摘要:在NeHe的OpenGL教程第43课源代码基础上,调用文泉驿正黑字体实现中文字体的显示

在OpenGL中显示汉字一直是个麻烦的事情,很多中文书籍的文抄公乐此不疲地介绍各种方法及其在windows下的代码实现。此处不在赘述,有兴趣的可以参考下面的文章:

OpenGL点阵字体绘制终极解决方案!哈!

下面的代码是在NeHe教程第43课的基础上,添加了中文字体显示功能,原则上只要字体库支持,任何unicode字符串都是可以显示的

btw,unbutu下字体库文件位置:/usr/share/fonts/


16/09/14 晚补注:

在Windos下请安装PIL的替代产品pillow并相应修改

import ImageFont

from PIL import ImageFont

python代码:

 #! /usr/bin/env python
#coding=utf-8
# Modified from following code by T.Q. 2014
# A quick and simple opengl font library that uses GNU freetype2, written
# and distributed as part of a tutorial for nehe.gamedev.net.
# Sven Olsen, 2003
# Translated to PyOpenGL by Brian Leair, 2004
#
#
import ImageFont
import numpy as np
from OpenGL import GL,GLU def is_cjk(uchar):
'''
Checks for an unicode whether a CJK character
'''
# cjk = (u'\u4e00',u'\u9fa5')
cjk = (u'\u2e80',u'\ufe4f')
if cjk[0]<=uchar<=cjk[1]:
return True
else:
return False def is_ascii(uchar):
'''
Checks for an unicode whether a ASCII character
'''
ascii = (u'\u0000',u'\u00ff')
if ascii[0]<=uchar<=ascii[1]:
return True
else:
return False def is_other(uchar):
'''
Checks for an unicode whether an ASCII or CJK character
'''
if not (is_cjk(uchar) or is_ascii(uchar)):
return True
else:
return False def nextpow2(x):
'''
If num isn't a power of 2, will return the next higher power of two
'''
if x>=1.0:
return np.int(2**np.ceil(np.log2(x)))
else:
print "cannot convert negetive float to integer:",x def getCharData(ft,uchar):
'''
'''
# Use our helper function to get the widths of
# the bitmap data that we will need in order to create
# our texture. if isinstance(uchar,int):
glyph = ft.getmask(chr(uchar))
elif isinstance(uchar,unicode):
if is_other(uchar):
return [None]*5
else:
glyph = ft.getmask(uchar)
elif isinstance(uchar,str):
uchar = unicode(uchar)
if is_other(uchar):
return [None]*5
else:
glyph = ft.getmask(uchar)
else:
return [None]*5
glyph_width,glyph_height = glyph.size
# We are using PIL's wrapping for FreeType. As a result, we don't have
# direct access to glyph.advance or other attributes, so we add a 1 pixel pad.
width = nextpow2(glyph_width + 1)
height = nextpow2(glyph_height + 1)
# python GL will accept lists of integers or strings, but not Numeric arrays
# so, we buildup a string for our glyph's texture from the Numeric bitmap # 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.
expanded_data = ""
for j in xrange (height):
for i in xrange (width):
if (i >= glyph_width) or (j >= glyph_height):
value = chr(0)
expanded_data += value
expanded_data += value
else:
value = chr(glyph.getpixel((i, j)))
expanded_data += value
expanded_data += value return glyph_width,glyph_height,width,height,expanded_data def make_dlist(ft,ch,list_base,tex_base_list,color=[0,1,0]):
'''
Given an integer char code, build a GL texture into texture_array,
build a GL display list for display list number display_list_base + ch.
Populate the glTexture for the integer ch and construct a display
list that renders the texture for ch.
Note, that display_list_base and texture_base are supposed
to be preallocated for 256 consecutive display lists and and
array of textures.
'''
# Load char data
glyph_width,glyph_height,width,height,expanded_data = getCharData(ft,ch)
if not glyph_width:
return
# -------------- Build the gl texture ------------ # Now we just setup some texture paramaters.
ID = GL.glGenTextures(1)
tex_base_list[ch] = ID
GL.glBindTexture(GL.GL_TEXTURE_2D, ID)
GL.glTexParameterf(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_LINEAR)
GL.glTexParameterf(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_LINEAR) border = 0
