Source code for opengl.textext

#
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##  SPDX-FileCopyrightText: © 2007-2023 Benedict Verhegghe <bverheg@gmail.com>
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##  This file is part of pyFormex 3.4  (Thu Nov 16 18:07:39 CET 2023)
##  pyFormex is a tool for generating, manipulating and transforming 3D
##  geometrical models by sequences of mathematical operations.
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"""Text rendering on the OpenGL canvas.

This module uses textures on quads to render text on an OpenGL canvas.
It is dependent on freetype and the Python bindings freetype-py.
"""
from itertools import cycle

import numpy as np

import pyformex as pf
from pyformex import Path
from pyformex import utils
from pyformex import arraytools as at
from pyformex.coords import Coords
from pyformex.formex import Formex
from .drawable import Actor
from .texture import Texture
from .gl import GL
from pyformex.plugins.imagearray import array2image, image2array

__all__ = ['FontTexture', 'Text', 'TextArray', 'Mark']


[docs]class FontTexture(Texture): """A Texture class for text rendering. The FontTexture class is a texture containing the most important characters of a font. This texture can then be used to draw text on geometry. In the current implementation only the characters with ASCII ordinal in the range 32..127 are put in the texture. Parameters ---------- filename: str or Path The name of the font file to be used. It should be the full path of an existing monospace font on the system. size: float Intended font height. The actual height might differ a bit. save: bool If True and ``filename`` is a font file (.ttf), the generated texture image will be saved as a .png image for later reload. """ # This is how we store the 96 character textures layout = (3, 32) def __init__(self, filename, size, save=False): """Initialize a FontTexture""" nrows, ncols = FontTexture.layout filename = Path(filename) if not filename.is_absolute(): filename = pf.cfg['fontsdir'] / filename if not filename.exists(): raise ValueError("Font file %s does not exist" % filename) if filename.suffix == '.ttf': # generate texture from .ttf file image = self.generateFromFont(filename, size, save=False) if save: stem = filename.stem fn = pf.cfg['fontsdir'] / (stem+'.%sx%s.png'%(nrows, ncols)) if not fn.exists(): print("Saving Font Texture: %s" % fn) array2image(image, str(fn)) elif filename.suffix == '.png': stem = filename.stem if not stem.endswith("%sx%s" % FontTexture.layout): raise ValueError("Invalid layout for font %s" % filename) image = image2array(filename, flip=False) # ! no flipping for fonts self.height = image.shape[0] / nrows self.width = image.shape[1] / ncols pf.debug("Image size %s, w%s, h%s, type %s" % (image.shape, self.width, self.height, image.dtype), pf.DEBUG.FONT) Texture.__init__(self, image, format=GL.GL_ALPHA, texformat=GL.GL_ALPHA)
[docs] def generateFromFont(self, filename, size, save=False): """Initialize a FontTexture""" from pyformex import freetype as ft # lazy loading pf.debug("Creating FontTexture(%s) in size %s" % (filename, size), pf.DEBUG.FONT) # Load font and check it is monospace face = ft.Face(str(filename)) try: face.set_char_size(int(size*64)) except Exception: raise RuntimeError("Can not load font '%s' at size %s" % (filename, size)) if not face.is_fixed_width: raise RuntimeError(f"Font is not fixed width: {filename}") # Determine largest glyph size width, height, ascender, descender = 0, 0, 0, 0 for c in range(32, 128): face.load_char(chr(c), ft.FT_LOAD_RENDER | ft.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) #print("chr %s; ord %s; width %s, ascender %s, descender %s" % ( # chr(c), c, bitmap.width, face.glyph.bitmap_top, bitmap.rows-face.glyph.bitmap_top)) height = ascender+descender #print("width %s, ascender %s, descender %s, height %s" % ( # width, ascender, descender, height )) # Generate texture data nrows, ncols = FontTexture.layout image = np.zeros((height*nrows, width*ncols), dtype=np.ubyte) for j in range(nrows): for i in range(ncols): k = 32+j*ncols+i face.load_char(chr(k), ft.FT_LOAD_RENDER | ft.FT_LOAD_FORCE_AUTOHINT) bitmap = face.glyph.bitmap x = i*width + face.glyph.bitmap_left y = j*height + ascender - face.glyph.bitmap_top #print("%s %s: %s %s, %s" % (k,chr(k),face.glyph.bitmap_left,x,y)) image[y:y+bitmap.rows, x:x+bitmap.width].flat = bitmap.buffer return image
[docs] def activate(self, mode=None): """Bind the texture and make it ready for use. Returns the texture id. """ GL.glEnable(GL.GL_BLEND) Texture.activate(self, filtr=1)
