ulfben icon

GLPixelFont.java

ulfben | PRO | 03/16/19 07:09:34 PM UTC | 0 ⭐ | 1144 👁️ | Never ⏰ | []
Java |

8.74 KB

|

None

|

0 👍

/

0 👎

// GLPixelFont 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/1qh9eAliKnKqaQAGrt
// Ulf Benjaminsson, 2019-03-15, ulfbenjaminsson.com
 
// The actual font definition courtesy of Mikael Fridenfalk at Uppsala University.
 
// UPDATE: GLPixelFont2, using a real bitmap for a 10x memory save, is available here: https://pastebin.com/6EN9s3qN 
 
public class GLPixelFont {
    private static final int HEIGHT = 7; //characters are 7 units tall
    private static final int WIDTH = 5; //characters are 5 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 Mesh[] _glyphs = new Mesh[CHAR_COUNT]; //a vertex buffer for each glyph, for rendering with OpenGL.
 
    public GLPixelFont() {
        for (int c = 0; c < CHAR_COUNT; c++) {
            _glyphs[c] = null;
        }
    }
 
    public Mesh[] getString(final String s){
        final int count = s.length();
        Mesh[] result = new Mesh[count];
        for(int i = 0; i < count; i++){
            char c = s.charAt(i);
            result[i] = getChar(c);
        }
        return result;
    }
 
    public Mesh getChar(char c){
        c = Character.toUpperCase(c);
        if(c < OFFSET || c >= OFFSET+CHAR_COUNT){
            return null;
        }
        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);
        float[] vertices = new float[HEIGHT*WIDTH*Mesh.COORDS_PER_VERTEX];
        final float z = 0;
        final int charIndex = c-OFFSET;
        int i = 0;
        for (int y = 0; y < HEIGHT; y++) {
            for (int x = 0; x < WIDTH; x++) {
                final int index = (HEIGHT*WIDTH) * charIndex + WIDTH * y + x;
                if(FONT_DEFINITION.charAt(index) == '0'){ continue; }
                vertices[i++] =  x*SCALE;
                vertices[i++] = -y*SCALE; //OpenGL has inverted y-axis.
                vertices[i++] =  z;
            }
        }
        float[] clean = Arrays.copyOfRange(vertices, 0, i);
        return new Mesh(clean, GLES20.GL_POINTS);
    }
 
