Now BitmapedText is working whit a costum mirrored font image

This commit is contained in:
Ziver Koc 2007-04-07 18:14:19 +00:00
parent 39d8eb9247
commit 1c2b9629f0
3 changed files with 49 additions and 265 deletions

View file

@ -15,10 +15,13 @@ import ei.engine.texture.TextureLoader;
*/
public class BitmapText extends Entity{
private static final int CHAR_SIZE = 10;
private Texture texture;
// The Text to display
private String text;
// Base Display List For The Font Set
private static int base = -1;
private boolean bold = false;
/**
* Create a Text object
@ -27,7 +30,9 @@ public class BitmapText extends Entity{
*/
public BitmapText(String name) {
super(name);
texture = TextureLoader.getTextureLoaderInstance().getTexture("data/font.png");
texture = TextureLoader.getTextureLoaderInstance().getTexture("data/font.bmp");
if(base < 0)
buildFont();
}
/**
@ -39,6 +44,10 @@ public class BitmapText extends Entity{
text = msg;
}
public void setBold(boolean b){
bold = b;
}
/**
* Render the text
*/
@ -56,35 +65,49 @@ public class BitmapText extends Entity{
texture.bindGL();
for(int i=0; i<text.length() ;i++) {
int c = text.charAt(i);
float y = c/16;
float x = c-(16*y);
y /= texture.getImageHeight();
x /= texture.getImageWidth();
float size = (float)CHAR_SIZE/texture.getImageWidth();
System.out.println("lol: "+x+" - "+y+" - "+size);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(x, y);
GL11.glVertex3f(-0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((x + size), y);
GL11.glVertex3f(0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((x + size), y - size);
GL11.glVertex3f(0.0450f, -0.0450f, 0.0f);
GL11.glTexCoord2f(x, y - size);
GL11.glVertex3f(-0.0450f, -0.0450f, 0.0f);
GL11.glEnd();
GL11.glTranslatef(size, 0.0f, 0.0f);
int baseOffset = base - 32; // Choose The Font Set (0 or 1)
if(bold) baseOffset+= 128;
for(int i=0;i<text.length();i++) {
GL11.glCallList(baseOffset + text.charAt(i));
GL11.glTranslatef(3.0f, 0.0f, 0.0f);
}
// restore the model view matrix to prevent contamination
GL11.glPopMatrix();
}
}
/**
* From NeHe
* @author Mark Bernard
*
*/
private void buildFont() { // Build Our Font Display List
float cx; // Holds Our X Character Coord
float cy; // Holds Our Y Character Coord
base = GL11.glGenLists(256); // Creating 256 Display Lists
texture.bindGL(); // Select Our Font Texture
for (int i=0;i<256;i++) { // Loop Through All 256 Lists
cx = ((float)(i % 16)) / 16.0f; // X Position Of Current Character
cy = ((float)(i / 16)) / 16.0f; // Y Position Of Current Character
GL11.glNewList(base + i, GL11.GL_COMPILE); // Start Building A List
GL11.glBegin(GL11.GL_QUADS); // Use A Quad For Each Character
GL11.glTexCoord2f(cx, 1 - cy - 0.0625f); // Texture Coord (Bottom Left)
GL11.glVertex2i(0, 0); // Vertex Coord (Bottom Left)
GL11.glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f); // Texture Coord (Bottom Right)
GL11.glVertex2i(16,0); // Vertex Coord (Bottom Right)
GL11.glTexCoord2f(cx + 0.0625f, 1 - cy); // Texture Coord (Top Right)
GL11.glVertex2i(16,16); // Vertex Coord (Top Right)
GL11.glTexCoord2f(cx, 1 - cy); // Texture Coord (Top Left)
GL11.glVertex2i(0, 16); // Vertex Coord (Top Left)
GL11.glEnd(); // Done Building Our Quad (Character)
GL11.glTranslatef(10.0f, 0.0f, 0.0f); // Move To The Right Of The Character
GL11.glEndList(); // Done Building The Display List
} // Loop Until All 256 Are Built
}
public Rectangle getBound() {
// TODO Auto-generated method stub
return null;