# Here we actually create the texture itself, notice
# that we are using GL_LUMINANCE_ALPHA to indicate that
# we are using 2 channel data.
GL.glTexImage2D(GL.GL_TEXTURE_2D,0,GL.GL_RGBA,width,height,border,
GL.GL_LUMINANCE_ALPHA,GL.GL_UNSIGNED_BYTE,expanded_data) # With the texture created, we don't need to expanded data anymore
expanded_data = None # --- Build the gl display list that draws the texture for this character --- # So now we can create the display list
GL.glNewList(list_base+ch,GL.GL_COMPILE) if ch == ord(" "):
glyph_advance = glyph_width
GL.glTranslatef(glyph_advance, 0, 0)
GL.glEndList()
else:
GL.glBindTexture(GL.GL_TEXTURE_2D, ID)
GL.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.
# glyph_left = glyph.bbox [0]
# glTranslatef(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'.
# glyph_descent = glyph.decent
# glTranslatef(0, glyph_descent, 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 = np.float(glyph_width)/np.float(width)
y = np.float(glyph_height)/np.float(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.
GL.glBegin(GL.GL_QUADS)
GL.glColor3fv(color)
GL.glTexCoord2f(0,0), GL.glVertex2f(0,glyph_height)
GL.glTexCoord2f(0,y), GL.glVertex2f(0,0)
GL.glTexCoord2f(x,y), GL.glVertex2f(glyph_width,0)
GL.glTexCoord2f(x,0), GL.glVertex2f(glyph_width, glyph_height)
GL.glEnd()
GL.glPopMatrix() # Note, PIL's FreeType interface hides the advance from us.
# Normal PIL clients are rendering an entire string through FreeType, not
# a single character at a time like we are doing here.
# Because the advance value is hidden from we will advance
# the "pen" based upon the rendered glyph's width. This is imperfect.
GL.glTranslatef(glyph_width + 0.75, 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
GL.glEndList()
return def dispCJK(ft,uchar,tex_base_list,color=[1,1,0]):
'''
'''
# Load char data
glyph_width,glyph_height,width,height,expanded_data = getCharData(ft,uchar)
if glyph_width == None:
return
# -------------- Build the gl texture ------------ # Now we just setup some texture paramaters.
ID = GL.glGenTextures(1)
tex_base_list.append(ID)
GL.glBindTexture(GL.GL_TEXTURE_2D, ID)
GL.glTexParameterf(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_LINEAR)
GL.glTexParameterf(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_LINEAR) border = 0
# Here we actually create the texture itself, notice
# that we are using GL_LUMINANCE_ALPHA to indicate that
# we are using 2 channel data.
GL.glTexImage2D(GL.GL_TEXTURE_2D,0,GL.GL_RGBA,width,height,border,
GL.GL_LUMINANCE_ALPHA,GL.GL_UNSIGNED_BYTE,expanded_data) # With the texture created, we don't need to expanded data anymore
expanded_data = None
GL.glBindTexture(GL.GL_TEXTURE_2D, ID)
GL.glPushMatrix()
x = np.float(glyph_width)/np.float(width)
y = np.float(glyph_height)/np.float(height)
GL.glBegin(GL.GL_QUADS)
GL.glColor3fv(color)
GL.glTexCoord2f(0,0), GL.glVertex2f(0,glyph_height)
GL.glTexCoord2f(0,y), GL.glVertex2f(0,0)
GL.glTexCoord2f(x,y), GL.glVertex2f(glyph_width,0)
GL.glTexCoord2f(x,0), GL.glVertex2f(glyph_width, glyph_height)
GL.glEnd()
GL.glPopMatrix()
GL.glTranslatef(glyph_width + 0.75, 0, 0)
return def pushScreenCoordinateMatrix():
# A fairly straight forward function that pushes
# a projection matrix that will make object world
# coordinates identical to window coordinates.
GL.glPushAttrib(GL.GL_TRANSFORM_BIT)
viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glPushMatrix()
GL.glLoadIdentity()
GLU.gluOrtho2D(viewport[0],viewport[2],viewport[1],viewport[3])
GL.glPopAttrib()
return def pop_projection_matrix():
# Pops the projection matrix without changing the current
# MatrixMode.
GL.glPushAttrib(GL.GL_TRANSFORM_BIT)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glPopMatrix()
