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-rw-r--r--src/lib/freetype/demo/Kopie von UFreeType.pas326
-rw-r--r--src/lib/freetype/demo/Kopie von lesson43.dpr289
2 files changed, 0 insertions, 615 deletions
diff --git a/src/lib/freetype/demo/Kopie von UFreeType.pas b/src/lib/freetype/demo/Kopie von UFreeType.pas
deleted file mode 100644
index c1243aae..00000000
--- a/src/lib/freetype/demo/Kopie von UFreeType.pas
+++ /dev/null
@@ -1,326 +0,0 @@
-unit UFreeType;
-
-{$IFDEF FPC}
- {$mode delphi}{$H+}
-{$ENDIF}
-
-interface
-
-uses
- FreeType,
- gl,
- glu,
- classes,
- sysutils;
-
-type
- // This holds all of the information related to any
- // freetype font that we want to create.
- TFontData = class
- h: single; ///< Holds the height of the font.
- textures: array of GLuint; ///< Holds the texture id's
- list_base: GLuint; ///< Holds the first display list id
-
- // The init function will create a font of
- // of the height h from the file fname.
- constructor Create(const fname: string; h: cardinal);
-
- // Free all the resources assosiated with the font.
- destructor Destroy(); override;
- end;
-
- TFreeType = class
- public
- // The flagship function of the library - this thing will print
- // out text at window coordinates x,y, using the font ft_font.
- // The current modelview matrix will also be applied to the text.
- class procedure print(ft_font: TFontData; x, y: single; const str: string);
- end;
-
-
-implementation
-
-
-// This function gets the first power of 2 >= the
-// int that we pass it.
-function next_p2 ( a: integer ): integer; inline;
-begin
- Result := 1;
- while (Result < a) do
- Result := Result shl 1;
-end;
-
-type
- PAGLuint = ^AGLuint;
- AGLuint = array[0..High(Word)] of GLuint;
-
-// Create a display list coresponding to the given character.
-procedure make_dlist ( face: FT_Face; ch: byte; list_base: GLuint; tex_base: PAGLuint );
-var
- i, j: integer;
- width, height: integer;
- glyph: FT_Glyph;
- bitmap_glyph: FT_BitmapGlyph;
- bitmap: PFT_Bitmap;
- expanded_data: array of GLubyte;
- x, y: single;
-begin
- // The first thing we do is get FreeType to render our character
- // into a bitmap. This actually requires a couple of FreeType commands:
-
- // Load the Glyph for our character.
- if (FT_Load_Glyph( face, FT_Get_Char_Index( face, ch ), FT_LOAD_DEFAULT ) <> 0) then
- raise Exception.create('FT_Load_Glyph failed');
-
- // Move the face's glyph into a Glyph object.
- if (FT_Get_Glyph( face^.glyph, glyph ) <> 0) then
- raise Exception.create('FT_Get_Glyph failed');
-
- // Convert the glyph to a bitmap.
- FT_Glyph_To_Bitmap( glyph, ft_render_mode_normal, nil, 1 );
- bitmap_glyph := FT_BitmapGlyph(glyph);
-
- // This reference will make accessing the bitmap easier
- bitmap := @bitmap_glyph^.bitmap;
-
- // Use our helper function to get the widths of
- // the bitmap data that we will need in order to create
- // our texture.
- width := next_p2( bitmap.width );
- height := next_p2( bitmap.rows );
-
- // Allocate memory for the texture data.
- SetLength(expanded_data, 2 * width * height);
-
- // Here we fill in the data for the expanded bitmap.
- // Notice that we are using two channel bitmap (one for
- // luminocity and one for alpha), but we assign
- // both luminocity and alpha to the value that we
- // find in the FreeType bitmap.
- // We use the ?: operator so that value which we use
- // will be 0 if we are in the padding zone, and whatever
- // is the the Freetype bitmap otherwise.
