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ttf.d
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ttf.d
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/++
TrueType Font rendering. Meant to be used with [arsd.simpledisplay], but it doesn't actually require that. Port of stb_truetype plus D wrappers for convenience.
Credits: Started as a copy of stb_truetype by Sean Barrett and ketmar helped
with expansions.
+/
module arsd.ttf;
// stb_truetype.h - v1.19 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
//
// http://nothings.org/stb/stb_truetype.h
//
// port to D by adam d. ruppe (v.6) and massively updated ketmar. see the link above for more info about the lib and real author.
// here's some D convenience functions
// need to do some print glyphs t it....
///
struct TtfFont {
stbtt_fontinfo font;
///
this(in ubyte[] data) {
load(data);
}
///
void load(in ubyte[] data) {
if(stbtt_InitFont(&font, data.ptr, stbtt_GetFontOffsetForIndex(data.ptr, 0)) == 0)
throw new Exception("load font problem");
}
/// Note that you must stbtt_FreeBitmap(returnValue.ptr, null); this thing or it will leak!!!!
ubyte[] renderCharacter(dchar c, int size, out int width, out int height, float shift_x = 0.0, float shift_y = 0.0) {
auto ptr = stbtt_GetCodepointBitmapSubpixel(&font, 0.0,stbtt_ScaleForPixelHeight(&font, size),
shift_x, shift_y, c, &width, &height, null,null);
return ptr[0 .. width * height];
}
///
void getStringSize(in char[] s, int size, out int width, out int height) {
float xpos=0;
auto scale = stbtt_ScaleForPixelHeight(&font, size);
int ascent, descent, line_gap;
stbtt_GetFontVMetrics(&font, &ascent,&descent,&line_gap);
auto baseline = cast(int) (ascent*scale);
import std.math;
int maxWidth;
foreach(i, dchar ch; s) {
int advance,lsb;
auto x_shift = xpos - floor(xpos);
stbtt_GetCodepointHMetrics(&font, ch, &advance, &lsb);
int x0, y0, x1, y1;
stbtt_GetCodepointBitmapBoxSubpixel(&font, ch, scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
maxWidth = cast(int)(xpos + x1);
xpos += (advance * scale);
if (i + 1 < s.length)
xpos += scale*stbtt_GetCodepointKernAdvance(&font, ch,s[i+1]);
}
width = maxWidth;
height = size;
}
///
ubyte[] renderString(in char[] s, int size, out int width, out int height) {
float xpos=0;
auto scale = stbtt_ScaleForPixelHeight(&font, size);
int ascent, descent, line_gap;
stbtt_GetFontVMetrics(&font, &ascent,&descent,&line_gap);
auto baseline = cast(int) (ascent*scale);
import std.math;
int swidth;
int sheight;
getStringSize(s, size, swidth, sheight);
auto screen = new ubyte[](swidth * sheight);
foreach(i, dchar ch; s) {
int advance,lsb;
auto x_shift = xpos - floor(xpos);
stbtt_GetCodepointHMetrics(&font, ch, &advance, &lsb);
int cw, cheight;
auto c = renderCharacter(ch, size, cw, cheight, x_shift, 0.0);
scope(exit) stbtt_FreeBitmap(c.ptr, null);
int x0, y0, x1, y1;
stbtt_GetCodepointBitmapBoxSubpixel(&font, ch, scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
int x = cast(int) xpos + x0;
int y = baseline + y0;
int cx = 0;
foreach(index, pixel; c) {
if(cx == cw) {
cx = 0;
y++;
x = cast(int) xpos + x0;
}
auto offset = swidth * y + x;
if(offset >= screen.length)
break;
int val = (cast(int) pixel * (255 - screen[offset]) / 255);
if(val > 255)
val = 255;
screen[offset] += cast(ubyte)(val);
x++;
cx++;
}
//stbtt_MakeCodepointBitmapSubpixel(&font, &screen[(baseline + y0) * swidth + cast(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale, x_shift,0, ch);
// note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
// because this API is really for baking character bitmaps into textures. if you want to render
// a sequence of characters, you really need to render each bitmap to a temp buffer, then
// "alpha blend" that into the working buffer
xpos += (advance * scale);
if (i + 1 < s.length)
xpos += scale*stbtt_GetCodepointKernAdvance(&font, ch,s[i+1]);
}
width = swidth;
height = sheight;
return screen;
}
// ~this() {}
}
/// Version of OpenGL you want it to use. Currently only two options.