[docs] def texCoords(self, char): """Return the texture coordinates for a character or string. Parameters ---------- char: int | str If an integer, it should be in the range 32..127 (printable ASCII characters). If a string, all its characters should be ASCII printable characters (have an ordinal value in the range 32..127). Returns ------- tuple | array If ``char`` is an int, returns a tuple with the texture coordinates in the FontTexture corresponding with the specified character. This is a sequence of four (x,y) pairs corresponding respectively holding the lower left, lower right, upper right, upper left corners of the character in the texture. Note that values for the lower corners are higher than those for the upper corners. This is because the FontTextures are stored from top to bottom (as in images files), while opengl coordinates are from bottom to top. If `char` is a string of length `ntext`, returns a float array with shape (ntext,4,2) holding the texture coordinates needed to display the given text on a grid of quad4 elements. """ nrows, ncols = FontTexture.layout if at.isInt(char): dx, dy = 1./ncols, 1./nrows k = char-32 x0, y0 = (k%ncols)*dx, (k//ncols)*dy return (x0, y0+dy), (x0+dx, y0+dy), (x0+dx, y0), (x0, y0) else: return np.array([self.texCoords(ord(c)) for c in char])
default_font = None
[docs] @classmethod def default(clas, size=24): """Set and return the default FontTexture. """ if clas.default_font is None: default_font_file ='NotoSansMono-Condensed.3x32.png' default_font_size = 24 clas.default_font = FontTexture(default_font_file, default_font_size) return clas.default_font
# # TODO: Docstring of Text should be extended (include grid parameter), # or TextArray should be merged into Text. #
[docs]class Text(Actor): """A text drawn at a 2D or 3D position. Parameters ---------- text: string The text to display. If not a str, the string representation of the object will be drawn. Newlines in the string are supported. After a newline, the remainder of the string is continued from a lower vertical position and the initial horizontal position. The vertical line offset is determined from the font. pos: tuple Position where render the text: either a 2D (x,y) or a 3D (x,y,z) tuple. If 2D, the values are measured in pixels. If 3D, it is a point in global 3D space. The text is drawn in 2D, inserted at the specified position. gravity: str, optional Specifies the adjustment of the text with respect to the insert position. It can be a combination of one of the characters 'N or 'S' to specify the vertical positon, and 'W' or 'E' for the horizontal. The default(empty) string centers the text. size: float, optional The height of the font. This is the displayed height. The used font can have a different height and is scaled accordingly. width: float, optional The width of the font. This is the displayed width of a single character (currently only monospace fonts are supported). The default is set from the ``size`` parameter and the aspect ratio of the font. Setting this to a different value allows the creation of condensed and expanded font types. Condensed fonts are often used to save space. font: :class:`FontTexture` or string, optional. The font to be used. If a string, it is the filename of an monospace font file existing on the system. lineskip: float, loptional The distance in pixels between subsequent baselines in case of multi-line text. Multi-line text results when the input ``text`` contains newlines. grid: Geometry, optional A grid geometry for rendering the text upon as a Texture. The default is a grid of rectangles of size (``width``,``size``) which are juxtaposed horizontally. Each rectangle will be rendered with a single character on it. colors: list, optional A list of N color specifications, allowing to draw the subsequent strings in different colors. If provided, it overrides a ``color`` parameter specified in kargs. If all strings are to be displayed with the same color, the ``color`` parameter instead. **kargs: Other parameters (like color) to be passed to the Actor initalization. """ def __init__(self, text, pos, gravity=None, size=18, width=None, font=None, lineskip=1.0, grid=None, texmode=4, rotate=None, colors=None, **kargs): """Initialize the Text actor.""" # split the string on newlines text = str(text).split('\n') # set pos and offset3d depending on pos type (2D vs 3D rendering) pos = at.checkArray(pos) if pos.shape[-1] == 2: