// GLPixelFont2 provides meshes to render basic ASCII characters in OpenGL.
// The font is fixed-width 5x7, and contains [0,9], uppercase [A,Z] and - . : = ?
// Sample: https://giphy.com/gifs/text-opengl-pixelfont-BZiUFIQN3gGlnS7fie
// Ulf Benjaminsson, 2019-03-15, ulfbenjaminsson.com
// The first GLPixelFont stored "pixels" as char '1' / '0'. A char is 2 bytes in Java, so:
// 46 (characters) * 7 (height) * 5 (width) * 16 (bits) = 25760 bit, or 3220 bytes
// See: https://pastebin.com/MA7ZuB6Q
// Version 2 stores "pixels" as bits in a byte array, so:
// 46 (characters) * 7 (height) * 8 (width) * 1 (bits) = 2576 bit, or 322 byte
// Ergo: 10x less memory.
public class GLPixelFont2 {
private static final int HEIGHT = 7; //characters are 7 units tall
private static final int WIDTH = 8; //characters are 8 units wide
private static final int CHAR_COUNT = 46; //the font definition contains 46 entries
private static final int OFFSET = 45; //it start at ASCII code 45 "-", and ends at 90 "Z".
private static final float SCALE = 0.75f; //scale vertex coordinates.
private final Mesh[] _glyphs = new Mesh[CHAR_COUNT]; //a vertex buffer for each glyph, for rendering with OpenGL.
public GLPixelFont2() {
for (int c = 0; c < CHAR_COUNT; c++) {
_glyphs[c] = null;
}
}
//invalid characters will be null - make sure your renderer skips those!
public Mesh[] getString(final String s){
final int count = s.length();
final Mesh[] result = new Mesh[count];
for(int i = 0; i < count; i++){
result[i] = getChar(s.charAt(i));
}
return result;
}
public Mesh getChar(char c){
c = Character.toUpperCase(c);
if(c < OFFSET || c >= OFFSET+CHAR_COUNT){
return null;
}
final int i = c - OFFSET;
if(_glyphs[i] == null){
_glyphs[i] = createMeshForGlyph(c);
}
return _glyphs[i];
}
private Mesh createMeshForGlyph(final char c){
assert(c >= OFFSET && c < OFFSET+CHAR_COUNT);
final int charIndex = c-OFFSET;
final float z = 0;
final float[] vertices = new float[HEIGHT*WIDTH*Mesh.COORDS_PER_VERTEX];
int i = 0;
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
final int posByte = HEIGHT * charIndex + (x/WIDTH) + y; //thank Bog for Wolfram Alpha!
final int posBit = x;
final int bit = (BITMAP[posByte] >> (7-posBit) & 0x01);
if((BITMAP[posByte] >> (7-posBit) & 0x01) == 0){continue;}
vertices[i++] = x*SCALE;
vertices[i++] = -y*SCALE; //OpenGL has inverted y-axis.
vertices[i++] = z;
}
}
final float[] clean = Arrays.copyOfRange(vertices, 0, i);
return new Mesh(clean, GLES20.GL_POINTS);
}
private static final byte[] BITMAP = {
/*[ind asc sym]*/
/*[0 45 '-']*/ 0x0, 0x0, 0x0, 0x1f, 0x0, 0x0, 0x0,
/*[1 46 '.']*/ 0x0, 0x0, 0x0, 0x0, 0x0, 0xc, 0xc,
/*[2 47 '/']*/ 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f,
/*[3 48 '0']*/ 0xe, 0x11, 0x13, 0x15, 0x19, 0x11, 0xe,
/*[4 49 '1']*/ 0x4, 0xc, 0x4, 0x4, 0x4, 0x4, 0xe,
/*[5 50 '2']*/ 0xe, 0x11, 0x1, 0x2, 0x4, 0x8, 0x1f,
/*[6 51 '3']*/ 0xe, 0x11, 0x1, 0x6, 0x1, 0x11, 0xe,
/*[7 52 '4']*/ 0x2, 0x6, 0xa, 0x12, 0x1f, 0x2, 0x7,
/*[8 53 '5']*/ 0x1f, 0x10, 0x1e, 0x1, 0x1, 0x11, 0xe,
/*[9 54 '6']*/ 0xe, 0x11, 0x10, 0x1e, 0x11, 0x11, 0xe,
/*[10 55 '7']*/ 0x1f, 0x11, 0x2, 0x2, 0x4, 0x4, 0x4,
/*[11 56 '8']*/ 0xe, 0x11, 0x11, 0xe, 0x11, 0x11, 0xe,
/*[12 57 '9']*/ 0xe, 0x11, 0x11, 0xf, 0x1, 0x1, 0xe,
/*[13 58 ':']*/ 0x0, 0xc, 0xc, 0x0, 0xc, 0xc, 0x0,
/*[14 59 ';']*/ 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f,