GL.glPopAttrib()
return class font_data(object):
'''
'''
def __init__(self, facename, pixel_height):
# We haven't yet allocated textures or display lists
self.m_allocated = False
self.m_font_height = pixel_height
self.m_facename = facename # Try to obtain the FreeType font
try:
self.ft = ImageFont.truetype (facename, pixel_height)
except:
raise ValueError, "Unable to locate true type font '%s'" % (facename)
# Here we ask opengl to allocate resources for
# all the textures and displays lists which we
# are about to create.
# Note: only ASCII character
n = 256
self.m_list_base = GL.glGenLists(n) # Consturct a list of 256 elements. This
# list will be assigned the texture IDs we create for each glyph
self.textures = [None] * n
self.cjk_textures = []
# This is where we actually create each of the fonts display lists.
for i in xrange(n):
make_dlist(self.ft, i, self.m_list_base, self.textures) self.m_allocated = True def glPrint(self,x,y,string,color=[1,0,0]):
'''
'''
# We want a coordinate system where things coresponding to window pixels. pushScreenCoordinateMatrix()
# //We make the height about 1.5* that of
h = np.float(self.m_font_height)/0.63 if not string:
pop_projection_matrix()
return
else:
if not isinstance(string,unicode):
try:
string = unicode(string)
except:
raise ValueError,"Can not convert to unicode",string
# //Here is some code to split the text that we have been
# //given into a set of lines.
# //This could be made much neater by using
# //a regular expression library such as the one avliable from
# //boost.org (I've only done it out by hand to avoid complicating
# //this tutorial with unnecessary library dependencies).
# //Note: python string object has convenience method for this :)
lines = string.split("\n")
GL.glPushAttrib(GL.GL_LIST_BIT|GL.GL_CURRENT_BIT |GL.GL_ENABLE_BIT|GL.GL_TRANSFORM_BIT)
GL.glMatrixMode(GL.GL_MODELVIEW)
# GL.glDisable(GL.GL_LIGHTING)
# GL.glEnable(GL.GL_TEXTURE_2D)
# GL.glDisable(GL.GL_DEPTH_TEST)
# GL.glEnable(GL.GL_BLEND)
# GL.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE_MINUS_SRC_ALPHA) GL.glListBase(self.m_list_base)
modelview_matrix = GL.glGetFloatv(GL.GL_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 in xrange(len(lines)):
line = lines[i]
GL.glPushMatrix()
GL.glLoadIdentity ()
GL.glTranslatef(x,y-h*i,0);
GL.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 (line)
for tt in line:
if is_cjk(tt):
dispCJK(self.ft,tt,self.cjk_textures)
else:
# print 'ascii',tt
GL.glCallList(ord(tt)+1)
# // rpos = glGetFloatv (GL_CURRENT_RASTER_POSITION)
# // float len=x-rpos[0];
GL.glPopMatrix()
GL.glPopAttrib()
pop_projection_matrix() def release(self):
""" Release the gl resources for this Face.
(This provides the functionality of KillFont () and font_data::clean ()
"""
if self.m_allocated:
# Free up the glTextures and the display lists for our face
GL.glDeleteLists( self.m_list_base, 256);
for ID in self.textures:
GL.glDeleteTextures(ID)
if self.cjk_textures:
for ID in self.cjk_textures:
GL.glDeleteTextures(ID)
# Extra defensive. Clients that continue to try and use this object
# will now trigger exceptions.
self.list_base = None
self.m_allocated = False def __del__ (self):
""" Python destructor for when no more refs to this Face object """
self.release() # Unit Test harness if this python module is run directly.
if __name__=="__main__":
print "testing availability of freetype font arial\n"
ft = ImageFont.truetype ("Test.ttf", 15)
if ft:
print "Found the TrueType font 'Test.ttf'"
else:
print "faild to find the TrueTYpe font 'arial'\n"

