangoRectangle log_rect;
+ FT_Bitmap bitmap;
+ unsigned char *begin_bitmap_buffer;
+ GLfloat color[4];
+ GLint previous_unpack_alignment;
+ GLboolean previous_blend_enabled;
+ GLint previous_blend_func_src;
+ GLint previous_blend_func_dst;
+ GLfloat previous_red_bias;
+ GLfloat previous_green_bias;
+ GLfloat previous_blue_bias;
+ GLfloat previous_alpha_scale;
+
+ layout = pango_layout_new(ft2_context);
+ pango_layout_set_width(layout, -1); // -1 no wrapping. All text on one line.
+ pango_layout_set_text(layout, s, -1); // -1 null-terminated string.
+ pango_layout_get_extents(layout, NULL, &log_rect);
+
+ if (log_rect.width > 0 && log_rect.height > 0) {
+ bitmap.rows = font_ascent + font_descent;
+ bitmap.width = PANGO_PIXELS_CEIL(log_rect.width);
+ bitmap.pitch = -bitmap.width; // Rendering it "upside down" for OpenGL.
+ begin_bitmap_buffer = (unsigned char *) g_malloc(bitmap.rows * bitmap.width);
+ memset(begin_bitmap_buffer, 0, bitmap.rows * bitmap.width);
+ bitmap.buffer = begin_bitmap_buffer + (bitmap.rows - 1) * bitmap.width; // See pitch above.
+ bitmap.num_grays = 0xff;
+ bitmap.pixel_mode = FT_PIXEL_MODE_GRAY;
+ pango_ft2_render_layout_subpixel(&bitmap, layout, -log_rect.x,
+ y_offset_bitmap_render_pango_units);
+ GlobalOpenGL().m_glGetFloatv(GL_CURRENT_COLOR, color);
+
+ // Save state. I didn't see any OpenGL push/pop operations for these.
+ // Question: Is saving/restoring this state necessary? Being safe.
+ GlobalOpenGL().m_glGetIntegerv(GL_UNPACK_ALIGNMENT, &previous_unpack_alignment);
+ previous_blend_enabled = GlobalOpenGL().m_glIsEnabled(GL_BLEND);
+ GlobalOpenGL().m_glGetIntegerv(GL_BLEND_SRC, &previous_blend_func_src);
+ GlobalOpenGL().m_glGetIntegerv(GL_BLEND_DST, &previous_blend_func_dst);
+ GlobalOpenGL().m_glGetFloatv(GL_RED_BIAS, &previous_red_bias);
+ GlobalOpenGL().m_glGetFloatv(GL_GREEN_BIAS, &previous_green_bias);
+ GlobalOpenGL().m_glGetFloatv(GL_BLUE_BIAS, &previous_blue_bias);
+ GlobalOpenGL().m_glGetFloatv(GL_ALPHA_SCALE, &previous_alpha_scale);
+
+ GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ GlobalOpenGL().m_glEnable(GL_BLEND);
+ GlobalOpenGL().m_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, color[0]);
+ GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, color[1]);
+ GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, color[2]);
+ GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, color[3]);
+
+ GlobalOpenGL().m_glDrawPixels(bitmap.width, bitmap.rows,
+ GL_ALPHA, GL_UNSIGNED_BYTE, begin_bitmap_buffer);
+ g_free(begin_bitmap_buffer);
+
+ // Restore state in reverse order of how we set it.
+ GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, previous_alpha_scale);
+ GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, previous_blue_bias);
+ GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, previous_green_bias);
+ GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, previous_red_bias);
+ GlobalOpenGL().m_glBlendFunc(previous_blend_func_src, previous_blend_func_dst);
+ if (!previous_blend_enabled) {
+ GlobalOpenGL().m_glDisable(GL_BLEND);
+ }
+ GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, previous_unpack_alignment);
+ }
+
+ g_object_unref(G_OBJECT(layout));
+ }
+
+ virtual int getPixelAscent() const
+ {
+ return font_ascent;
+ }
+
+ virtual int getPixelDescent() const
+ {
+ return font_descent;
+ }
+
+ virtual int getPixelHeight() const
+ {
+ return font_height;
+ }