/*
glfont.hpp
sdragonx 2019-08-15 00:03:33
opengl字體類,提供初學者參考學習
opengl初始化之後,創建字體
font.init(L"微軟雅黑", 32, 512);
然後在繪製函數裏面添加以下測試代碼:
//開啓2D模式,後面的800x600要根據窗口的實際客戶區大小設置,不然縮放之後效果不好
push_view2D(0, 0, 800, 600);
wchar_t* str = L"abcdef字體繪製abcdef?123456ijk微軟雅黑";
font.color = vec4ub(255, 255, 255, 128);
font.print(0, 0, str, wcslen(str));
font.tab_print(0, 32, L"abc\t123456\t7890", TEXT_MAX);
wchar_t* tabled = L"abcdef字體繪製\tabc製表符\t123456";
font.color = vec4ub(255, 0, 0, 255);
font.tab_print(0, 64, tabled, wcslen(tabled));
font.color = vec4ub(255, 0, 0, 255);
font.draw_text(0, 200, 200, 400, str, wcslen(str), PT_LEFT);
font.color = vec4ub(0, 255, 0, 255);
font.draw_text(300, 200, 200, 400, str, wcslen(str), PT_CENTER);
font.color = vec4ub(255, 0, 255, 255);
font.draw_text(600, 200, 200, 400, str, wcslen(str), PT_RIGHT);
pop_view();
//代碼結束
*/
#ifndef GLFONT_HPP_20190815000333
#define GLFONT_HPP_20190815000333
#include <windows.h>
#include <stdint.h>
#include <map>
#include <vector>
//opengl頭文件,根據環境更改
#ifdef __glew_h__
#include <glew.h>
#elif defined(__glad_h_)
#include <glad.h>
#else
#include <gl/gl.h>
#endif
#if defined(__GNUC__) || defined(__clang__)
#define TYPENAME typename
#else
#define TYPENAME
#endif
#define CGL_DEFAULT_FONT_SIZE 16 //默認字體大小
#define TEXT_MAX UINT32_MAX //0xFFFFFFFF
namespace cgl{
#pragma pack(push, 1)
//大紋理裏面小圖塊結構
class teximage
{
public:
typedef teximage this_type;
public:
intptr_t image; //紋理
uint16_t x, y, width, height; //小圖在大圖裏面的位置信息
float u1, v1, u2, v2; //小圖的uv座標信息
public:
teximage():image(), x(), y(), width(), height(), u1(0.0f), v1(0.0f), u2(1.0f), v2(1.0f)
{
}
this_type& operator=(const this_type& div)
{
image = div.image;
x = div.x;
y = div.y;
width = div.width;
height = div.height;
u1 = div.u1;
v1 = div.v1;
u2 = div.u2;
v2 = div.v2;
return *this;
}
};
//字符信息
//如果一個字符需要輸出到left、top的位置,字符實際位置是left+x、top+y
//輸出完畢之後,下一個字符的位置是left+next_x、top+next_y
struct char_info
{
int16_t x; //字符偏移位置
int16_t y;
int16_t next_x;//字符大小,下一字符偏移位置
int16_t next_y;
};
//vec3<T>
template<typename T>
struct vec3
{
T x, y, z;
};
typedef vec3<int> vec3i;
typedef vec3<float> vec3f;
//vec4<T>
template<typename T>
struct vec4
{
union{
T data[4];
struct{
T x, y, width, height;
};
struct{
T red, green, blue, alpha;
};
};
vec4() : x(), y(), width(), height(){/*void*/}
vec4(T vx, T vy, T vw, T vh) : x(vx), y(vy), width(vw), height(vh){/*void*/}
};
typedef vec4<int> vec4i;
typedef vec4<float> vec4f;
typedef vec4<BYTE> vec4ub;
template<typename VT, typename TT, typename CT>
struct vtx3t2c4
{
typedef vtx3t2c4 this_type;
typedef vec4<CT> color_type;
VT x, y, z;
TT u, v;
color_type color;
vtx3t2c4() : x(), y(), z(), u(), v(), color(){/*void*/}
vtx3t2c4(const vec3<VT>& vtx, TT tu, TT tv, const color_type& cc) :
x(v.x), y(v.y), z(v.z), u(tu), v(tv), color(cc) { /*void*/ }
vtx3t2c4(VT vx, VT vy, VT vz, TT vu, TT vv, const color_type& cc) :