enum OpenGlFontGLVersion {
old, /// old style glBegin/glEnd stuff
shader, /// newer style shader stuff
}
/+
This is mostly there if you want to draw different pieces together in
different colors or across different boxes (see what text didn't fit, etc.).
Used only with [OpenGlLimitedFont] right now.
+/
struct DrawingTextContext {
const(char)[] text; /// remaining text
float x; /// current position of the baseline
float y; /// ditto
const int left; /// bounding box, if applicable
const int top; /// ditto
const int right; /// ditto
const int bottom; /// ditto
}
abstract class OpenGlLimitedFontBase() {
void createShaders() {}
abstract uint glFormat();
abstract void startDrawing(Color color);
abstract void addQuad(
float s0, float t0, float x0, float y0,
float s1, float t1, float x1, float y1
);
abstract void finishDrawing();
// FIXME: does this kern?
// FIXME: it would be cool if it did per-letter transforms too like word art. make it tangent to some baseline
import arsd.simpledisplay;
static private int nextPowerOfTwo(int v) {
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
uint _tex;
stbtt_bakedchar[] charInfo;
import arsd.color;
/++
Tip: if color == Color.transparent, it will not actually attempt to draw to OpenGL. You can use this
to help plan pagination inside the bounding box.
+/
public final DrawingTextContext drawString(int x, int y, in char[] text, Color color = Color.white, Rectangle boundingBox = Rectangle.init) {
if(boundingBox == Rectangle.init) {
// if you hit a newline, at least keep it aligned here if something wasn't
// explicitly given.
boundingBox.left = x;
boundingBox.top = y;
boundingBox.right = int.max;
boundingBox.bottom = int.max;
}
DrawingTextContext dtc = DrawingTextContext(text, x, y, boundingBox.tupleof);
drawString(dtc, color);
return dtc;
}
/++
It won't attempt to draw partial characters if it butts up against the bounding box, unless
word wrap was impossible. Use clipping if you need to cover that up and guarantee it never goes
outside the bounding box ever.
+/
public final void drawString(ref DrawingTextContext context, Color color = Color.white) {
bool actuallyDraw = color != Color.transparent;
if(actuallyDraw) {
startDrawing(color);
}
bool newWord = true;
bool atStartOfLine = true;
float currentWordLength;
int currentWordCharsRemaining;
void calculateWordInfo() {
const(char)[] copy = context.text;
currentWordLength = 0.0;
currentWordCharsRemaining = 0;
while(copy.length) {
auto ch = copy[0];
copy = copy[1 .. $];
currentWordCharsRemaining++;
if(ch <= 32)
break; // not in a word anymore
if(ch < firstChar || ch > lastChar)
continue;
const b = charInfo[cast(int) ch - cast(int) firstChar];
currentWordLength += b.xadvance;
}
}
bool newline() {
context.x = context.left;
context.y += lineHeight;
atStartOfLine = true;
if(context.y + descent > context.bottom)
return false;
return true;
}
while(context.text.length) {
if(newWord) {
calculateWordInfo();
newWord = false;
if(context.x + currentWordLength > context.right) {
if(!newline())
break; // ran out of space
}
}
// FIXME i should prolly UTF-8 decode....