freeTypeFont.py

 #! /usr/bin/env python
#coding=utf-8
# NeHe Tutorial Lesson: 43 - FreeType fonts in OpenGL
#
# Ported to PyOpenGL 2.0 by Brian Leair 18 Jan 2004
#
# This code was created by Jeff Molofee 2000
#
# The port was based on the PyOpenGL tutorials and from
# PyOpenGLContext (tests/glprint.py)
#
# If you've found this code useful, feel free to let me know
# at (Brian Leair telcom_sage@yahoo.com).
#
# See original source and C based tutorial at http://nehe.gamedev.net
#
# Note:
# -----
# This code is not an ideal example of Pythonic coding or use of OO
# techniques. It is a simple and direct exposition of how to use the
# Open GL API in Python via the PyOpenGL package. It also uses GLUT,
# a high quality platform independent library. Due to using these APIs,
# this code is more like a C program using procedural programming.
#
# To run this example you will need:
# Python - www.python.org (v 2.3 as of 1/2004)
# PyOpenGL - pyopengl.sourceforge.net (v 2.0.1.07 as of 1/2004)
# Numeric Python - (v.22 of "numpy" as of 1/2004) numpy.sourceforge.net
# Python Image Library - http://www.pythonware.com/products/pil/ (v1.1.4 or later)
#
# Make sure to get versions of Numeric, PyOpenGL, and PIL to match your
# version of python.
#
# from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import * # Imports specific to Lesson 43
#import glFreeType
import freeTypeFont as glFreeType
from math import cos import sys # Python 2.2 defines these directly
try:
True
except NameError:
True = 1==1
False = 1==0 # Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033' # Number of the glut window.
window = 0 our_font = None # A general OpenGL initialization function. Sets all of the initial parameters.
def InitGL(Width, Height): # We call this right after our OpenGL window is created.
global our_font
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glClearColor(0.0, 0.0, 0.0, 0.5) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glEnable(GL_TEXTURE_2D) # Enables texture mapping
glDepthFunc(GL_LEQUAL) # The Type Of Depth Test To Do
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # Really Nice Perspective Calculations # Currently omitting the wgl based font. See lesson13.py for example use of wgl font.
# FYI, the ttf font file "Test.ttf" in lesson43 is the typeface "Arial Black Italic".
# our_font = glFreeType.font_data ("ARBLI___.ttf", 16)
# our_font = glFreeType.font_data ("Test.ttf", 16)
our_font = glFreeType.font_data("wqy-zenhei.ttc",20)
return True # The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
if Height == 0: # Prevent A Divide By Zero If The Window Is Too Small
Height = 1 glViewport(0, 0, Width, Height) # Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
# // field of view, aspect ratio, near and far
# This will squash and stretch our objects as the window is resized.
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0) glMatrixMode(GL_MODELVIEW)
glLoadIdentity() cnt1 = 0
# The main drawing function.
def DrawGLScene():
global cnt1
global our_font # Clear The Screen And The Depth Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity() # Reset The View
# Step back (away from objects)
glTranslatef (0.0, 0.0, -1.0) # Currently - NYI - No WGL text
# Blue Text
# glColor3ub(0, 0, 0xff)
#
# // Position The WGL Text On The Screen
# glRasterPos2f(-0.40f, 0.35f);
# glPrint("Active WGL Bitmap Text With NeHe - %7.2f", cnt1); # Red Text
glColor3ub (0xff, 0, 0) glPushMatrix ()
glLoadIdentity ()
# Spin the text, rotation around z axe == will appears as a 2d rotation of the text on our screen
glRotatef (cnt1, 0, 0, 1)
glScalef (1, 0.8 + 0.3* cos (cnt1/5), 1)
glTranslatef (-180, 0, 0)
our_font.glPrint(320, 240, u"Active123中文 \nFreeType Text 汉字- %7.2f\n{【丯丱丳丵饕餮】}、\n今日はとてもいい天気です。空は靑く" % (cnt1))
glPopMatrix () # //Uncomment this to test out print's ability to handle newlines.
# our_font.glPrint (320, 240, "Here\nthere\nbe\n\nnewlines %f\n." % (cnt1)) cnt1 += 0.091
# cnt2 += 0.005 glutSwapBuffers()
return # The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
global window
global our_font
# If escape is pressed, kill everything.
if args[0] == ESCAPE:
our_font.release ()
sys.exit() def main():
global window
# pass arguments to init
glutInit(sys.argv) # Select type of Display mode:
# Double buffer
# RGBA color
# Alpha components supported
# Depth buffer
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) # get a 640 x 480 window
glutInitWindowSize(640, 480) # the window starts at the upper left corner of the screen
glutInitWindowPosition(0, 0) # Okay, like the C version we retain the window id to use when closing, but for those of you new
# to Python (like myself), remember this assignment would make the variable local and not global
# if it weren't for the global declaration at the start of main.
window = glutCreateWindow("NeHe & Sven Olsen's TrueType Font Tutorial") # Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
# set the function pointer and invoke a function to actually register the callback, otherwise it
# would be very much like the C version of the code.
glutDisplayFunc(DrawGLScene) # Uncomment this line to get full screen.
#glutFullScreen() # When we are doing nothing, redraw the scene.
glutIdleFunc(DrawGLScene) # Register the function called when our window is resized.
glutReshapeFunc(ReSizeGLScene) # Register the function called when the keyboard is pressed.
glutKeyboardFunc(keyPressed) # Initialize our window.
InitGL(640, 480) # Start Event Processing Engine
glutMainLoop() # Print message to console, and kick off the main to get it rolling.
print "Hit ESC key to quit."
main()