x(vx), y(vy), z(vz), u(vu), v(vv), color(cc) { /*void*/ }
this_type& operator=(const vec3<VT>& p)
{
x = p.x;
y = p.y;
z = p.z;
return *this;
}
};
typedef vtx3t2c4<float, float, uint8_t> vtx3f;
#pragma pack(pop)
//---------------------------------------------------------------------------
//opengl的一些擴展函數
//2D視覺模式,如果你使用的是矩陣操作,把這裏面的函數替換成矩陣操作
void push_view2D(int left, int top, int width, int height)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
/*
#if CGL_COORDINATE == CGL_LOWER_LEFT
//直角座標系
this->ortho(left, width, top, height, 0, INT16_MAX);
//重新設置正面,默認GL_CCW
glFrontFace(GL_CCW);
#else*/
//windows座標系
glOrtho(left, left+width, top+height, top, 0, INT16_MAX);
glFrontFace(GL_CW);
//#endif
//十字座標系
//glOrtho(-width/2, width/2, -height/2, height/2, 0, INT_MAX);//
//反轉屏幕
//glScalef(1.0f, -1.0f, 1.0f);
//glTranslatef(0.0f, -height, 0.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0.0f);//GL_POINTS and GL_LINES don't touch the right pixels
glDisable(GL_DEPTH_TEST);//關閉深度測試
glDisable(GL_CULL_FACE); //關閉面剔除
}
//還原視覺模式
void pop_view()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
//繪圖函數,這個根據使用的庫更改和優化
void vtx_begin(const vtx3f* vtx)
{
glVertexPointer(3, GL_FLOAT, sizeof(vtx3f), vtx);
glTexCoordPointer(2, GL_FLOAT, sizeof(vtx3f), &vtx->u);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vtx3f), vtx->color.data);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
void vtx_end(const vtx3f* vtx)
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
int draw_arrays(int shape, const vtx3f* vtx, size_t pos, size_t size)
{
vtx_begin(vtx);
glDrawArrays(shape, pos, size);
vtx_end(vtx);
return 0;
}
//繪製圖片
int draw_image(intptr_t image, vec4ub color, float x, float y, float width, float height,
float u1 = 0.0f, float v1 = 0.0f, float u2 = 1.0f, float v2 = 1.0f)
{
vtx3f vtx[] = {
vtx3f(x, y, 0.0f, u1, v1, color),
vtx3f(x + width, y, 0.0f, u2, v1, color),
vtx3f(x + width, y + height, 0.0f, u2, v2, color),
vtx3f(x , y + height, 0.0f, u1, v2, color)
};
glBindTexture(GL_TEXTURE_2D, image);
return draw_arrays(GL_TRIANGLE_FAN, vtx, 0, 4);
}
int draw_image(const teximage& image, vec4ub color, float x, float y, float width, float height)
{
return draw_image(image.image, color, x, y, width, height, image.u1, image.v1, image.u2, image.v2);
}
//---------------------------------------------------------------------------
//GDI字體封裝類
//有需要的,可以把這個類替換成freetype等其他字體庫
//實現方法不變,直接替換掉這個類就好
//比如我用freetype2實現一個ftFont的類
//或者用stb_font(一個輕量級freetype庫)實現一個stbFont類
class gdifont
{
private:
HDC m_dc; //內存DC
HFONT m_font; //字體句柄
GLYPHMETRICS m_gm; //字符模型信息
MAT2 m_mat; //轉置矩陣,默認初始矩陣
std::wstring m_ttfile;//用於保存單獨字體文件的路徑
std::vector<BYTE> m_pixelbuf;//用於保存字符像素信息
//std::vector<BYTE> m_fontResource;//內存字體
public:
gdifont() : m_dc(NULL), m_font(NULL), m_ttfile(), m_pixelbuf()
{
//初始化字體轉置矩陣,默認初始矩陣
//這個矩陣可以實現字體的旋轉、偏移、縮放等效果
//2x2矩陣
//1 0
//0 1