- for j := 0 to height-1 do
- begin
- for i := 0 to width-1 do
- begin
- if ((i >= bitmap.width) or (j >= bitmap.rows)) then
- expanded_data[2*(i+j*width)] := 0
- else
- expanded_data[2*(i+j*width)] := byte(bitmap.buffer[i + bitmap.width*j]);
- expanded_data[2*(i+j*width)+1] := expanded_data[2*(i+j*width)];
- end;
- end;
-
-
- // Now we just setup some texture paramaters.
- glBindTexture( GL_TEXTURE_2D, tex_base[integer(ch)]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
-
- // Here we actually create the texture itself, notice
- // that we are using GL_LUMINANCE_ALPHA to indicate that
- // we are using 2 channel data.
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height,
- 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @expanded_data[0] );
-
- //With the texture created, we don't need to expanded data anymore
- SetLength(expanded_data, 0);
-
- //So now we can create the display list
- glNewList(list_base+ch, GL_COMPILE);
-
- glBindTexture(GL_TEXTURE_2D, tex_base[ch]);
-
- glPushMatrix();
-
- //first we need to move over a little so that
- //the character has the right amount of space
- //between it and the one before it.
- glTranslatef(bitmap_glyph^.left, 0, 0);
-
- //Now we move down a little in the case that the
- //bitmap extends past the bottom of the line
- //(this is only true for characters like 'g' or 'y'.
- glTranslatef(0, bitmap_glyph^.top - bitmap.rows, 0);
-
- //Now we need to account for the fact that many of
- //our textures are filled with empty padding space.
- //We figure what portion of the texture is used by
- //the actual character and store that information in
- //the x and y variables, then when we draw the
- //quad, we will only reference the parts of the texture
- //that we contain the character itself.
- x := bitmap.width / width;
- y := bitmap.rows / height;
-
- //Here we draw the texturemaped quads.
- //The bitmap that we got from FreeType was not
- //oriented quite like we would like it to be,
- //so we need to link the texture to the quad
- //so that the result will be properly aligned.
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(0, bitmap.rows);
- glTexCoord2d(0, y); glVertex2f(0, 0);
- glTexCoord2d(x, y); glVertex2f(bitmap.width, 0);
- glTexCoord2d(x, 0); glVertex2f(bitmap.width, bitmap.rows);
- glEnd();
-
- glPopMatrix();
- glTranslatef(face^.glyph^.advance.x shr 6, 0, 0);
-
- //increment the raster position as if we were a bitmap font.
- //(only needed if you want to calculate text length)
- //glBitmap(0,0,0,0,face->glyph->advance.x >> 6,0,NULL);
-
- //Finnish the display list
- glEndList();
-end;
-
-
-constructor TFontData.Create(const fname: string; h: cardinal);
-var
- library_: FT_Library;
- //The object in which Freetype holds information on a given
- //font is called a "face".
- face: FT_Face;
- i: byte;
-begin
- //Allocate some memory to store the texture ids.
- SetLength(textures, 128);
-
- Self.h := h;
-
- //Create and initilize a freetype font library.
- if (FT_Init_FreeType( library_ ) <> 0) then
- raise Exception.create('FT_Init_FreeType failed');
-
- //This is where we load in the font information from the file.
- //Of all the places where the code might die, this is the most likely,
- //as FT_New_Face will die if the font file does not exist or is somehow broken.
- if (FT_New_Face( library_, PChar(fname), 0, face ) <> 0) then
- raise Exception.create('FT_New_Face failed (there is probably a problem with your font file)');
-
- //For some twisted reason, Freetype measures font size
- //in terms of 1/64ths of pixels. Thus, to make a font
- //h pixels high, we need to request a size of h*64.
- //(h shl 6 is just a prettier way of writting h*64)
- FT_Set_Char_Size( face, h shl 6, h shl 6, 96, 96);
-
- //Here we ask opengl to allocate resources for
- //all the textures and displays lists which we
- //are about to create.
- list_base := glGenLists(128);
- glGenTextures( 128, @textures[0] );
-
- //This is where we actually create each of the fonts display lists.