dchar ch = context.text[0];
context.text = context.text[1 .. $];
if(currentWordCharsRemaining) {
currentWordCharsRemaining--;
if(currentWordCharsRemaining == 0)
newWord = true;
}
if(ch == '\t') {
context.x += 20;
continue;
}
if(ch == '\n') {
if(newline())
continue;
else
break;
}
if(ch < firstChar || ch > lastChar) {
if(ch == ' ')
context.x += lineHeight / 4; // fake space if not available in formal font (I recommend you do include it though)
continue;
}
const b = charInfo[cast(int) ch - cast(int) firstChar];
int round_x = STBTT_ifloor((context.x + b.xoff) + 0.5f);
int round_y = STBTT_ifloor((context.y + b.yoff) + 0.5f);
// box to draw on the screen
auto x0 = round_x;
auto y0 = round_y;
auto x1 = round_x + b.x1 - b.x0;
auto y1 = round_y + b.y1 - b.y0;
// is that outside the bounding box we should draw in?
// if so on x, wordwrap to the next line. if so on y,
// return prematurely and let the user context handle it if needed.
// box to fetch off the surface
auto s0 = b.x0 * ipw;
auto t0 = b.y0 * iph;
auto s1 = b.x1 * ipw;
auto t1 = b.y1 * iph;
if(actuallyDraw) {
addQuad(s0, t0, x0, y0, s1, t1, x1, y1);
}
context.x += b.xadvance;
}
if(actuallyDraw)
finishDrawing();
}
private {
const dchar firstChar;
const dchar lastChar;
const int pw;
const int ph;
const float ipw;
const float iph;
}
public const int lineHeight; /// metrics
public const int ascent; /// ditto
public const int descent; /// ditto
public const int line_gap; /// ditto;
/++
+/
public this(const ubyte[] ttfData, float fontPixelHeight, dchar firstChar = 32, dchar lastChar = 127) {
assert(lastChar > firstChar);
assert(fontPixelHeight > 0);
this.firstChar = firstChar;
this.lastChar = lastChar;
int numChars = 1 + cast(int) lastChar - cast(int) firstChar;
lineHeight = cast(int) (fontPixelHeight + 0.5);
import std.math;
// will most likely be 512x512ish; about 256k likely
int height = cast(int) (fontPixelHeight + 1) * cast(int) (sqrt(cast(float) numChars) + 1);
height = nextPowerOfTwo(height);
int width = height;
this.pw = width;
this.ph = height;
ipw = 1.0f / pw;
iph = 1.0f / ph;
int len = width * height;
//import std.stdio; writeln(len);
import core.stdc.stdlib;
ubyte[] buffer = (cast(ubyte*) malloc(len))[0 .. len];
if(buffer is null) assert(0);
scope(exit) free(buffer.ptr);
charInfo.length = numChars;
int ascent, descent, line_gap;
if(stbtt_BakeFontBitmap(
ttfData.ptr, 0,
fontPixelHeight,
buffer.ptr, width, height,
cast(int) firstChar, numChars,
charInfo.ptr,
&ascent, &descent, &line_gap
) == 0)
throw new Exception("bake font didn't work");
this.ascent = ascent;
this.descent = descent;
this.line_gap = line_gap;
assert(openGLCurrentContext() !is null);
glGenTextures(1, &_tex);
glBindTexture(GL_TEXTURE_2D, _tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(
GL_TEXTURE_2D,
0,
glFormat,
width,
height,
0,
glFormat,
GL_UNSIGNED_BYTE,
buffer.ptr);
checkGlError();
glBindTexture(GL_TEXTURE_2D, 0);
createShaders();
}
}
/++
Note that the constructor calls OpenGL functions and thus this must be called AFTER
the context creation, e.g. on simpledisplay's window first visible delegate.
Any text with characters outside the range you bake in the constructor are simply
ignored - that's why it is called "limited" font. The [TtfFont] struct can generate
any string on-demand which is more flexible, and even faster for strings repeated
frequently, but slower for frequently-changing or one-off strings. That's what this
class is made for.