m_mat.eM11.value = 1;m_mat.eM11.fract = 0;
m_mat.eM12.value = 0;m_mat.eM12.fract = 0;
m_mat.eM21.value = 0;m_mat.eM21.fract = 0;
m_mat.eM22.value = 1;m_mat.eM22.fract = 0;
}
//字體句柄
HFONT handle()const
{
return m_font;
}
//創建字體
int create(const wchar_t* fontname, int size, int charset = GB2312_CHARSET)
{
//如果需要,首先釋放資源
if(this->handle()){
this->dispose();
}
//創建內存DC
m_dc = CreateCompatibleDC(0);
//創建字體
m_font = CreateFontW(
size, // logical height of font height
0, // logical average character width
0, // angle of escapement
0, // base-line orientation angle
0, // font weight
0, // italic attribute flag
0, // underline attribute flag
0, // strikeout attribute flag
charset, // character set identifier
0, // output precision
0, // clipping precision
DEFAULT_QUALITY, // output quality
DEFAULT_PITCH | FF_SWISS, // pitch and family
fontname // pointer to typeface name string
);
//綁定字體到內存DC
SelectObject(m_dc, m_font);
return 0;
}
//加載單獨的字體文件
/*例如:
font.load(
"myfont.ttf", //字體文件,windows系統支持的字體,目錄可以是絕對路徑,也可以是相對路徑
"字體名稱", //點開字體文件,上面顯示的字體名稱,比如“微軟雅黑”
16, //字體大小
GB2312_CHARSET);//如果是中文字體,要設置中文字符集
*/
int load(const wchar_t* filename, const wchar_t* fontname, int size, int charset = 0)
{
if(this->handle()){
this->dispose();
}
m_ttfile = filename;
AddFontResourceExW(m_ttfile.c_str(), FR_PRIVATE, 0);
this->create(fontname, size, charset);
return 0;
}
//加載內存、程序資源內的字體,這個暫時懶得實現了,有需要的可以查一下WINAPI實現
/*
void load_memory(...)
{
FILE* f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
m_fontResource.resize(ftell(f));
fseek(f, 0, SEEK_SET);
fread(&m_fontResource[0], 1, m_fontResource.size(), f);
fclose(f);
DWORD dwFonts = 0;
m_fontH = (HFONT)AddFontMemResourceEx(&m_fontResource[0], m_fontResource.size(), 0, &dwFonts);
}
*/
//釋放資源
void dispose()
{
if(m_dc){
DeleteDC(m_dc);
m_dc = null;
}
if(m_font){
DeleteObject(m_font);
m_font = null;
}
if(!m_ttfile.empty()){
RemoveFontResourceExW(m_ttfile.c_str(), FR_PRIVATE, 0);
m_ttfile.clear();
}
//RemoveFontMemResourceEx(m_font);
}
//獲取一個字體的位圖和字符信息
int render_char(wchar_t ch, char_info& info)
{
//獲取字符位圖空間大小
int size = GetGlyphOutlineW(m_dc, ch, GGO_GRAY8_BITMAP, &m_gm, 0, NULL, &m_mat);
//重新設置位圖緩衝區大小
m_pixelbuf.resize(size);
//獲得字符位圖像素信息
GetGlyphOutlineW(m_dc, ch, GGO_GRAY8_BITMAP, &m_gm, 64*64, &m_pixelbuf[0], &m_mat);
//GetGlyphOutline獲得的位圖像素是64階灰度,要轉換成256階灰度
//當然如果你要通過shader渲染,並希望獲得一些其他效果,可以不轉換,或進行其他轉換
gray256();
//填寫一下字符信息
info.x = m_gm.gmptGlyphOrigin.x;
info.y = m_gm.gmptGlyphOrigin.y;
info.next_x = m_gm.gmCellIncX;
info.next_y = m_gm.gmBlackBoxY;
return 0;
}
//位圖寬度
int width()const
{
return m_gm.gmBlackBoxX;
}
//位圖高度
int height()const
{
return m_gm.gmBlackBoxY;
}
//位圖像素數據
void* data()
{
return &m_pixelbuf[0];
}
//64階灰度轉256階灰度
void gray256()
{
BYTE* p = &m_pixelbuf[0];
int c;
//數據行是四字節對齊的
DWORD linewidth = (m_gm.gmBlackBoxX + 3) & 0xFFFFFFFC;
for(size_t y=0; y<m_gm.gmBlackBoxY; ++y){
for(size_t x = 0; x < m_gm.gmBlackBoxX; ++x){
