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Direktori : /usr/share/doc/python3-freetype/examples/ |
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#!/usr/bin/env python # -*- coding: utf-8 -*- # ----------------------------------------------------------------------------- # # FreeType high-level python API - Copyright 2011-2015 Nicolas P. Rougier # Distributed under the terms of the new BSD license. # # ----------------------------------------------------------------------------- import numpy from freetype import * import OpenGL.GL as gl import OpenGL.GLUT as glut base, texid = 0, 0 text = '''Hello World !''' def on_display( ): global texid gl.glClearColor(1,1,1,1) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glBindTexture( gl.GL_TEXTURE_2D, texid ) gl.glColor(0,0,0,1) gl.glPushMatrix( ) gl.glTranslate( 10, 100, 0 ) gl.glPushMatrix( ) gl.glListBase( base+1 ) gl.glCallLists( [ord(c) for c in text] ) gl.glPopMatrix( ) gl.glPopMatrix( ) glut.glutSwapBuffers( ) def on_reshape( width, height ): gl.glViewport( 0, 0, width, height ) gl.glMatrixMode( gl.GL_PROJECTION ) gl.glLoadIdentity( ) gl.glOrtho( 0, width, 0, height, -1, 1 ) gl.glMatrixMode( gl.GL_MODELVIEW ) gl.glLoadIdentity( ) def on_keyboard( key, x, y ): if key == '\033': sys.exit( ) def makefont(filename, size): global texid # Load font and check it is monotype face = Face(filename) face.set_char_size( size*64 ) if not face.is_fixed_width: raise 'Font is not monotype' # Determine largest glyph size width, height, ascender, descender = 0, 0, 0, 0 for c in range(32,128): face.load_char( chr(c), FT_LOAD_RENDER | FT_LOAD_FORCE_AUTOHINT ) bitmap = face.glyph.bitmap width = max( width, bitmap.width ) ascender = max( ascender, face.glyph.bitmap_top ) descender = max( descender, bitmap.rows-face.glyph.bitmap_top ) height = ascender+descender # Generate texture data Z = numpy.zeros((height*6, width*16), dtype=numpy.ubyte) for j in range(6): for i in range(16): face.load_char(chr(32+j*16+i), FT_LOAD_RENDER | FT_LOAD_FORCE_AUTOHINT ) bitmap = face.glyph.bitmap x = i*width + face.glyph.bitmap_left y = j*height + ascender - face.glyph.bitmap_top Z[y:y+bitmap.rows,x:x+bitmap.width].flat = bitmap.buffer # Bound texture texid = gl.glGenTextures(1) gl.glBindTexture( gl.GL_TEXTURE_2D, texid ) 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 ) gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_ALPHA, Z.shape[1], Z.shape[0], 0, gl.GL_ALPHA, gl.GL_UNSIGNED_BYTE, Z ) # Generate display lists dx, dy = width/float(Z.shape[1]), height/float(Z.shape[0]) base = gl.glGenLists(8*16) for i in range(8*16): c = chr(i) x = i%16 y = i//16-2 gl.glNewList(base+i, gl.GL_COMPILE) if (c == '\n'): gl.glPopMatrix( ) gl.glTranslatef( 0, -height, 0 ) gl.glPushMatrix( ) elif (c == '\t'): gl.glTranslatef( 4*width, 0, 0 ) elif (i >= 32): gl.glBegin( gl.GL_QUADS ) gl.glTexCoord2f( (x )*dx, (y+1)*dy ), gl.glVertex( 0, -height ) gl.glTexCoord2f( (x )*dx, (y )*dy ), gl.glVertex( 0, 0 ) gl.glTexCoord2f( (x+1)*dx, (y )*dy ), gl.glVertex( width, 0 ) gl.glTexCoord2f( (x+1)*dx, (y+1)*dy ), gl.glVertex( width, -height ) gl.glEnd( ) gl.glTranslatef( width, 0, 0 ) gl.glEndList( ) if __name__ == '__main__': import sys glut.glutInit( sys.argv ) glut.glutInitDisplayMode( glut.GLUT_DOUBLE | glut.GLUT_RGB | glut.GLUT_DEPTH ) glut.glutCreateWindow( "Freetype OpenGL" ) glut.glutReshapeWindow( 600, 100 ) glut.glutDisplayFunc( on_display ) glut.glutReshapeFunc( on_reshape ) glut.glutKeyboardFunc( on_keyboard ) gl.glTexEnvf( gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE ) gl.glEnable( gl.GL_DEPTH_TEST ) gl.glEnable( gl.GL_BLEND ) gl.glEnable( gl.GL_COLOR_MATERIAL ) gl.glColorMaterial( gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE ) gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA ) gl.glEnable( gl.GL_TEXTURE_2D ) makefont( './VeraMono.ttf', 64 ) glut.glutMainLoop( )