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/*
* Copyright (c) 2006 Erik Tollerud (erik.tollerud@gmail.com) All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* The names of Erik Tollerud, Davide Raccagni, Sun Microsystems, Inc. or the names of
* contributors may not be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. ERIK TOLLERUD,
* SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL ERIK
* TOLLERUD, SUN, OR SUN'S LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT
* OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR
* PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF ERIK
* TOLLERUD OR SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*/
package net.java.joglutils.jogltext;
import java.awt.*;
import java.awt.geom.*;
import java.awt.font.*;
import java.text.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
/**
* This class renders a TrueType Font into OpenGL
*
*@author Davide Raccagni
*@author Erik Tollerud
*@created January 29, 2004
*/
public class FontDrawer {
public enum NormalMode {NONE, FLAT, AVERAGED};
private Font font;
private float depth;
private boolean edgeOnly;
private NormalMode normalMode;
/**
* Intstantiates a new FontDrawer initially rendering in the specified font.
*
* @param font the initial font for this FontDrawer
* @throws java.lang.NullPointerException if the supplied font is null
*/
public FontDrawer(Font font) throws NullPointerException {
if (font == null)
throw new NullPointerException("Can't use a null font to create a FontDrawer");
this.font = font;
depth = 0;
edgeOnly = false;
normalMode = NormalMode.FLAT;
}
/**
* Specifies which font to render with this FontDrawer
* @param font a font to use for rendering
** @throws java.lang.NullPointerException if the supplied font is null
*/
public void setFont(Font font) throws NullPointerException {
if (font == null)
throw new NullPointerException("Can't set a FontDrawer font to null");
this.font = font;
}
/**
* Retrieves the Font currently associated with this FontDrawer
* @return the Font in which this object renders strings
*/
public Font getFont() {
return this.font;
}
/**
* Determines how long the sides of the rendered text is. In the special case of 0, the rendering is 2D.
* @param depth specifies the z-size of the rendered 3D text. Negative numbers will be set to 0.
*/
public void setDepth(float depth) {
if (depth <= 0)
this.depth = 0;
else
this.depth = depth;
}
/**
* Retrieves the z-depth used for this FontDrawer's text rendering.
* @return the z-depth of the rendered 3D text.
*/
public float getDepth() {
return this.depth;
}
/**
* Sets if the text should be rendered as filled polygons or wireframe.
* @param fill if true, uses filled polygons, if false, renderings are wireframe.
*/
public void setFill(boolean fill) {
this.edgeOnly = !fill;
}
/**
* Determines if the text is being rendered as filled polygons or wireframes.
* @return if true, uses filled polygons, if false, renderings are wireframe.
*/
public boolean isFill() {
return !this.edgeOnly;
}
/**
* Sets technique for rendering Normals. Available options:
* None: Performs no calls to glNormal* - best performance
* Flat: Computes the normal as pointing straight away from the text face.
* Averaged: Determines side edge normals as the average direction of the two sides (smoother shading). Faces are still flat.
*
* @param mode the mode to render in. Default is flat.
*/
public void setNormal( NormalMode mode ) {
this.normalMode = mode;
}
/**
* Determines which normal-calculation technique is being used.
* @see setNormal
* @return the normal technique for this FontDrawer.
*/
public NormalMode getNormal() {
return this.normalMode;
}
/**
* Renders a string into the specified GL object, starting at the (0,0,0) point in OpenGL coordinates.
* Note that this creates a new GLU instance everytime it is called, which will negatively impact performance.
*
* @param str the string to render.
* @param gl the OpenGL context in which to render the text.
*/
public void drawString(String str, GL gl) {
drawString(str,new GLU(),gl);
}
/**
* Renders a string into the specified GL object, starting at the (0,0,0) point in OpenGL coordinates.
*
* @param str the string to render.
* @param glu a GLU instance to use for the text rendering (provided to prevent continuous re-instantiation of a GLU object)
* @param gl the OpenGL context in which to render the text.