c = p[x];
c *= 4;//64x4 = 256
if(c > 255)c = 255;//約束在0~255範圍之內
p[x] = c;
}
p += linewidth;//移動到下一行
}
}
//測試獲取的位圖,畫到一個HDC上面
#ifdef _DEBUG
void paint(HDC dc)
{
BYTE* p = &m_pixelbuf[0];
int c;
//數據行是四字節對齊的
DWORD linewidth = (m_gm.gmBlackBoxX + 3) & 0xFFFFFFFC;
for(size_t y=0; y<m_gm.gmBlackBoxY; ++y){
for(size_t x = 0; x < m_gm.gmBlackBoxX; ++x){
c = p[x];
SetPixelV(dc, x, y, RGB(c, c, c));
}
p += linewidth;
}
}
#endif
};
//---------------------------------------------------------------------------
//imagelist 圖集類,自動把小圖拼成圖集
//
//這個簡單的圖集類,用於拼合高度大小變化不大的圖片,比如圖標
//
//有需要的,可以github搜索maxrects庫,可以把不同大小的字體拼成一個大圖
//一般使用固定大小的字體,因爲字符位圖大小相對變化不大,空間浪費也不算太大
//使用一個高度(字體高度)作爲每一行高度,每添加進一個小圖,x方向向右偏移一個位置
//到達右邊邊界,換行。
//如果到達紋理右下角,則自動添加一個紋理頁
template<typename T, typename U = int>
class imagelist
{
public:
struct ITEM
{
teximage image;
U data;
};
typedef const ITEM* item_type;
typedef typename std::map<T, ITEM> map_type;
typedef typename map_type::iterator iterator;
typedef typename map_type::const_iterator const_iterator;
private:
std::vector<GLuint> m_texlist; //保存的紋理頁
map_type m_itemlist; //小圖信息列表,使用std::map組織,也可以根據需要用數組組織
GLenum m_format;//紋理格式
int m_width; //紋理大小
int m_height;
int m_filter; //紋理過濾方式
int m_size; //小圖塊大小,只記錄高度
int m_u, m_v; //當前小圖塊添加位置
public:
imagelist():m_texlist(), m_itemlist(), m_format(GL_RGBA), m_filter(GL_LINEAR),
m_width(512), m_height(512), m_size(16), m_u(0), m_v(0)
{
}
~imagelist()
{
this->dispose();
}
//初始化創建圖集
int create(size_t width, size_t height, size_t size, GLenum format = GL_RGBA, GLenum filter = GL_LINEAR)
{
this->dispose();
m_width = width;
m_height = height;
m_format = format,
m_size = size;
m_filter = filter;
m_u = m_v = 0;
return 0;
}
//釋放資源
void dispose()
{
m_itemlist.clear();
if(!m_texlist.empty()){
//刪除所有紋理頁
glDeleteTextures(m_texlist.size(), &m_texlist[0]);
m_texlist.clear();
}
m_u = m_v = 0;
}
//當前緩存的小圖塊數量
size_t size()const
{
return m_imglist.size();
}
//添加一個小圖塊
int insert(const T& index, int width, int height, GLenum format, void* data, const U& userdata)
{
//首先移動座標位置
position_move(width);
//綁定當前紋理,也就是圖集的最後一個
glBindTexture(GL_TEXTURE_2D, m_texlist.back());
//更新紋理局部像素
glTexSubImage2D(GL_TEXTURE_2D, 0, m_u, m_v, width, std::min(m_size, height), format, GL_UNSIGNED_BYTE, data);
//保存信息
ITEM item;
item.image.image = m_texlist.back();
item.image.x = m_u;
item.image.y = m_v;
item.image.width = width;
item.image.height = std::min(height, m_size);
item.image.u1 = float(m_u) / m_width;
item.image.v1 = float(m_v) / m_height;
item.image.u2 = float(m_u+width)/m_width;
item.image.v2 = float(m_v+std::min(m_size, height))/m_height;
item.data = userdata;
m_itemlist[index] = item;
//x方向移動座標
m_u += width + 1;//做一個像素的間距
return index;
}
//查詢圖塊信息
item_type items(const T& index)const
{
const_iterator itr = m_itemlist.find(index);
if(itr != m_itemlist.end()){
return &itr->second;
}
else{
return null;
}
}
//查詢圖塊是否存在