History:
Added April 24, 2020
+/
final class OpenGlLimitedFont(OpenGlFontGLVersion ver = OpenGlFontGLVersion.old) : OpenGlLimitedFontBase!() {
import arsd.color;
import arsd.simpledisplay;
public this(const ubyte[] ttfData, float fontPixelHeight, dchar firstChar = 32, dchar lastChar = 127) {
super(ttfData, fontPixelHeight, firstChar, lastChar);
}
override uint glFormat() {
// on new-style opengl this is the required value
static if(ver == OpenGlFontGLVersion.shader)
return GL_RED;
else
return GL_ALPHA;
}
static if(ver == OpenGlFontGLVersion.shader) {
private OpenGlShader shader;
private static struct Vertex {
this(float a, float b, float c, float d, float e = 0.0) {
t[0] = a;
t[1] = b;
xyz[0] = c;
xyz[1] = d;
xyz[2] = e;
}
float[2] t;
float[3] xyz;
}
private GlObject!Vertex glo;
// GL_DYNAMIC_DRAW FIXME
private Vertex[] vertixes;
private uint[] indexes;
public BasicMatrix!(4, 4) mymatrix;
public BasicMatrix!(4, 4) projection;
override void createShaders() {
mymatrix.loadIdentity();
projection.loadIdentity();
shader = new OpenGlShader(
OpenGlShader.Source(GL_VERTEX_SHADER, `
#version 330 core
`~glo.generateShaderDefinitions()~`
out vec2 texCoord;
uniform mat4 mymatrix;
uniform mat4 projection;
void main() {
gl_Position = projection * mymatrix * vec4(xyz, 1.0);
texCoord = t;
}
`),
OpenGlShader.Source(GL_FRAGMENT_SHADER, `
#version 330 core
in vec2 texCoord;
out vec4 FragColor;
uniform vec4 color;
uniform sampler2D tex;
void main() {
FragColor = color * vec4(1, 1, 1, texture(tex, texCoord).r);
}
`),
);
}
}
override void startDrawing(Color color) {
glBindTexture(GL_TEXTURE_2D, _tex);
static if(ver == OpenGlFontGLVersion.shader) {
shader.use();
shader.uniforms.color() = OGL.vec4f(cast(float)color.r/255.0, cast(float)color.g/255.0, cast(float)color.b/255.0, cast(float)color.a / 255.0);
shader.uniforms.mymatrix() = OGL.mat4x4f(mymatrix.data);
shader.uniforms.projection() = OGL.mat4x4f(projection.data);
} else {
glColor4f(cast(float)color.r/255.0, cast(float)color.g/255.0, cast(float)color.b/255.0, cast(float)color.a / 255.0);
}
}
override void addQuad(
float s0, float t0, float x0, float y0,
float s1, float t1, float x1, float y1
) {
static if(ver == OpenGlFontGLVersion.shader) {
auto idx = cast(int) vertixes.length;
vertixes ~= [
Vertex(s0, t0, x0, y0),
Vertex(s1, t0, x1, y0),
Vertex(s1, t1, x1, y1),
Vertex(s0, t1, x0, y1),
];
indexes ~= [
idx + 0,
idx + 1,
idx + 3,
idx + 1,
idx + 2,
idx + 3,
];
} else {
glBegin(GL_QUADS);
glTexCoord2f(s0, t0); glVertex2f(x0, y0);
glTexCoord2f(s1, t0); glVertex2f(x1, y0);
glTexCoord2f(s1, t1); glVertex2f(x1, y1);
glTexCoord2f(s0, t1); glVertex2f(x0, y1);
glEnd();
}
}
override void finishDrawing() {
static if(ver == OpenGlFontGLVersion.shader) {
glo = new typeof(glo)(vertixes, indexes);
glo.draw();
vertixes = vertixes[0..0];
vertixes.assumeSafeAppend();
indexes = indexes[0..0];
indexes.assumeSafeAppend();
}
glBindTexture(GL_TEXTURE_2D, 0); // unbind the texture
}
}
// test program
/+
int main(string[] args)
{
import std.conv;
import arsd.simpledisplay;
int c = (args.length > 1 ? to!int(args[1]) : 'a'), s = (args.length > 2 ? to!int(args[2]) : 20);
import std.file;
auto font = TtfFont(cast(ubyte[]) /*import("sans-serif.ttf"));//*/std.file.read(args.length > 3 ? args[3] : "sans-serif.ttf"));
int w, h;
auto bitmap = font.renderString("Hejlqo, world!qMpj", s, w, h);
auto img = new Image(w, h);
