Class: FontStore
- Inherits:
-
Object
- Object
- FontStore
- Defined in:
- lib/gl_tail/font_store.rb
Class Method Summary collapse
- .generate_font ⇒ Object
- .generate_textures ⇒ Object
- .render_char(engine, c, pos) ⇒ Object
- .render_string(engine, txt) ⇒ Object
Class Method Details
.generate_font ⇒ Object
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# File 'lib/gl_tail/font_store.rb', line 65 def self.generate_font self.generate_textures return # Ignore the rest for now, used only to create font.bin # glPushMatrix # glViewport(0, 0, 8, 15) # glMatrixMode(GL_PROJECTION) # glLoadIdentity() # glOrtho(0, 8, 13, 0, -1.0, 1.0) # glMatrixMode(GL_MODELVIEW) # glLoadIdentity() # glTranslate(0, 0, 0) # glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ( [1.0, 1.0, 1.0, 1.0] ) ) # 32.upto(255) do |c| # glClearColor(0.0, 0.0, 0.0, 1.0) # glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # glRasterPos(0,0) # begin # glutBitmapCharacter(GLUT_BITMAP_8_BY_13, c) # rescue RangeError # glutBitmapCharacterX(c) # end # glBindTexture(GL_TEXTURE_2D, @textures[c]) # glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 13, 8, 13, 0) # glBindTexture(GL_TEXTURE_2D, 0) # end # glClearColor(0.0, 0.0, 0.0, 1.0) # glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # glPopMatrix end |
.generate_textures ⇒ Object
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# File 'lib/gl_tail/font_store.rb', line 8 def self.generate_textures if @font_texture.nil? @font_texture = glGenTextures(1)[0] File.open("#{File.dirname(__FILE__)}/font.bin") do |f| @font = Marshal.load(f) end font_data = [] # Add missing pixels to increase height by 3 32.upto(255) do |c| @font[c] += @font[c] + [0,0,0].pack("C*") * 24 end 0.upto(196607) do |i| font_data[i] = 0 end # Re-order bitmap data into one 256x256 texture 32.upto(255) do |c| row = (c - 32) / 16 col = (c - 32) % 16 offset = row * 256*16*3 + col*8*3 0.upto(15) do |y| 0.upto(7) do |x| font_data[offset + y*256*3 + x*3 +0] = @font[c][y*8*3 + x*3 + 0] font_data[offset + y*256*3 + x*3 +1] = @font[c][y*8*3 + x*3 + 1] font_data[offset + y*256*3 + x*3 +2] = @font[c][y*8*3 + x*3 + 2] end end end # File.open("lib/font_256.bin", "wb") do |f| # Marshal.dump(font_data, f) # end font_data = font_data.pack("C*") glBindTexture(GL_TEXTURE_2D, @font_texture) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) # glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) # glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, font_data) glBindTexture(GL_TEXTURE_2D, 0) end end |
.render_char(engine, c, pos) ⇒ Object
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# File 'lib/gl_tail/font_store.rb', line 107 def self.render_char(engine, c, pos) char_size = engine.char_size base = c-32 offsetx = ((base%16) ) / (32.0) offsety = ((base/16) * 16) / (256.0) width = 8 / 256.0 height = 13 / 256.0 pos_offset = char_size * pos glTexCoord2f(offsetx,offsety) glNormal3f(1.0, 1.0, 0.0) glVertex3f(pos_offset, 0, 0.0) glTexCoord2f(offsetx+width,offsety) glNormal3f(1.0, 1.0, 0.0) glVertex3f(pos_offset + char_size, 0.0, 0.0) glTexCoord2f(offsetx+width,offsety + height) glNormal3f(1.0, 1.0, 0.0) glVertex3f(pos_offset + char_size, engine.line_size, 0.0) glTexCoord2f(offsetx,offsety + height) glNormal3f(1.0, 1.0, 0.0) glVertex3f(pos_offset, engine.line_size, 0.0) end |
.render_string(engine, txt) ⇒ Object
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# File 'lib/gl_tail/font_store.rb', line 138 def self.render_string(engine, txt) glPushMatrix glEnable(GL_BLEND) glBlendFunc(GL_ONE, GL_ONE) glBindTexture(GL_TEXTURE_2D, @font_texture) unless BlobStore.has(txt) list = glGenLists(1) glNewList(list, GL_COMPILE) glBegin(GL_QUADS) pos = 0 txt.each_byte do |c| self.render_char(engine, c, pos) pos += 1 end glEnd glEndList BlobStore.put(txt,list) end glCallList(BlobStore.get(txt)) glBindTexture(GL_TEXTURE_2D, 0) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glDisable(GL_BLEND) glPopMatrix end |