View file

@ -1,239 +0,0 @@
package ei.engine.effects;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import org.lwjgl.opengl.GL11;
import ei.engine.scene.Entity;
public class Text extends Entity{
//build colours for font with alpha transparency
private static final Color OPAQUE_WHITE = new Color(0xFFFFFFFF, true);
private static final Color TRANSPARENT_BLACK = new Color(0x00000000, true);
// Base Display List For The Font Set
private int base;
private int texture;
// Name of the font to use
private String fontName = "Courier New";
private int fontSize = 24;
private String text;
/**
* Create a Text object
*
* @param name The name of this entity
*/
public Text(String name) {
super(name);
buildFont();
}
/**
* Set the text to be displayed
*
* @param msg The text
*/
public void setText(String msg){
text = msg;
}
/**
* Render the text
*/
public void render(){
// store the current model matrix
GL11.glPushMatrix();
//Sets the location
super.setTranslationGL();
// No rotation enabled
//super.setRotationGL(texture.getImageWidth()/2,texture.getImageHeight()/2);
//Sets the scale of the sprite
super.setScaleGL();
GL11.glColor3f(0.5f, 0.5f, 0.5f);
if(text != null) {
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
for(int i=0; i<text.length() ;i++) {
GL11.glCallList(base + text.charAt(i));
GL11.glTranslatef(0.05f, 0.0f, 0.0f);
}
}
// restore the model view matrix to prevent contamination
GL11.glPopMatrix();
}
/**
* Builds a image out of the font and puts it in opengl
* @author Mark Bernard
*/
private void buildFont() { // Build Our Bitmap Font
Font font; // Font object
/* Note that I have set the font to Courier New. This font is not guraunteed to be on all
* systems. However it is very common so it is likely to be there. You can replace this name
* with any named font on your system or use the Java default names that are guraunteed to be there.
* Also note that this will work well with monospace fonts, but does not look as good with
* proportional fonts.
*/
BufferedImage fontImage; // image for creating the bitmap
int bitmapSize = 512; // set the size for the bitmap texture
boolean sizeFound = false;
boolean directionSet = false;
int delta = 0;
/* To find out how much space a Font takes, you need to use a the FontMetrics class.
* To get the FontMetrics, you need to get it from a Graphics context. A Graphics context is
* only available from a displayable surface, ie any class that subclasses Component or any Image.
* First the font is set on a Graphics object. Then get the FontMetrics and find out the width
* and height of the widest character (W). Then take the largest of the 2 values and find the
* maximum size font that will fit in the size allocated.
*/
while(!sizeFound) {
font = new Font(fontName, Font.PLAIN, fontSize); // Font Name
// use BufferedImage.TYPE_4BYTE_ABGR to allow alpha blending
fontImage = new BufferedImage(bitmapSize, bitmapSize, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = (Graphics2D)fontImage.getGraphics();
g.setFont(font);
FontMetrics fm = g.getFontMetrics();
int width = fm.stringWidth("W");
int height = fm.getHeight();
int lineWidth = (width > height) ? width * 16 : height * 16;
if(!directionSet) {
if(lineWidth > bitmapSize) {
delta = -2;
}
else {
delta = 2;
}
directionSet = true;
}
if(delta > 0) {
if(lineWidth < bitmapSize) {
fontSize += delta;
}
else {
sizeFound = true;
fontSize -= delta;
}
}
else if(delta < 0) {
if(lineWidth > bitmapSize) {
fontSize += delta;
}
else {
sizeFound = true;
fontSize -= delta;
}
}
}
/* Now that a font size has been determined, create the final image, set the font and draw the
* standard/extended ASCII character set for that font.
*/
font = new Font(fontName, Font.BOLD, fontSize); // Font Name
// use BufferedImage.TYPE_4BYTE_ABGR to allow alpha blending
fontImage = new BufferedImage(bitmapSize, bitmapSize, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = (Graphics2D)fontImage.getGraphics();
g.setFont(font);
g.setColor(OPAQUE_WHITE);
g.setBackground(TRANSPARENT_BLACK);
FontMetrics fm = g.getFontMetrics();
for(int i=0;i<256;i++) {
int x = i % 16;
int y = i / 16;
char ch[] = {(char)i};
String temp = new String(ch);
g.drawString(temp, (x * 32) + 1, (y * 32) + fm.getAscent());
}
/* The following code is taken directly for the LWJGL example code.
* It takes a Java Image and converts it into an OpenGL texture.
* This is a very powerful feature as you can use this to generate textures on the fly out
* of anything.
*/
// Flip Image
AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
tx.translate(0, -fontImage.getHeight(null));
AffineTransformOp op =
new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
fontImage = op.filter(fontImage, null);
// Put Image In Memory
ByteBuffer scratch =
ByteBuffer.allocateDirect(
4 * fontImage.getWidth() * fontImage.getHeight());
byte data[] =
(byte[])fontImage.getRaster().getDataElements(
0,
0,
fontImage.getWidth(),
fontImage.getHeight(),
null);
scratch.clear();
scratch.put(data);
scratch.rewind();
// Create A IntBuffer For Image Address In Memory
IntBuffer buf =
ByteBuffer
.allocateDirect(4)
.order(ByteOrder.nativeOrder())
.asIntBuffer();
GL11.glGenTextures(buf); // Create Texture In OpenGL
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
// Typical Texture Generation Using Data From The Image
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
// Generate The Texture
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, fontImage.getWidth(), fontImage.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, scratch);
texture = buf.get(0); // Return Image Address In Memory
base = GL11.glGenLists(256); // Storage For 256 Characters
/* Generate the display lists. One for each character in the standard/extended ASCII chart.
*/
float textureDelta = 1.0f / 16.0f;
for(int i=0;i<256;i++) {
float u = ((float)(i % 16)) / 16.0f;
float v = 1.f - (((float)(i / 16)) / 16.0f);
GL11.glNewList(base + i, GL11.GL_COMPILE);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(u, v);
GL11.glVertex3f(-0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((u + textureDelta), v);
GL11.glVertex3f(0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((u + textureDelta), v - textureDelta);
GL11.glVertex3f(0.0450f, -0.0450f, 0.0f);
GL11.glTexCoord2f(u, v - textureDelta);
GL11.glVertex3f(-0.0450f, -0.0450f, 0.0f);
GL11.glEnd();
GL11.glEndList();
}
}
public Rectangle getBound() {
return null;
}
}

View file

@ -18,14 +18,14 @@ public class TextTest extends LWJGLGameWindow{
protected void init(){
text = new BitmapText("Test text");
text.setText("LOL THIS IS A TEST!!");
text.setText("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789");
pos = 0;
}
protected void update() {
super.update();
pos += 0.2f;
text.setLocation(new Vector2f(200,200));
text.setLocation(new Vector2f(200+pos,200+pos));
text.update();
}