*/
public void drawString(String str, GLU glu, GL gl) {
GlyphVector gv = font.createGlyphVector(
new FontRenderContext(new AffineTransform(), true, true),
new StringCharacterIterator(str));
GeneralPath gp = (GeneralPath)gv.getOutline();
PathIterator pi = gp.getPathIterator(AffineTransform.getScaleInstance(1.0, -1.0), 1.0f);
if (this.normalMode != NormalMode.NONE)
gl.glNormal3f(0,0,-1.0f);
tesselateFace(glu, gl, pi, pi.getWindingRule(), this.edgeOnly);
if (this.depth != 0.0) {
pi = gp.getPathIterator(AffineTransform.getScaleInstance(1.0, -1.0), 1.0f);
if (this.normalMode != NormalMode.NONE)
gl.glNormal3f(0,0,1.0f);
tesselateFace(glu, gl, pi, pi.getWindingRule(), this.edgeOnly, this.depth);
pi = gp.getPathIterator(AffineTransform.getScaleInstance(1.0, -1.0), 1.0f);
switch (this.normalMode) {
//TODO: add diagonal corner/VBO technique
case NONE:
drawSidesNoNorm(gl,pi,this.edgeOnly,this.depth);
break;
case FLAT:
drawSidesFlatNorm(gl,pi,this.edgeOnly,this.depth);
break;
case AVERAGED:
drawSidesAvgNorm(gl,pi,this.edgeOnly,this.depth);
break;
}
}
}
/**
* Renders a string into the specified GL object, starting at the (xOff,yOff,zOff) point in OpenGL coordinates.
* Note that this creates a new GLU instance everytime it is called, which will negatively impact performance.
*
* @param xOff the distance to translate the text in the x-direction
* @param yOff the distance to translate the text in the y-direction
* @param zOff the distance to translate the text in the z-direction
* @param str the string to render.
* @param gl the OpenGL context in which to render the text.
*/
public void drawString(String str, GL gl, float xOff, float yOff, float zOff) {
drawString(str,new GLU(),gl,xOff,yOff,zOff);
}
/**
* Renders a string into the specified GL object, starting at the (xOff,yOff,zOff) point in OpenGL coordinates.
*
* @param xOff the distance to translate the text in the x-direction
* @param yOff the distance to translate the text in the y-direction
* @param zOff the distance to translate the text in the z-direction
* @param str the string to render.
* @param glu a GLU instance to use for the text rendering (provided to prevent continuous re-instantiation of a GLU object)
* @param gl the OpenGL context in which to render the text.
*/
public void drawString(String str, GLU glu, GL gl, float xOff, float yOff, float zOff) {
gl.glPushAttrib(GL.GL_TRANSFORM_BIT);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
gl.glTranslatef(xOff,yOff,zOff);
this.drawString(str,glu,gl);
gl.glPopMatrix();
gl.glPopAttrib();
}
private void tesselateFace(GLU glu, GL gl, PathIterator pi, int windingRule, boolean justBoundary) {
tesselateFace(glu,gl,pi,windingRule,justBoundary,0);
}
private void tesselateFace(GLU glu, GL gl, PathIterator pi, int windingRule, boolean justBoundary,double tessZ) {
GLUtessellatorCallback aCallback = new GLUtesselatorCallbackImpl(gl);
GLUtessellator tess = glu.gluNewTess();
glu.gluTessCallback(tess, GLU.GLU_TESS_BEGIN, aCallback);
glu.gluTessCallback(tess, GLU.GLU_TESS_END, aCallback);
glu.gluTessCallback(tess, GLU.GLU_TESS_ERROR, aCallback);
glu.gluTessCallback(tess, GLU.GLU_TESS_VERTEX, aCallback);
glu.gluTessCallback(tess, GLU.GLU_TESS_COMBINE, aCallback);
glu.gluTessNormal(tess, 0.0, 0.0, -1.0);
switch (windingRule) {
case PathIterator.WIND_EVEN_ODD:
glu.gluTessProperty(tess, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_ODD);
break;
case PathIterator.WIND_NON_ZERO:
glu.gluTessProperty(tess, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_NONZERO);
break;
}
if (justBoundary) {
glu.gluTessProperty(tess, GLU.GLU_TESS_BOUNDARY_ONLY, GL.GL_TRUE);
} else {
glu.gluTessProperty(tess, GLU.GLU_TESS_BOUNDARY_ONLY, GL.GL_FALSE);
}
glu.gluTessBeginPolygon(tess, (double[])null);
for (; !pi.isDone(); pi.next()) {
double[] coords = new double[3];
coords[2] = tessZ;
switch (pi.currentSegment(coords)) {
case PathIterator.SEG_MOVETO:
glu.gluTessBeginContour(tess);
break;
case PathIterator.SEG_LINETO:
glu.gluTessVertex(tess, coords, 0, coords);
break;
case PathIterator.SEG_CLOSE:
glu.gluTessEndContour(tess);
break;
}
}
glu.gluTessEndPolygon(tess);
glu.gluDeleteTess(tess);
}
private void drawSidesNoNorm(GL gl, PathIterator pi, boolean justBoundary,float tessZ) {
//TODO: texture coords
if (justBoundary)
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_LINE);
else
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_FILL);
for(float[] coords = new float[6];!pi.isDone();pi.next()) {
float[] currRender = new float[3];
switch(pi.currentSegment(coords)) {
case PathIterator.SEG_MOVETO:
gl.glBegin(GL.GL_QUAD_STRIP);
currRender[0] = coords[0];
currRender[1] = coords[1];
currRender[2] = 0;
gl.glVertex3fv(currRender,0);
currRender[2] = tessZ;
gl.glVertex3fv(currRender,0);
break;
case PathIterator.SEG_LINETO:
currRender[0] = coords[0];
currRender[1] = coords[1];
currRender[2] = 0;
gl.glVertex3fv(currRender,0);
currRender[2] = tessZ;
gl.glVertex3fv(currRender,0);
break;
case PathIterator.SEG_CLOSE:
currRender[0] = coords[0];
currRender[1] = coords[1];
currRender[2] = 0;
gl.glVertex3fv(currRender,0);
currRender[2] = tessZ;
gl.glVertex3fv(currRender,0);
gl.glEnd();
break;
default:
throw new JogltextException("PathIterator segment not SEG_MOVETO, SEG_LINETO, SEG_CLOSE; Inappropriate font.");
}
}
}
private void drawSidesFlatNorm(GL gl, PathIterator pi, boolean justBoundary,float tessZ) {
//TODO: texture coords
if (justBoundary)
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_LINE);
else
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_FILL);
float[] lastCoord = new float[3];
float[] firstCoord = new float[3];
for(float[] coords = new float[6];!pi.isDone();pi.next()) {
switch(pi.currentSegment(coords)) {
case PathIterator.SEG_MOVETO:
gl.glBegin(GL.GL_QUADS);
lastCoord[0] = coords[0];
lastCoord[1] = coords[1];
firstCoord[0] = coords[0];
firstCoord[1] = coords[1];
break;
case PathIterator.SEG_LINETO:
//Normal: {deltay,-deltax,0}
gl.glNormal3f(lastCoord[1]-coords[1],coords[0]-lastCoord[0],0);
lastCoord[2] = 0;
gl.glVertex3fv(lastCoord,0);
lastCoord[2] = tessZ;
gl.glVertex3fv(lastCoord,0);
coords[2] = tessZ;
gl.glVertex3fv(coords,0);
coords[2] = 0;
gl.glVertex3fv(coords,0);
lastCoord[0] = coords[0];
lastCoord[1] = coords[1];
break;
case PathIterator.SEG_CLOSE:
//Normal: {deltay,-deltax,0}
gl.glNormal3f(lastCoord[1]-firstCoord[1],firstCoord[0]-lastCoord[0],0);
lastCoord[2] = 0;
gl.glVertex3fv(lastCoord,0);
lastCoord[2] = tessZ;
gl.glVertex3fv(lastCoord,0);
firstCoord[2] = tessZ;
gl.glVertex3fv(firstCoord,0);
firstCoord[2] = 0;
gl.glVertex3fv(firstCoord,0);
gl.glEnd();
break;
default:
throw new JogltextException("PathIterator segment not SEG_MOVETO, SEG_LINETO, SEG_CLOSE; Inappropriate font.");
}
}
}
private void drawSidesAvgNorm(GL gl, PathIterator pi, boolean justBoundary,float tessZ) {
//TODO: improve performance with some form of caching?
