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#ifdef __APPLE_CC__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include "tb.h"
#include "FTGLExtrdFont.h"
#include "FTGLOutlineFont.h"
#include "FTGLPolygonFont.h"
#include "FTGLTextureFont.h"
#include "FTGLPixmapFont.h"
#include "FTGLBitmapFont.h"
// YOU'LL PROBABLY WANT TO CHANGE THESE
#ifdef __linux__
#define FONT_FILE "/usr/share/fonts/truetype/arial.ttf"
#define FONT_INFO "/usr/share/fonts/truetype/arial.ttf"
#endif
#ifdef __APPLE_CC__
#define FONT_FILE "/Users/henry/Development/PROJECTS/FTGL/ftglcvs/FTGL/demo/arial.ttf"
#define FONT_INFO "/Users/henry/Development/PROJECTS/FTGL/ftglcvs/FTGL/demo/arial.ttf"
#endif
#define EDITING 1
#define INTERACTIVE 2
#define FTGL_BITMAP 0
#define FTGL_PIXMAP 1
#define FTGL_OUTLINE 2
#define FTGL_POLYGON 3
#define FTGL_EXTRUDE 4
#define FTGL_TEXTURE 5
int current_font = FTGL_EXTRUDE;
GLint w_win = 640, h_win = 480;
float posX, posY, posZ;
int mode = INTERACTIVE;
int carat = 0;
//wchar_t myString[16] = { 0x6FB3, 0x9580};
wchar_t myString[16];
static FTFont* fonts[6];
static FTGLPixmapFont* infoFont;
void SetCamera(void);
void my_lighting()
{
// Set up lighting.
float light1_ambient[4] = { 1.0, 1.0, 1.0, 1.0 };
float light1_diffuse[4] = { 1.0, 0.9, 0.9, 1.0 };
float light1_specular[4] = { 1.0, 0.7, 0.7, 1.0 };
float light1_position[4] = { -1.0, 1.0, 1.0, 0.0 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glEnable(GL_LIGHT1);
float light2_ambient[4] = { 0.2, 0.2, 0.2, 1.0 };
float light2_diffuse[4] = { 0.9, 0.9, 0.9, 1.0 };
float light2_specular[4] = { 0.7, 0.7, 0.7, 1.0 };
float light2_position[4] = { 1.0, -1.0, -1.0, 0.0 };
glLightfv(GL_LIGHT2, GL_AMBIENT, light2_ambient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light2_specular);
glLightfv(GL_LIGHT2, GL_POSITION, light2_position);
// glEnable(GL_LIGHT2);
float front_emission[4] = { 0.3, 0.2, 0.1, 0.0 };
float front_ambient[4] = { 0.2, 0.2, 0.2, 0.0 };
float front_diffuse[4] = { 0.95, 0.95, 0.8, 0.0 };
float front_specular[4] = { 0.6, 0.6, 0.6, 0.0 };
glMaterialfv(GL_FRONT, GL_EMISSION, front_emission);
glMaterialfv(GL_FRONT, GL_AMBIENT, front_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 16.0);
glColor4fv(front_diffuse);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glEnable(GL_CULL_FACE);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
}
void do_display (void)
{
switch( current_font)
{
case FTGL_BITMAP:
// glDisable( GL_BLEND);
break;
case FTGL_PIXMAP:
// glDisable( GL_TEXTURE_2D);
// glEnable(GL_BLEND);
// glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // GL_ONE
break;
case FTGL_OUTLINE:
// glDisable( GL_TEXTURE_2D);
// glEnable( GL_LINE_SMOOTH);
// glEnable(GL_BLEND);
// glBlendFunc( GL_SRC_ALPHA, GL_ONE); // GL_ONE_MINUS_SRC_ALPHA
break;
case FTGL_POLYGON:
glDisable( GL_BLEND);
my_lighting();
break;
case FTGL_EXTRUDE:
glEnable( GL_DEPTH_TEST);
glDisable( GL_BLEND);
my_lighting();
break;
case FTGL_TEXTURE:
glEnable( GL_TEXTURE_2D);
glDisable( GL_DEPTH_TEST);
my_lighting();
glNormal3f( 0.0, 0.0, 1.0);
// glDisable( GL_BLEND);
break;
}
glColor3f( 1.0, 1.0, 1.0);
// If you do want to switch the color of bitmaps rendered with glBitmap,
// you will need to explicitly call glRasterPos3f (or its ilk) to lock
// in a changed current color.