rendertype = 2 pos = [pos[0], pos[1], 0.] offset3d = None else: rendertype = 1 offset3d = Coords(pos) pos = [0., 0., 0.] if offset3d.ndim > 1: if offset3d.shape[0] != len(text[0]): raise ValueError("Length of text(%s) and pos(%s) should match!" % (len(text), len(pos))) # Flag vertex offset to shader rendertype = -1 # set the font characteristics if font is None: font = FontTexture.default(size) if isinstance(font, str): font = FontTexture(font, size) if width is None: #print("Font %s / %s" % (font.height,font.width)) aspect = float(font.width) / font.height width = size * aspect self.width = width # set the alignment if gravity is None: gravity = 'E' else: gravity = gravity.upper() alignment = ['0', '0', '0'] if 'W' in gravity: alignment[0] = '+' elif 'E' in gravity: alignment[0] = '-' if 'S' in gravity: alignment[1] = '+' elif 'N' in gravity: alignment[1] = '-' alignment = ''.join(alignment) # record the lengths of the lines, join all characters # together, create texture coordinates for all characters # create a geometry grid for the longest line lt = [len(t) for t in text] text = ''.join(text) texcoords = font.texCoords(text) if grid is None: grid = Formex('4:0123').replic(max(lt)) grid = grid.scale([width, size, 0.]) if rotate is not None: grid = grid.rotate(rotate) color = kargs.pop('color',pf.cfg['canvas/textcolor']) if colors is None: colors = [ color ] # cycle line colors if not enough colors = cycle(colors) # create the actor for the first line l = lt[0] g = grid.select(range(l)).align(alignment, pos) Actor.__init__(self, g, rendertype=rendertype, texture=font, texmode=texmode, texcoords=texcoords[:l], opak=False, ontop=True, mode='flat', offset3d=offset3d, color=next(colors), **kargs) for k in lt[1:]: # lower the canvas y-value pos[1] -= font.height * lineskip g = grid.select(range(k)).align(alignment, pos) C = Actor(g, rendertype=rendertype, texture=font, texmode=texmode, texcoords=texcoords[l:l+k], opak=False, ontop=True, mode='flat', offset3d=offset3d, color=next(colors), **kargs) self.children.append(C) # do next line l += k
[docs]class TextArray(Text): """An array of texts drawn at a 2D or 3D positions. The text is drawn in 2D, inserted at the specified (2D or 3D) position, with alignment specified by the gravity (see class :class:`Text`). Parameters ---------- text: list of str A list containing N strings to be displayed. If an item is not a string, the string representation of the object will be drawn. pos: float array Either an [N,2] or [N,3] shaped array with the 2D or 3D positions where to display the strings. If 2D, the values are measured in pixels. If 3D, it is a point in the global 3D space. prefix: str, optional If specified, it is prepended to all drawn strings. colors: list, optional A list of N color specifications, allowing to draw the subsequent strings in different colors. If provided, it overrides a ``color`` parameter specified in kargs. If all strings are to be displayed with the same color, the ``color`` parameter instead. **kargs: Other parameters (like color) to be passed to the Actor initalization. """ def __init__(self, val, pos, prefix='', colors=None, **kargs): # Make sure we have strings val = [str(i) for i in val] pos = at.checkArray(pos, shape=(len(val), -1)) if len(val) != pos.shape[0]: raise ValueError("val and pos should have same length") # concatenate all strings val = [prefix+str(v) for v in val] cs = at.cumsum0([len(v) for v in val]) val = ''.join(val) nc = cs[1:] - cs[:-1] # lengths of the strings including prefix pos = [at.multiplex(p, n, 0) for p, n in zip(pos, nc)] pos = np.concatenate(pos, axis=0) pos = at.multiplex(pos, 4, 1) # multiplex the colors if colors is not None: if isinstance(colors, str) and colors == 'range': colors = np.arange(len(val)) mcolors = [] for n,c in zip(nc, cycle(colors)): mcolors.extend([c] * n) kargs['color'] = mcolors # Create the grids for the strings F = Formex('4:0123') grid = Formex.concatenate([F.replic(n) for n in nc]) # Create a text with the concatenation Text.__init__(self, val, pos=pos, grid=grid, **kargs)
[docs]class Mark(Actor): """A 2D drawing inserted at a 3D position of the scene. The minimum attributes and methods are: - `pos` : 3D point where the mark will be drawn """ def __init__(self, pos, tex, size, opak=False, ontop=True, **kargs): self.pos = pos F = Formex([[[0, 0], [1, 0], [1, 1], [0, 1]]]).scale(size).align('000') Actor.__init__(self, F, rendertype=1, texture=tex, texmode=4, offset3d=pos, opak=opak, ontop=ontop, mode='flat', **kargs)
# End