lesson43.py

Ubuntu 14.04

Win7

最新文章

  1. 避免重复造轮子的UI自动化测试框架开发
  2. 有限状态机(FSM)
  3. androd Sdk manager配置
  4. Version of SQLCE in WP8
  5. 在repeart中获取行数据
  6. 文件浏览器及数码相框 -2.3.1freetype_pc
  7. NCPC 2015 - Problem A - Adjoin the Networks
  8. puppet安装和使用
  9. PHP学习之-1.4 计算表达式
  10. [JS高程]引用类型(Object、Array)
  11. JGUI源码:实现简单进度条(19)
  12. SVN添加用户
  13. GDB 命令回顾
  14. ansible笔记(3):ansible模块的基本使用
  15. java代码示例(3)
  16. 2017-5-19&amp;5-23/系统性能指标
  17. Oracle中对number类型数据to_char()出现各位少0,或者值为###的处理
  18. Bitfinex API
  19. 从数据库表中随机获取N条记录的SQL语句
  20. leancloud 云引擎

热门文章

  1. 20145222黄亚奇《Java程序设计》第8周学习总结
  2. Jenkins进阶系列之——11修改Jenkins用户的密码
  3. 浅谈JS事件冒泡
  4. post数据
  5. node 通用的中间件
  6. 20.C#LINQ基础和简单使用(十一章11.1-11.2)
  7. maven_项目的依赖、聚合、继承
  8. PowerDesigner-制作Word导出模版
  9. sql-distinct
  10. 【ZOJ 3609】Modular Inverse