fonts[current_font]->render( myString);
float x1, y1, z1, x2, y2, z2;
fonts[current_font]->BBox( myString, x1, y1, z1, x2, y2, z2);
// Draw the bounding box
glDisable( GL_LIGHTING);
glDisable( GL_TEXTURE_2D);
glEnable( GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE); // GL_ONE_MINUS_SRC_ALPHA
glColor3f( 0.0, 1.0, 0.0);
// Draw the front face
glBegin( GL_LINE_LOOP);
glVertex3f( x1, y1, z1);
glVertex3f( x1, y2, z1);
glVertex3f( x2, y2, z1);
glVertex3f( x2, y1, z1);
glEnd();
// Draw the back face
if( current_font == FTGL_EXTRUDE && z1 != z2)
{
glBegin( GL_LINE_LOOP);
glVertex3f( x1, y1, z2);
glVertex3f( x1, y2, z2);
glVertex3f( x2, y2, z2);
glVertex3f( x2, y1, z2);
glEnd();
// Join the faces
glBegin( GL_LINES);
glVertex3f( x1, y1, z1);
glVertex3f( x1, y1, z2);
glVertex3f( x1, y2, z1);
glVertex3f( x1, y2, z2);
glVertex3f( x2, y2, z1);
glVertex3f( x2, y2, z2);
glVertex3f( x2, y1, z1);
glVertex3f( x2, y1, z2);
glEnd();
}
// Draw the baseline, Ascender and Descender
glBegin( GL_LINES);
glColor3f( 0.0, 0.0, 1.0);
glVertex3f( 0.0, 0.0, 0.0);
glVertex3f( fonts[current_font]->Advance( myString), 0.0, 0.0);
glVertex3f( 0.0, fonts[current_font]->Ascender(), 0.0);
glVertex3f( 0.0, fonts[current_font]->Descender(), 0.0);
glEnd();
// Draw the origin
glColor3f( 1.0, 0.0, 0.0);
glPointSize( 5.0);
glBegin( GL_POINTS);
glVertex3f( 0.0, 0.0, 0.0);
glEnd();
// draw the info
int save_font = current_font;
current_font = FTGL_PIXMAP;
SetCamera();
// draw mode
glColor3f( 1.0, 1.0, 1.0);
glRasterPos2i( 20 , h_win - ( 20 + infoFont->Ascender()));
switch( mode)
{
case EDITING:
infoFont->render("Edit Mode");
break;
case INTERACTIVE:
break;
}
// draw font type
glRasterPos2i( 20 , 20);
switch( save_font)
{
case FTGL_BITMAP:
infoFont->render("Bitmap Font");
break;
case FTGL_PIXMAP:
infoFont->render("Pixmap Font");
break;
case FTGL_OUTLINE:
infoFont->render("Outline Font");
break;
case FTGL_POLYGON:
infoFont->render("Polygon Font");
break;
case FTGL_EXTRUDE:
infoFont->render("Extruded Font");
break;
case FTGL_TEXTURE:
infoFont->render("Texture Font");
break;
}
glRasterPos2i( 20 , 20 + infoFont->Ascender() - infoFont->Descender());
infoFont->render(FONT_FILE);
current_font = save_font;
glutSwapBuffers();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetCamera();
glPushMatrix();
switch( current_font)
{
case FTGL_BITMAP:
case FTGL_PIXMAP:
glRasterPos2i( w_win / 2, h_win / 2);
glTranslatef( w_win / 2, h_win / 2, 0.0);
break;
case FTGL_OUTLINE:
case FTGL_POLYGON:
case FTGL_EXTRUDE:
case FTGL_TEXTURE:
tbMatrix();
break;
}
do_display();
glPopMatrix();
}
void myinit ( const char* fontfile)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor( 0.13, 0.17, 0.32, 0.0);
glColor3f( 1.0, 1.0, 1.0);
glEnable( GL_CULL_FACE);
glFrontFace( GL_CCW);
glEnable( GL_DEPTH_TEST);
glEnable( GL_POLYGON_OFFSET_LINE);
glPolygonOffset( 1.0, 1.0); // ????