    //FONT_DEFINITION contains most of basic ASCII characters 45-90:
    //Specifically: [0,9], uppercase [A,Z] and - . : = ?
    private static final String FONT_DEFINITION =
    /*[ind  asc sym]*/
    /*[0    45  '-']*/      "00000" + "00000" + "00000" + "11111" + "00000" + "00000" + "00000" + //-
    /*[1    46  '.']*/      "00000" + "00000" + "00000" + "00000" + "00000" + "01100" + "01100" + //.
    /*[2    47  '/']*/      "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + //
    /*[3    48  '0']*/      "01110" + "10001" + "10011" + "10101" + "11001" + "10001" + "01110" + //0
    /*[4    49  '1']*/      "00100" + "01100" + "00100" + "00100" + "00100" + "00100" + "01110" + //1
    /*[5    50  '2']*/      "01110" + "10001" + "00001" + "00010" + "00100" + "01000" + "11111" + //2
    /*[6    51  '3']*/      "01110" + "10001" + "00001" + "00110" + "00001" + "10001" + "01110" + //3
    /*[7    52  '4']*/      "00010" + "00110" + "01010" + "10010" + "11111" + "00010" + "00111" + //4
    /*[8    53  '5']*/      "11111" + "10000" + "11110" + "00001" + "00001" + "10001" + "01110" + //5
    /*[9    54  '6']*/      "01110" + "10001" + "10000" + "11110" + "10001" + "10001" + "01110" + //6
    /*[10   55  '7']*/      "11111" + "10001" + "00010" + "00010" + "00100" + "00100" + "00100" + //7
    /*[11   56  '8']*/      "01110" + "10001" + "10001" + "01110" + "10001" + "10001" + "01110" + //8
    /*[12   57  '9']*/      "01110" + "10001" + "10001" + "01111" + "00001" + "00001" + "01110" + //9
    /*[13   58  ':']*/      "00000" + "01100" + "01100" + "00000" + "01100" + "01100" + "00000" + //:
    /*[14   59  ';']*/      "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + //
    /*[15   60  '<']*/      "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + //
    /*[16   61  '=']*/      "00000" + "00000" + "11111" + "00000" + "11111" + "00000" + "00000" + //=
    /*[17   62  '>']*/      "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + //
    /*[18   63  '?']*/      "01110" + "10001" + "10001" + "00010" + "00100" + "00000" + "00100" + //?
    /*[19   64  '@']*/      "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + "11111" + //
    /*[20   65  'A']*/      "01110" + "10001" + "10001" + "11111" + "10001" + "10001" + "10001" + //A
    /*[21   66  'B']*/      "11110" + "10001" + "10001" + "11110" + "10001" + "10001" + "11110" + //B
    /*[22   67  'C']*/      "01110" + "10001" + "10000" + "10000" + "10000" + "10001" + "01110" + //C
    /*[23   68  'D']*/      "11110" + "10001" + "10001" + "10001" + "10001" + "10001" + "11110" + //D
    /*[24   69  'E']*/      "11111" + "10000" + "10000" + "11110" + "10000" + "10000" + "11111" + //E
    /*[25   70  'F']*/      "11111" + "10000" + "10000" + "11110" + "10000" + "10000" + "10000" + //F
    /*[26   71  'G']*/      "01110" + "10001" + "10000" + "10111" + "10001" + "10001" + "01110" + //G
    /*[27   72  'H']*/      "10001" + "10001" + "10001" + "11111" + "10001" + "10001" + "10001" + //H
    /*[28   73  'I']*/      "01110" + "00100" + "00100" + "00100" + "00100" + "00100" + "01110" + //I
    /*[29   74  'J']*/      "00001" + "00001" + "00001" + "00001" + "10001" + "10001" + "01110" + //J
    /*[30   75  'K']*/      "10001" + "10010" + "10100" + "11000" + "10100" + "10010" + "10001" + //K
    /*[31   76  'L']*/      "10000" + "10000" + "10000" + "10000" + "10000" + "10000" + "11111" + //L
    /*[32   77  'M']*/      "10001" + "11011" + "10101" + "10101" + "10001" + "10001" + "10001" + //M
    /*[33   78  'N']*/      "10001" + "10001" + "11001" + "10101" + "10011" + "10001" + "10001" + //N
    /*[34   79  'O']*/      "01110" + "10001" + "10001" + "10001" + "10001" + "10001" + "01110" + //O
    /*[35   80  'P']*/      "11110" + "10001" + "10001" + "11110" + "10000" + "10000" + "10000" + //P
    /*[36   81  'Q']*/      "01110" + "10001" + "10001" + "10001" + "10101" + "10010" + "01101" + //Q
    /*[37   82  'R']*/      "11110" + "10001" + "10001" + "11110" + "10100" + "10010" + "10001" + //R
    /*[38   83  'S']*/      "01111" + "10000" + "10000" + "01110" + "00001" + "00001" + "11110" + //S
    /*[39   84  'T']*/      "11111" + "00100" + "00100" + "00100" + "00100" + "00100" + "00100" + //T
    /*[40   85  'U']*/      "10001" + "10001" + "10001" + "10001" + "10001" + "10001" + "01110" + //U
    /*[41   86  'V']*/      "10001" + "10001" + "10001" + "10001" + "10001" + "01010" + "00100" + //V
    /*[42   87  'W']*/      "10001" + "10001" + "10001" + "10101" + "10101" + "10101" + "01010" + //W
    /*[43   88  'X']*/      "10001" + "10001" + "01010" + "00100" + "01010" + "10001" + "10001" + //X
    /*[44   89  'Y']*/      "10001" + "10001" + "10001" + "01010" + "00100" + "00100" + "00100" + //Y
    /*[45   90  'Z']*/      "11111" + "00001" + "00010" + "00100" + "01000" + "10000" + "11111";  //Z
}
 
//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

  • Gyqizv icon
    04/02/26 06:22:19 PM UTC
    text |

    0 B

    |

    0 👍

    /

    0 👎

    Best t33n active cpx link daily updates!
     Copy and paste the link in a new browser tab and then hit enter!
     https://crazyporn.@xxx/members/157354/?asgtbndr=1&play=true&spon=adworld&zone=400
     Remove the @ 
  • Yuizcko icon
    05/18/26 01:05:50 PM UTC
    text |

    0 B

    |

    0 👍

    /

    0 👎

    Best t33n active cpx link daily updates!
     Copy and paste the link in a new browser tab and then hit enter!
     https://crazyporn.xxx/members/157354/?asgtbndr=1&play=true&spon=adworld&zone=400