views:

387

answers:

3

Hey, i'm having a weird issue with drawing text in openGL loaded with the Freetype 2 library. Here is a screenshot of what I'm seeing.

example

Here are my code bits for loading and rendering my text.

class Font
{
    Font(const String& filename)
    {
       if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) {
          cout << "UH OH!" << endl;
       }

       FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72);
    }

    Glyph* GetGlyph(const unsigned char ch)
    {
       if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER))
          cout << "OUCH" << endl;

       FT_Glyph glyph;

       if(FT_Get_Glyph( mFace->glyph, &glyph ))
          cout << "OUCH" << endl;

       FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;

       Glyph* thisGlyph = new Glyph;
       thisGlyph->buffer = bitmap_glyph->bitmap.buffer;
       thisGlyph->width = bitmap_glyph->bitmap.width;
       thisGlyph->height = bitmap_glyph->bitmap.rows;

       return thisGlyph;
    }
};

The relevant glyph information (width, height, buffer) is stored in the following struct

struct Glyph {
   GLubyte* buffer;
   Uint width;
   Uint height;
};

And finally, to render it, I have this class called RenderFont.

class RenderFont 
{
   RenderFont(Font* font)
   {
      mTextureIds = new GLuint[128];

      mFirstDisplayListId=glGenLists(128);
      glGenTextures( 128, mTextureIds );

      for(unsigned char i=0;i<128;i++)
      {
         MakeDisplayList(font, i);
      }
   }

   void MakeDisplayList(Font* font, unsigned char ch)
   {
      Glyph* glyph = font->GetGlyph(ch);

      glBindTexture( GL_TEXTURE_2D, mTextureIds[ch]);
      glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
      glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

      glTexImage2D(GL_TEXTURE_2D, 
                   0, 
                   GL_RGBA, 
                   glyph->width, 
                   glyph->height, 
                   0,
                   GL_ALPHA, 
                   GL_UNSIGNED_BYTE, 
                   glyph->buffer);

      glNewList(mFirstDisplayListId+ch,GL_COMPILE);
      glBindTexture(GL_TEXTURE_2D, mTextureIds[ch]);

      glBegin(GL_QUADS);
      glTexCoord2d(0,1); glVertex2f(0,glyph->height);
      glTexCoord2d(0,0); glVertex2f(0,0);
      glTexCoord2d(1,0); glVertex2f(glyph->width,0);
      glTexCoord2d(1,1); glVertex2f(glyph->width,glyph->height);
      glEnd();

      glTranslatef(16, 0, 0);

      glEndList();
   }

   void Draw(const String& text, Uint size, const TransformComponent* transform, const Color32* color)
   {
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

      glTranslatef(100, 250, 0.0f);

      glListBase(mFirstDisplayListId);

      glCallLists(text.length(), GL_UNSIGNED_BYTE, text.c_str());

      glDisable(GL_TEXTURE_2D);
      glDisable(GL_BLEND);

      glLoadIdentity();
   }

private:
   GLuint mFirstDisplayListId;
   GLuint* mTextureIds;
};

Can anybody see anything weird going on here that would cause the garbled text? It's strange because if I change the font size, or the DPI, then some of the letters that display correctly become garbled, and other letters that were garbled before then display correctly.

+1  A: 

Are you sure that the FT_Glyph is actually a bitmap glyph? Make sure you use FT_Glyph_To_Bitmap first.

Alternatively, since you don't seem to need to store the FT_Glyphs around afterwards, you can just do:

int error = FT_Load_Char(face, ch, FT_LOAD_RENDER);
if(error)
   return error;

FT_GlyphSlot slot = face->glyph;
FT_Bitmap bitmap = slot->bitmap;

// do stuff with this FT_Bitmap

See here for the docs on FT_Bitmap. Just note that the next time you call FT_Load_Char, the data in bitmap will no longer be valid.

You also have a number of issues with memory management.

  1. You use new Glyph to allocate your glyphs, but never call delete. Since you just need to temporarily make a glyph to generate the texture and display list, you should use an std::auto_ptr<Glyph>.

  2. You never call FT_Glyph_Done, so all those FT_Glyphs you allocated are never released.

Jesse Beder
Thanks for the tip about the memory management. I stripped all of that code out just for testing purposes to make sure my data wasn't getting accidentally deleted by accident when it shouldn't be.
Morgan
+2  A: 

I'm not familiar with FreeType, but from the picture, it looks like the width of the characters is not directly related to the size of the buffers (ie. glyph->buffer does not point to an array of glyph->width*glyth->height bytes).

As a guess, I'd say that all the chars have a single width in memory (as opposed to the size they use on screen), probably the biggest of all the widths of the glyphs, but you load them with a per-char width instead of the correct one. So, only the glyphs that use the full width are correct.

Bahbar
This was the problem. I copied everything into a new buffer that was a set size padding it with empty pixels and everything worked properly. Thanks!
Morgan
A: 

"16" should be the size of font in points. So, while translating you should use glyph->width instead of "16". Moreover, some letters may require kerning for best-looking texts. For example "AV" may look like "A V" without kerning usage.