org.craftmania.rendering.GLFont.java Source code

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/*******************************************************************************
 * Copyright 2012 Martijn Courteaux <martijn.courteaux@skynet.be>
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/
package org.craftmania.rendering;

import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.nio.IntBuffer;

import org.craftmania.game.TextureStorage;
import org.craftmania.math.MathHelper;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.opengl.Texture;

public class GLFont {
    // the font that was 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()
    int[] charwidths = new int[100];

    private Texture texture;

    /**
     * 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 GLFont(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 GLFont(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
            this.texture = TextureStorage.loadTexture("font-" + f.getFontName(), image);
            texture = this.texture.getTextureID();
        } 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
            Texture tex = TextureStorage.loadTexture("Font-" + f.getFontName() + "-" + onechar, image);
            texture = tex.getTextureID();
        } 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 = MathHelper.getPowerOfTwoBiggerThan(maxCharSize);
        if (imgSize > 2048) {
            throw new RuntimeException("GLFont.createCharImage(): texture size will be too big (" + imgSize
                    + ") Make the font size smaller.");
        }

        // 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 = false;
        boolean usesFractionalMetrics = false;

        // get size of texture image neaded to hold 10x10 character grid
        fontSize = getFontSize(font);
        textureSize = MathHelper.getPowerOfTwoBiggerThan(fontSize * 10);
        System.out.println("GLFont.getFontImageSize(): build font with fontsize=" + fontSize + " gridsize="
                + (fontSize * 10) + " texturesize=" + textureSize);
        if (textureSize > 2048) {
            throw new RuntimeException("GLFont.createFontImage(): texture size will be too big (" + textureSize
                    + ") Make the font size smaller.");
        }

        // 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.
     * <P>
     * Creates a BufferedImage and Graphics2D graphics context to get font sizes
     * (is there a more efficient way to do this?).
     * <P>
     * 
     * @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 = GL11.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) (y * unitSize) / (float) textureSize;
            // chV = (float) (textureSize - (y * unitSize) - unitSize) / (float)
            // textureSize;

            GL11.glNewList(fontListBase + i, GL11.GL_COMPILE); // start display
            // list
            {
                GL11.glBegin(GL11.GL_QUADS); // Make A unitSize square quad
                {
                    GL11.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left)
                    GL11.glVertex2i(0, unitSize);

                    GL11.glTexCoord2f(chU + usize, chV); // Texture Coord
                    // (Bottom Right)
                    GL11.glVertex2i(unitSize, unitSize);

                    GL11.glTexCoord2f(chU + usize, chV + usize); // Texture
                    // Coord
                    // (Top
                    // Right)
                    GL11.glVertex2i(unitSize, 0);

                    GL11.glTexCoord2f(chU, chV + usize); // Texture Coord (Top
                    // Left)
                    GL11.glVertex2i(0, 0);

                }
                GL11.glEnd();
                GL11.glTranslatef(charwidths[i], 0, 0); // shift right the width
                // of the character
            }
            GL11.glEndList(); // done display list
        }
    }

    /**
     * Clean up the allocated display lists for the character set.
     */
    public void destroyFont() {
        if (fontListBase != -1) {
            GL11.glDeleteLists(fontListBase, 100);
            fontListBase = -1;
        }
    }

    /**
     * Render a text string in 2D over the scene, using the character set
     * created by this GLFont object.
     * 
     * @see makeFont()
     */
    public void print(int x, int y, String msg) {
        if (msg != null) {
            GL11.glPushMatrix();
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            // enable the charset texture
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            texture.bind();
            // draw the text
            GL11.glTranslatef(x, y, 0); // Position The Text (in pixel coords)
            IntBuffer buffer = BufferUtils.createIntBuffer(msg.length());
            for (int i = 0; i < msg.length(); i++) {
                buffer.put(fontListBase + (msg.charAt(i) - 32));
            }
            buffer.flip();
            GL11.glCallLists(buffer);
            GL11.glPopMatrix();

        }
    }
}