//TODO: texture coords
//TODO: check last coord - might not quite be correct?
if (justBoundary)
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_LINE);
else
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_FILL);
float[] firstCoord = null;
float[] secondCoord = null;
float[] thirdCoord = null;
float[] twoBackCoord = null;
float[] oneBackCoord = null;
for(float[] coords = new float[6];!pi.isDone();pi.next()) {
switch(pi.currentSegment(coords)) {
case PathIterator.SEG_MOVETO:
firstCoord = new float[3];
firstCoord[0] = coords[0];
firstCoord[1] = coords[1];
gl.glBegin(GL.GL_QUAD_STRIP);
break;
case PathIterator.SEG_LINETO:
if (secondCoord == null) {
secondCoord = new float[3];
secondCoord[0] = coords[0];
secondCoord[1] = coords[1];
twoBackCoord = firstCoord.clone();
oneBackCoord = secondCoord.clone();
} else {
float avgdeltax = oneBackCoord[0] - twoBackCoord[0] + coords[0] - oneBackCoord[0];
float avgdeltay = oneBackCoord[1] - twoBackCoord[1] + coords[1] - oneBackCoord[1];
if (thirdCoord == null) {
thirdCoord = new float[3];
thirdCoord[0] = coords[0];
thirdCoord[1] = coords[1];
}
gl.glNormal3f(-avgdeltay,avgdeltax,0);
oneBackCoord[2] = 0.0f;
gl.glVertex3fv(oneBackCoord,0);
oneBackCoord[2] = tessZ;
gl.glVertex3fv(oneBackCoord,0);
//copy to not have to recreate
twoBackCoord[0] = oneBackCoord[0];
twoBackCoord[1] = oneBackCoord[1];
oneBackCoord[0] = coords[0];
oneBackCoord[1] = coords[1];
}
break;
case PathIterator.SEG_CLOSE:
float avgdeltax = oneBackCoord[0] - twoBackCoord[0] + firstCoord[0] - oneBackCoord[0];
float avgdeltay = oneBackCoord[1] - twoBackCoord[1] + firstCoord[1] - oneBackCoord[1];
gl.glNormal3f(-avgdeltay,avgdeltax,0);
oneBackCoord[2] = 0.0f;
gl.glVertex3fv(oneBackCoord,0);
oneBackCoord[2] = tessZ;
gl.glVertex3fv(oneBackCoord,0);
avgdeltax = firstCoord[0] - oneBackCoord[0] + secondCoord[0] - firstCoord[0];
avgdeltay = firstCoord[1] - oneBackCoord[1] + secondCoord[1] - firstCoord[1];
gl.glNormal3f(-avgdeltay,avgdeltax,0);
firstCoord[2] = 0.0f;
gl.glVertex3fv(firstCoord,0);
firstCoord[2] = tessZ;
gl.glVertex3fv(firstCoord,0);
avgdeltax = secondCoord[0] - firstCoord[0] + thirdCoord[0] - secondCoord[0];
avgdeltay = secondCoord[1] - firstCoord[1] + thirdCoord[1] - secondCoord[1];
gl.glNormal3f(-avgdeltay,avgdeltax,0);
secondCoord[2] = 0.0f;
gl.glVertex3fv(secondCoord,0);
secondCoord[2] = tessZ;
gl.glVertex3fv(secondCoord,0);
gl.glEnd();
firstCoord = null;
secondCoord = null;
thirdCoord = null;
twoBackCoord = null;
oneBackCoord = null;
break;
default:
throw new JogltextException("PathIterator segment not SEG_MOVETO, SEG_LINETO, SEG_CLOSEE; Inappropriate font.");
}
}
}
private class GLUtesselatorCallbackImpl extends javax.media.opengl.glu.GLUtessellatorCallbackAdapter {
private GL gl;
public GLUtesselatorCallbackImpl(GL gl) {
this.gl = gl;
}
public void begin(int type) {
gl.glBegin(type);
}
public void vertex(java.lang.Object vertexData) {
double[] coords = (double[])vertexData;
gl.glVertex3dv(coords,0);
}
public void end() {
gl.glEnd();
}
}
}
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