bool exist(const T& index)const
{
return items(index);
}
private:
void position_move(int width)
{
GLuint tex = 0;
width += 1;//做一個像素的間距
if(m_u + width > m_width){//換行
m_u = 0;
m_v += m_size + 1;
}
//創建新紋理頁
if(m_texlist.empty() || m_v + m_size > m_height){
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_filter);
m_texlist.push_back(tex);
m_u = 0;
m_v = 0;
}
}
teximage* BindTexture(int index)
{
iterator itr = m_imglist.find(index);
if(itr!=m_imglist.end())
{
glBindTexture(GL_TEXTURE_2D, itr->second.image.image);
return &itr->second.image;
}
return NULL;
}
};
//---------------------------------------------------------------------------
//glfont 字體類
//
//gles對GL_ALPHA8支持貌似不好,可以替換成GL_RGBA(需要將256灰度轉換成RGBA格式)
//或者使用GL_RED等單通道格式,通過shader渲染字體
//
//draw_text字符串繪製參數
#define PT_LEFT 0x00000000
#define PT_RIGHT 0x00000001
#define PT_CENTER 0x00000002
#define PT_SHADOW 0x00010000
#define PT_CALCRECT 0x80000000
class glfont
{
public:
typedef imagelist<wchar_t, char_info> imagelist_type;
typedef TYPENAME imagelist_type::item_type char_item;
//const static int SHADOW_SIZE = 2; //陰影大小,帶陰影的字體,這個實現代碼太長
enum{
TEXTURE_SIZE = 1024, //默認紋理大小
TEX_FORMAT = GL_ALPHA8, //PC默認使用GL_ALPHA8紋理格式
SRC_FORMAT = GL_ALPHA, //位圖數據默認格式
TAB_WIDTH = 4 //製表符寬度
};
struct PT_WORD
{
const wchar_t* begin;
const wchar_t* end;
size_t width;
};
private:
gdifont m_font; //字體類,可以替換成其他字體類
std::wstring m_name;//字體名字
int m_size; //字體大小
imagelist_type m_imagelist;//圖集類
public:
vec4ub color; //字體顏色
public:
glfont() : m_font(), m_name(), m_size(), m_imagelist(), color(255, 255, 255, 255)
{
}
void init(const wchar_t* fontname, int size = CGL_DEFAULT_FONT_SIZE, int texture_size = TEXTURE_SIZE)
{
m_name = fontname;
m_size = size;
//m_imagelist = imagelist;
m_font.create(fontname, size);
m_imagelist.create(texture_size, texture_size, size, TEX_FORMAT, GL_NEAREST);
}
void clear()
{
m_imagelist.dispose();
}
void dispose()
{
m_imagelist.dispose();
m_size = 0;
}
//獲得字符item
char_item char_items(wchar_t ch)
{
if(!m_imagelist.exist(ch)){
make_char(ch);
}
return m_imagelist.items(ch);
}
//獲得字符寬度
int char_width(wchar_t ch)
{
char_item item;
if(!m_imagelist.exist(ch)){
make_char(ch);
}
item = m_imagelist.items(ch);
return item ? item->data.next_x : 0;
}
//獲取字符高度
int char_height() { return m_size; }
//獲取字符串寬度
int text_width(const wchar_t* text, size_t length)
{
int width = 0;
for(size_t i=0; i<length; ++i){
width += char_width(text[i]);
}
return width;
}
//輸出一個字符
int put_char(int x, int y, wchar_t ch, int flag = 0)
{
char_item item = m_imagelist.items(ch);
if(!item){
make_char(ch);
item = m_imagelist.items(ch);
}
draw_image(item->image,
color,
x + item->data.x,
y + m_size - item->data.y,
item->image.width,
item->image.height);
return item->data.next_x;
}
//繪製一行字體,不支持製表符
int print(int x, int y, const wchar_t* text, size_t length)
{
if(length == TEXT_MAX)length = wcslen(text);