- for i := 0 to 127 do
- make_dlist(face, i, list_base, @textures[0]);
-
- //We don't need the face information now that the display
- //lists have been created, so we free the assosiated resources.
- FT_Done_Face(face);
-
- //Ditto for the library.
- FT_Done_FreeType(library_);
-end;
-
-destructor TFontData.Destroy();
-begin
- glDeleteLists(list_base, 128);
- glDeleteTextures(128, @textures[0]);
- SetLength(textures, 0);
-end;
-
-/// A fairly straight forward function that pushes
-/// a projection matrix that will make object world
-/// coordinates identical to window coordinates.
-procedure pushScreenCoordinateMatrix(); inline;
-var
- viewport: array [0..3] of GLint;
-begin
- glPushAttrib(GL_TRANSFORM_BIT);
- glGetIntegerv(GL_VIEWPORT, @viewport);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(viewport[0], viewport[2], viewport[1], viewport[3]);
- glPopAttrib();
-end;
-
-/// Pops the projection matrix without changing the current
-/// MatrixMode.
-procedure pop_projection_matrix(); inline;
-begin
- glPushAttrib(GL_TRANSFORM_BIT);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
-end;
-
-///Much like Nehe's glPrint function, but modified to work
-///with freetype fonts.
-class procedure TFreeType.print(ft_font: TFontData; x, y: single; const str: string);
-var
- font: GLuint;
- h: single;
- i: cardinal;
- lines: TStringList;
- modelview_matrix: array[0..15] of single;
-begin
- // We want a coordinate system where things coresponding to window pixels.
- pushScreenCoordinateMatrix();
-
- font := ft_font.list_base;
- h := ft_font.h / 0.63; //We make the height about 1.5* that of
-
- lines := TStringList.Create();
- ExtractStrings([#13], [], PChar(str), lines);
-
- glPushAttrib(GL_LIST_BIT or GL_CURRENT_BIT or GL_ENABLE_BIT or GL_TRANSFORM_BIT);
- glMatrixMode(GL_MODELVIEW);
- glDisable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glListBase(font);
-
- glGetFloatv(GL_MODELVIEW_MATRIX, @modelview_matrix);
-
- //This is where the text display actually happens.
- //For each line of text we reset the modelview matrix
- //so that the line's text will start in the correct position.
- //Notice that we need to reset the matrix, rather than just translating
- //down by h. This is because when each character is
- //draw it modifies the current matrix so that the next character
- //will be drawn immediatly after it.
- for i := 0 to lines.Count-1 do
- begin
- glPushMatrix();
- glLoadIdentity();
- glTranslatef(x, y - h*i, 0);
- glMultMatrixf(@modelview_matrix);
-
- // The commented out raster position stuff can be useful if you need to
- // know the length of the text that you are creating.
- // If you decide to use it make sure to also uncomment the glBitmap command
- // in make_dlist().
- //glRasterPos2f(0,0);
- glCallLists(Length(lines[i]), GL_UNSIGNED_BYTE, PChar(lines[i]));
- //float rpos[4];
- //glGetFloatv(GL_CURRENT_RASTER_POSITION ,rpos);
- //float len=x-rpos[0];
-
- glPopMatrix();
- end;
-
- glPopAttrib();
-
- pop_projection_matrix();
-
- lines.Free();
-end;
-
-end.
diff --git a/src/lib/freetype/demo/Kopie von lesson43.dpr b/src/lib/freetype/demo/Kopie von lesson43.dpr
deleted file mode 100644
index b49423fb..00000000
--- a/src/lib/freetype/demo/Kopie von lesson43.dpr
+++ /dev/null
@@ -1,289 +0,0 @@
-program lesson43;
-(*
- * This code was created by Jeff Molofee '99
- * (ported to Linux/SDL by Ti Leggett '01)
- *
- * If you've found this code useful, please let me know.
- *
- * Visit Jeff at http://nehe.gamedev.net/
- *
- * or for port-specific comments, questions, bugreports etc.
