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- // 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;
- }
- }
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