for (int j=0; j < h; ++j) {
for (int i=0; i < w; ++i)
img.putPixel(i, j, Color(0, (bitmap[j*w+i] > 128) ? 255 : 0, 0));
}
img.displayImage();
return 0;
}
+/
// STB_TTF FOLLOWS
nothrow @trusted @nogc:
version = STB_RECT_PACK_VERSION;
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// //
// // SAMPLE PROGRAMS
// //
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
//
/+
#if 0
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
unsigned char ttf_buffer[1<<20];
unsigned char temp_bitmap[512*512];
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
GLuint ftex;
void my_stbtt_initfont(void)
{
fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
// can free ttf_buffer at this point
glGenTextures(1, &ftex);
glBindTexture(GL_TEXTURE_2D, ftex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
// can free temp_bitmap at this point
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void my_stbtt_print(float x, float y, char *text)
{
// assume orthographic projection with units = screen pixels, origin at top left
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ftex);
glBegin(GL_QUADS);
while (*text) {
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
}
++text;
}
glEnd();
}
#endif
//
//
// ////////////////////////////////////////////////////////////////////////////
//
// Complete program (this compiles): get a single bitmap, print as ASCII art
//
#if 0
#include <stdio.h>
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
char ttf_buffer[1<<25];
int main(int argc, char **argv)
{
stbtt_fontinfo font;
unsigned char *bitmap;
int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
for (j=0; j < h; ++j) {
for (i=0; i < w; ++i)
putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
putchar('\n');
}
return 0;
}
#endif
//
// Output:
//
// .ii.
// @@@@@@.
// V@Mio@@o
// :i. V@V
// :oM@@M
// :@@@MM@M
// @@o o@M
// :@@. M@M
// @@@o@@@@
// :M@@V:@@.
//
//////////////////////////////////////////////////////////////////////////////
//
// Complete program: print "Hello World!" banner, with bugs
//
#if 0
char buffer[24<<20];
unsigned char screen[20][79];
int main(int arg, char **argv)
{
stbtt_fontinfo font;
int i,j,ascent,baseline,ch=0;
float scale, xpos=2; // leave a little padding in case the character extends left
char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, buffer, 0);
scale = stbtt_ScaleForPixelHeight(&font, 15);
stbtt_GetFontVMetrics(&font, &ascent,0,0);
baseline = (int) (ascent*scale);
while (text[ch]) {
int advance,lsb,x0,y0,x1,y1;
float x_shift = xpos - (float) floor(xpos);
stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
// note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
// because this API is really for baking character bitmaps into textures. if you want to render
// a sequence of characters, you really need to render each bitmap to a temp buffer, then
// "alpha blend" that into the working buffer
xpos += (advance * scale);
if (text[ch+1])
xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
++ch;
}
for (j=0; j < 20; ++j) {
for (i=0; i < 78; ++i)
putchar(" .:ioVM@"[screen[j][i]>>5]);
putchar('\n');
}
return 0;
}
#endif
+/
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// //
// // INTEGRATION WITH YOUR CODEBASE
// //
// // The following sections allow you to supply alternate definitions
// // of C library functions used by stb_truetype, e.g. if you don't
// // link with the C runtime library.