- * email to leggett@eecs.tulane.edu
- *)
-
-{$IFDEF FPC}
- {$mode delphi}{$H+}
-{$ENDIF}
-
-{$APPTYPE Console}
-
-uses
- moduleloader in '../../JEDI-SDL/SDL/Pas/moduleloader.pas',
- SDL in '../../JEDI-SDL/SDL/Pas/sdl.pas',
- gl in '../../JEDI-SDL/OpenGL/Pas/gl.pas',
- glu in '../../JEDI-SDL/OpenGL/Pas/glu.pas',
- ctypes in '../../ctypes/ctypes.pas',
- FreeType in '../freetype.pas',
- UFreeType in 'UFreeType.pas',
- math,
- sysutils;
-
-const
- // screen width, height, and bit depth
- SCREEN_WIDTH = 640;
- SCREEN_HEIGHT = 480;
- SCREEN_BPP = 16;
-
-var
- our_font: TFontData;
- // This is our SDL surface
- surface: PSDL_Surface;
- cnt1, cnt2: GLfloat;
-
-(* function to release/destroy our resources and restoring the old desktop *)
-procedure Quit(returnCode: integer);
-begin
- // clean up the window
- SDL_Quit( );
-
- // and exit appropriately
- Halt( returnCode );
-end;
-
-(* function to reset our viewport after a window resize *)
-function resizeWindow(width: integer; height: integer): boolean;
-var
- // Height / width ration
- ratio: GLfloat;
-begin
- // Protect against a divide by zero
- if ( height = 0 ) then
- height := 1;
-
- ratio := width / height;
-
- // Setup our viewport.
- glViewport( 0, 0, GLsizei(width), GLsizei(height) );
-
- // change to the projection matrix and set our viewing volume.
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity( );
-
- // Set our perspective
- gluPerspective( 45.0, ratio, 0.1, 100.0 );
-
- // Make sure we're chaning the model view and not the projection
- glMatrixMode( GL_MODELVIEW );
-
- // Reset The View
- glLoadIdentity( );
-
- Result := true;
-end;
-
-(* function to handle key press events *)
-procedure handleKeyPress(keysym: PSDL_keysym);
-begin
- case ( keysym^.sym ) of
- SDLK_ESCAPE:
- begin
- // ESC key was pressed
- Quit( 0 );
- end;
- SDLK_F1:
- begin
- // F1 key was pressed
- // this toggles fullscreen mode
- SDL_WM_ToggleFullScreen( surface );
- end;
- end;
-end;
-
-(* general OpenGL initialization function *)
-function initGL(): boolean;
-begin
- // Enable smooth shading
- glShadeModel( GL_SMOOTH );
-
- // Set the background black
- glClearColor( 0.0, 0.0, 0.0, 0.0 );
-
- // Depth buffer setup
- glClearDepth( 1.0 );
-
- // Enables Depth Testing
- glEnable( GL_DEPTH_TEST );
-
- // The Type Of Depth Test To Do
- glDepthFunc( GL_LEQUAL );
-
- // Really Nice Perspective Calculations
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
-
- our_font := TFontData.Create('Test.ttf', 16);
-
- Result := true;
-end;
-
-(* Here goes our drawing code *)
-function drawGLScene(): boolean;
-begin
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
- glLoadIdentity(); // Reset The Current Modelview Matrix
- glTranslatef(0.0, 0.0, -1.0); // Move One Unit Into The Screen
-
- // Blue Text
- glColor3ub(0, 0, $ff);
-
- // Position The WGL Text On The Screen
- glRasterPos2f(-0.40, 0.35);
-
- // Here We Print Some Text Using Our FreeType Font
- // The only really important command is the actual print() call,
- // but for the sake of making the results a bit more interesting
- // I have put in some code to rotate and scale the text.