for(size_t i=0; i<length; ++i){
x += put_char(x, y, text[i]);
}
return 0;
}
//繪製一行字體,支持製表符
int tab_print(int x, int y, const wchar_t* text, size_t length)
{
int tab = TAB_WIDTH * (this->char_height() >> 1);
if(length == TEXT_MAX)length = wcslen(text);
for(size_t i=0; i<length; ++i)
{
if(text[i] == '\t'){
x = align_next(x, tab);
}
else{
x += put_char(x, y, text[i]);
}
}
return 0;
}
//仿GDI函數DrawText
int draw_text(
int left, int top, int width, int height,
const wchar_t* text,
size_t length,
int style);
private:
int make_char(wchar_t ch);
//根據當前位置n,計算下一個tab的對齊位置 next_tab_position
int align_next(int n, int align)
{
n = n - n % align + align;
return n;
}
int get_tabled_line(const wchar_t* &l_end, const wchar_t* end, int width);
};
//緩存一個字符
int glfont::make_char(wchar_t ch)
{
char_info info;
//數據行4字節對齊
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
//渲染字符
m_font.render_char(ch, info);
//添加到圖集
return m_imagelist.insert(ch, m_font.width(), m_font.height(), GL_ALPHA, m_font.data(), info);
}
//返回下一個字符的繪製位置-1表示換行
int glfont::get_tabled_line(const wchar_t* &l_end, const wchar_t* end, int width)
{
int tab = TAB_WIDTH * (this->char_height() >> 1);
int n;// = 0;
int l_width = 0;
for(; l_end < end; ++l_end){
if(*l_end == '\r'){
continue;
}
else if(*l_end == '\n'){//next line
break;
}
//else if(*l_end == ' ')//add word
else if(*l_end == '\t'){
n = align_next(l_width, tab);
if(n < width){
l_width = n;
}
else{
//break;
return l_width;
}
}
else{
n = this->char_width(*l_end);
if(l_width + n < width){
l_width += n;
}
else{//next line
//break;
return l_width;
}
}
}
return l_width;
}
int glfont::draw_text(int left, int top, int width, int height, const wchar_t* text, size_t length, int style)
{
int px = 0, py = top; //字符繪製位置
//int chwidth = 0; //字符寬度
int ch_size = this->char_height();
if(length == TEXT_MAX)length = wcslen(text);
int tab = TAB_WIDTH * (ch_size >> 1);
//vec4ub c = dc->color;
const wchar_t* end = text + length;
const wchar_t* l_begin;
const wchar_t* l_end = text;
int l_width = 0;
std::vector<PT_WORD> words;
int x = 0;
while(l_end < end)
{
//l_width = 0;
l_begin = l_end;
//word_begin = l_end;
//get line
l_width = get_tabled_line(l_end, end, width);
px = left;
if(style & PT_RIGHT){
px += width - l_width;
}
else if(style & PT_CENTER){
px += (width - l_width) / 2;
}
if(l_begin != l_end && !(style & PT_CALCRECT)){
if(style & PT_SHADOW){
//dc->color = shadow_color;
//draw_shadow(dc, px, py, text+begin, end-begin);
}
//dc->color = c;
x = 0;
for(; l_begin < l_end; ++l_begin)
{
if(*l_begin == '\t'){
x = align_next(x, tab);
continue;
}
else if(*l_begin == '\r' || *l_begin == '\n'){
continue;
}
x += put_char(px + x, py, *l_begin);
}
}
if(*l_end == '\n'){//next line
++l_end;
}
py += ch_size + (ch_size / 8);// 1/8 line space
if(int(top + height) < py + ch_size){
break;
}
}
return py - top;
}
}//end namespace cgl
#endif //GLFONT_HPP_20190815000333