/*[15 60 '<']*/ 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f,
/*[16 61 '=']*/ 0x0, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x0,
/*[17 62 '>']*/ 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f,
/*[18 63 '?']*/ 0xe, 0x11, 0x11, 0x2, 0x4, 0x0, 0x4,
/*[19 64 '@']*/ 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f,
/*[20 65 'A']*/ 0xe, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11,
/*[21 66 'B']*/ 0x1e, 0x11, 0x11, 0x1e, 0x11, 0x11, 0x1e,
/*[22 67 'C']*/ 0xe, 0x11, 0x10, 0x10, 0x10, 0x11, 0xe,
/*[23 68 'D']*/ 0x1e, 0x11, 0x11, 0x11, 0x11, 0x11, 0x1e,
/*[24 69 'E']*/ 0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x1f,
/*[25 70 'F']*/ 0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x10,
/*[26 71 'G']*/ 0xe, 0x11, 0x10, 0x17, 0x11, 0x11, 0xe,
/*[27 72 'H']*/ 0x11, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11,
/*[28 73 'I']*/ 0xe, 0x4, 0x4, 0x4, 0x4, 0x4, 0xe,
/*[29 74 'J']*/ 0x1, 0x1, 0x1, 0x1, 0x11, 0x11, 0xe,
/*[30 75 'K']*/ 0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11,
/*[31 76 'L']*/ 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1f,
/*[32 77 'M']*/ 0x11, 0x1b, 0x15, 0x15, 0x11, 0x11, 0x11,
/*[33 78 'N']*/ 0x11, 0x11, 0x19, 0x15, 0x13, 0x11, 0x11,
/*[34 79 'O']*/ 0xe, 0x11, 0x11, 0x11, 0x11, 0x11, 0xe,
/*[35 80 'P']*/ 0x1e, 0x11, 0x11, 0x1e, 0x10, 0x10, 0x10,
/*[36 81 'Q']*/ 0xe, 0x11, 0x11, 0x11, 0x15, 0x12, 0xd,
/*[37 82 'R']*/ 0x1e, 0x11, 0x11, 0x1e, 0x14, 0x12, 0x11,
/*[38 83 'S']*/ 0xf, 0x10, 0x10, 0xe, 0x1, 0x1, 0x1e,
/*[39 84 'T']*/ 0x1f, 0x4, 0x4, 0x4, 0x4, 0x4, 0x4,
/*[40 85 'U']*/ 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0xe,
/*[41 86 'V']*/ 0x11, 0x11, 0x11, 0x11, 0x11, 0xa, 0x4,
/*[42 87 'W']*/ 0x11, 0x11, 0x11, 0x15, 0x15, 0x15, 0xa,
/*[43 88 'X']*/ 0x11, 0x11, 0xa, 0x4, 0xa, 0x11, 0x11,
/*[44 89 'Y']*/ 0x11, 0x11, 0x11, 0xa, 0x4, 0x4, 0x4,
/*[45 90 'Z']*/ 0x1f, 0x1, 0x2, 0x4, 0x8, 0x10, 0x1f
};
}
//Mesh.java, to save your struggles. :)
public class Mesh {
private static final String TAG = "Mesh";
public static final int SIZE_OF_FLOAT = Float.SIZE/Byte.SIZE; //32bit/8bit = 4 bytes
public static final int COORDS_PER_VERTEX = 3; //X, Y, Z
public static final int VERTEX_STRIDE = COORDS_PER_VERTEX * SIZE_OF_FLOAT; // number of bytes per vertex
public FloatBuffer _vertexBuffer = null;
public int _vertexCount = 0;
public int _drawMode = GLES20.GL_TRIANGLES;
public Mesh(final float[] geometry){
init(geometry, GLES20.GL_TRIANGLES);
}
public Mesh(final float[] geometry, final int drawMode){
init(geometry, drawMode);
}
private void init(final float[] geometry, final int drawMode){
setVertices(geometry);
setDrawmode(drawMode);
}
public void setDrawmode(int drawMode){
assert(drawMode == GLES20.GL_TRIANGLES
|| drawMode == GLES20.GL_LINES
|| drawMode == GLES20.GL_POINTS);
_drawMode = drawMode;
}
public void setVertices(final float[] geometry){
// create a floating point buffer from a ByteBuffer
_vertexBuffer = ByteBuffer.allocateDirect(geometry.length * SIZE_OF_FLOAT)
.order(ByteOrder.nativeOrder()) // use the device hardware's native byte order
.asFloatBuffer();
_vertexBuffer.put(geometry); //add the coordinates to the FloatBuffer
_vertexBuffer.position(0); // set the buffer to read the first coordinate
_vertexCount = geometry.length / COORDS_PER_VERTEX;
}
}
Comments
0 B
|0 👍
/0 👎
0 B
|0 👍
/0 👎