-
- // Red text
- glColor3ub($ff, 0, 0);
-
- glPushMatrix();
- glLoadIdentity();
- glRotatef(cnt1, 0, 0,1);
- glScalef(1, 0.8 + 0.3*cos(cnt1/5) ,1);
- glTranslatef(-180, 0, 0);
- TFreeType.print(our_font, 320, 240, 'Active FreeType Text - ' + FloatToStr(cnt1));
- glPopMatrix();
-
- //Uncomment this to test out print's ability to handle newlines.
- //TFreeType.print(our_font, 320, 200, 'Here'#13'there'#13'be'#13#13'newlines'#13'.');
-
- cnt1 := cnt1 + 0.051; // Increase The First Counter
- cnt2 := cnt2 + 0.005; // Increase The First Counter
-
- SDL_GL_SwapBuffers( );
-
- Result := true;
-end;
-
-var
- // Flags to pass to SDL_SetVideoMode
- videoFlags: integer;
- // main loop variable
- done: boolean = false;
- // used to collect events
- event: TSDL_Event;
- // this holds some info about our display
- videoInfo: PSDL_VideoInfo;
- // whether or not the window is active
- isActive: boolean = true;
-
-begin
- // initialize SDL
- if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) then
- begin
- writeln( ErrOutput, 'Video initialization failed: ' + SDL_GetError() );
- Quit( 1 );
- end;
-
- // Fetch the video info
- videoInfo := SDL_GetVideoInfo( );
-
- if ( videoInfo = nil ) then
- begin
- writeln( ErrOutput, 'Video query failed: ' + SDL_GetError() );
- Quit( 1 );
- end;
-
- SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // Enable double buffering
-
- // the flags to pass to SDL_SetVideoMode
- videoFlags := SDL_OPENGL; // Enable OpenGL in SDL
- videoFlags := videoFlags or SDL_HWPALETTE; // Store the palette in hardware
- videoFlags := videoFlags or SDL_RESIZABLE; // Enable window resizing
-
- // This checks to see if surfaces can be stored in memory
- if ( videoInfo^.hw_available <> 0 ) then
- videoFlags := videoFlags or SDL_HWSURFACE
- else
- videoFlags := videoFlags or SDL_SWSURFACE;
-
- // This checks if hardware blits can be done
- if ( videoInfo^.blit_hw <> 0 ) then
- videoFlags := videoFlags or SDL_HWACCEL;
-
- // Sets up OpenGL double buffering
- SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
-
- // get a SDL surface
- surface := SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
- videoFlags );
-
- // Verify there is a surface
- if ( surface = nil ) then
- begin
- writeln( ErrOutput, 'Video mode set failed: ' + SDL_GetError() );
- Quit( 1 );
- end;
-
- // initialize OpenGL
- initGL();
-
- // resize the initial window
- resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
-
- // wait for events
- while ( not done ) do
- begin
- { handle the events in the queue }
-
- while ( SDL_PollEvent( @event ) <> 0 ) do
- begin
- case( event.type_ ) of
- SDL_ACTIVEEVENT:
- begin
- // Something's happend with our focus
- // If we are iconified, we shouldn't draw the screen
- if ( (event.active.state and SDL_APPACTIVE) <> 0 ) then
- begin
- if ( event.active.gain = 0 ) then
- isActive := false
- else
- isActive := true;
- end;
- end;
- SDL_VIDEORESIZE:
- begin
- // handle resize event
- {$IFDEF UNIX}
- surface := SDL_SetVideoMode( event.resize.w,
- event.resize.h,
- 16, videoFlags );
- if ( surface = nil ) then
- begin
- writeln( ErrOutput, 'Could not get a surface after resize: ' + SDL_GetError( ) );
- Quit( 1 );
- end;
- {$ENDIF}
- resizeWindow( event.resize.w, event.resize.h );
- end;
- SDL_KEYDOWN:
- begin
- // handle key presses
- handleKeyPress( @event.key.keysym );
- end;
- SDL_QUITEV:
- begin
- // handle quit requests
- done := true;
- end;
- end;
- end;
-
- // draw the scene
- if ( isActive ) then
- drawGLScene( );
- end;
-
- // clean ourselves up and exit
- Quit( 0 );
-end.