SetCamera();
fonts[FTGL_BITMAP] = new FTGLBitmapFont;
fonts[FTGL_PIXMAP] = new FTGLPixmapFont;
fonts[FTGL_OUTLINE] = new FTGLOutlineFont;
fonts[FTGL_POLYGON] = new FTGLPolygonFont;
fonts[FTGL_EXTRUDE] = new FTGLExtrdFont;
fonts[FTGL_TEXTURE] = new FTGLTextureFont;
for( int x = 0; x < 6; ++x)
{
if( !fonts[x]->Open( fontfile, false))
{
fprintf( stderr, "Failed to open font %s", fontfile);
exit(1);
}
if( !fonts[x]->FaceSize( 144))
{
fprintf( stderr, "Failed to set size");
exit(1);
}
fonts[x]->Depth(20);
fonts[x]->CharMap(ft_encoding_unicode);
}
infoFont = new FTGLPixmapFont;
if( !infoFont->Open( FONT_INFO, false))
{
fprintf( stderr, "Failed to open font %s", FONT_INFO);
exit(1);
}
infoFont->FaceSize( 18);
myString[0] = 65;
myString[1] = 0;
tbInit(GLUT_LEFT_BUTTON);
tbAnimate( GL_FALSE);
}
void parsekey(unsigned char key, int x, int y)
{
switch (key)
{
case 27: exit(0); break;
case 13:
if( mode == EDITING)
{
mode = INTERACTIVE;
}
else
{
mode = EDITING;
carat = 0;
}
break;
case ' ':
current_font++;
if(current_font > 5)
current_font = 0;
break;
default:
if( mode == INTERACTIVE)
{
myString[0] = key;
myString[1] = 0;
break;
}
else
{
myString[carat] = key;
myString[carat + 1] = 0;
carat = carat > 14 ? 15 : ++carat;
}
}
glutPostRedisplay();
}
void parsekey_special(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP:
posY += 10;
break;
case GLUT_KEY_DOWN:
posY -= 10;
break;
case GLUT_KEY_RIGHT:
posX += 10;
break;
case GLUT_KEY_LEFT:
posX -= 10;
break;
}
}
void motion(int x, int y)
{
tbMotion( x, y);
}
void mouse(int button, int state, int x, int y)
{
tbMouse( button, state, x, y);
}
void myReshape(int w, int h)
{
glMatrixMode (GL_MODELVIEW);
glViewport (0, 0, w, h);
glLoadIdentity();
w_win = w;
h_win = h;
SetCamera();
tbReshape(w_win, h_win);
}
void SetCamera(void)
{
switch( current_font)
{
case FTGL_BITMAP:
case FTGL_PIXMAP:
glMatrixMode( GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w_win, 0, h_win);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
break;
case FTGL_OUTLINE:
case FTGL_POLYGON:
case FTGL_EXTRUDE:
case FTGL_TEXTURE:
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 90, (float)w_win / (float)h_win, 1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0, 0.0, (float)h_win / 2.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break;
}
}
int main(int argc, char *argv[])
{
char* fontfile = FONT_FILE;
#ifndef __APPLE_CC__ // Bloody finder args???
if (argc == 2)
fontfile = argv[1];
#endif
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowPosition(50, 50);
glutInitWindowSize( w_win, h_win);
glutCreateWindow("FTGL TEST");
glutDisplayFunc(display);
glutKeyboardFunc(parsekey);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutSpecialFunc(parsekey_special);
glutReshapeFunc(myReshape);
glutIdleFunc(display);
myinit( fontfile);
glutMainLoop();
return 0;
}