// #define your own (u)stbtt_int8/16/32 before including to override this
alias stbtt_uint8 = ubyte;
alias stbtt_int8 = byte;
alias stbtt_uint16 = ushort;
alias stbtt_int16 = short;
alias stbtt_uint32 = uint;
alias stbtt_int32 = int;
//typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
//typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
int STBTT_ifloor(T) (in T x) pure { pragma(inline, true); import std.math : floor; return cast(int)floor(x); }
int STBTT_iceil(T) (in T x) pure { pragma(inline, true); import std.math : ceil; return cast(int)ceil(x); }
T STBTT_sqrt(T) (in T x) pure { pragma(inline, true); import std.math : sqrt; return sqrt(x); }
T STBTT_pow(T) (in T x, in T y) pure { pragma(inline, true); import std.math : pow; return pow(x, y); }
T STBTT_fmod(T) (in T x, in T y) { pragma(inline, true); import std.math : fmod; return fmod(x, y); }
T STBTT_cos(T) (in T x) pure { pragma(inline, true); import std.math : cos; return cos(x); }
T STBTT_acos(T) (in T x) pure { pragma(inline, true); import std.math : acos; return acos(x); }
T STBTT_fabs(T) (in T x) pure { pragma(inline, true); import std.math : abs; return abs(x); }
// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
void* STBTT_malloc (uint size, const(void)* uptr) { pragma(inline, true); import core.stdc.stdlib : malloc; return malloc(size); }
void STBTT_free (void *ptr, const(void)* uptr) { pragma(inline, true); import core.stdc.stdlib : free; free(ptr); }
/*
#ifndef STBTT_malloc
#include <stdlib.h>
#define STBTT_malloc(x,u) ((void)(u),malloc(x))
#define STBTT_free(x,u) ((void)(u),free(x))
#endif
*/
//alias STBTT_assert = assert;
uint STBTT_strlen (const(void)* p) { pragma(inline, true); import core.stdc.string : strlen; return (p !is null ? cast(uint)strlen(cast(const(char)*)p) : 0); }
void STBTT_memcpy (void* d, const(void)* s, uint count) { pragma(inline, true); import core.stdc.string : memcpy; if (count > 0) memcpy(d, s, count); }
void STBTT_memset (void* d, uint v, uint count) { pragma(inline, true); import core.stdc.string : memset; if (count > 0) memset(d, v, count); }
// /////////////////////////////////////////////////////////////////////////////
// /////////////////////////////////////////////////////////////////////////////
// //
// // INTERFACE
// //
// //
// private structure
struct stbtt__buf {
ubyte *data;
int cursor;
int size;
}
//////////////////////////////////////////////////////////////////////////////
//
// TEXTURE BAKING API
//
// If you use this API, you only have to call two functions ever.
//
struct stbtt_bakedchar {
ushort x0,y0,x1,y1; // coordinates of bbox in bitmap
float xoff,yoff,xadvance;
}
/+
STBTT_DEF int stbtt_BakeFontBitmap(const(ubyte)* data, int offset, // font location (use offset=0 for plain .ttf)
float pixel_height, // height of font in pixels
ubyte *pixels, int pw, int ph, // bitmap to be filled in
int first_char, int num_chars, // characters to bake
stbtt_bakedchar *chardata, // you allocate this, it's num_chars long
int* ascent, int * descent, int* line_gap); // metrics for use later too
+/
// if return is positive, the first unused row of the bitmap
// if return is negative, returns the negative of the number of characters that fit
// if return is 0, no characters fit and no rows were used
// This uses a very crappy packing.
struct stbtt_aligned_quad {
float x0,y0,s0,t0; // top-left
float x1,y1,s1,t1; // bottom-right
}
/+
STBTT_DEF void stbtt_GetBakedQuad(const(stbtt_bakedchar)* chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
stbtt_aligned_quad *q, // output: quad to draw
int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier
+/
// Call GetBakedQuad with char_index = 'character - first_char', and it
// creates the quad you need to draw and advances the current position.
//
// The coordinate system used assumes y increases downwards.
//
// Characters will extend both above and below the current position;
// see discussion of "BASELINE" above.
//
// It's inefficient; you might want to c&p it and optimize it.
// ////////////////////////////////////////////////////////////////////////////
//
// NEW TEXTURE BAKING API
//
// This provides options for packing multiple fonts into one atlas, not
// perfectly but better than nothing.
struct stbtt_packedchar {
ushort x0,y0,x1,y1; // coordinates of bbox in bitmap
float xoff,yoff,xadvance;
float xoff2,yoff2;
}
//typedef struct stbtt_pack_context stbtt_pack_context;
//typedef struct stbtt_fontinfo stbtt_fontinfo;
//#ifndef STB_RECT_PACK_VERSION
//typedef struct stbrp_rect stbrp_rect;
//#endif
//STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, ubyte *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
// Initializes a packing context stored in the passed-in stbtt_pack_context.
// Future calls using this context will pack characters into the bitmap passed
// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
// the distance from one row to the next (or 0 to mean they are packed tightly
// together). "padding" is the amount of padding to leave between each
// character (normally you want '1' for bitmaps you'll use as textures with
// bilinear filtering).
//
// Returns 0 on failure, 1 on success.
//STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc);
// Cleans up the packing context and frees all memory.
//#define STBTT_POINT_SIZE(x) (-(x))
/+
STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const(ubyte)* fontdata, int font_index, float font_size,
int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+/
// Creates character bitmaps from the font_index'th font found in fontdata (use
// font_index=0 if you don't know what that is). It creates num_chars_in_range
// bitmaps for characters with unicode values starting at first_unicode_char_in_range
// and increasing. Data for how to render them is stored in chardata_for_range;
// pass these to stbtt_GetPackedQuad to get back renderable quads.
//
// font_size is the full height of the character from ascender to descender,
// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
// and pass that result as 'font_size':
// ..., 20 , ... // font max minus min y is 20 pixels tall
// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
struct stbtt_pack_range {
float font_size;
int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint
int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints
int num_chars;
stbtt_packedchar *chardata_for_range; // output
ubyte h_oversample, v_oversample; // don't set these, they're used internally
}
//STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const(ubyte)* fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
// Creates character bitmaps from multiple ranges of characters stored in
// ranges. This will usually create a better-packed bitmap than multiple
// calls to stbtt_PackFontRange. Note that you can call this multiple
// times within a single PackBegin/PackEnd.
//STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
// Oversampling a font increases the quality by allowing higher-quality subpixel
// positioning, and is especially valuable at smaller text sizes.
//
// This function sets the amount of oversampling for all following calls to
// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
// pack context. The default (no oversampling) is achieved by h_oversample=1
// and v_oversample=1. The total number of pixels required is
// h_oversample*v_oversample larger than the default; for example, 2x2
// oversampling requires 4x the storage of 1x1. For best results, render
// oversampled textures with bilinear filtering. Look at the readme in
// stb/tests/oversample for information about oversampled fonts
//
// To use with PackFontRangesGather etc., you must set it before calls
// call to PackFontRangesGatherRects.
/+
STBTT_DEF void stbtt_GetPackedQuad(const(stbtt_packedchar)* chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
stbtt_aligned_quad *q, // output: quad to draw
int align_to_integer);
STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const(stbtt_fontinfo)* info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const(stbtt_fontinfo)* info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+/
// Calling these functions in sequence is roughly equivalent to calling
// stbtt_PackFontRanges(). If you more control over the packing of multiple
// fonts, or if you want to pack custom data into a font texture, take a look
// at the source to of stbtt_PackFontRanges() and create a custom version
// using these functions, e.g. call GatherRects multiple times,
// building up a single array of rects, then call PackRects once,
// then call RenderIntoRects repeatedly. This may result in a
// better packing than calling PackFontRanges multiple times
// (or it may not).
// this is an opaque structure that you shouldn't mess with which holds
// all the context needed from PackBegin to PackEnd.
struct stbtt_pack_context {
void *user_allocator_context;
void *pack_info;
int width;
int height;
int stride_in_bytes;
int padding;
uint h_oversample, v_oversample;
ubyte *pixels;
void *nodes;
}
// ////////////////////////////////////////////////////////////////////////////
//
// FONT LOADING
//