There are many questions on OpenGL font rendering, many of them are satisfied by texture atlases (fast, but wrong), or string-textures (fixed-text only).
However, th
1.
Create any string by NSMutableAttributedString
.
let mabstring = NSMutableAttributedString(string: "This is a test of characterAttribute.")
mabstring.beginEditing()
var matrix = CGAffineTransform(rotationAngle: CGFloat(GLKMathDegreesToRadians(0)))
let font = CTFontCreateWithName("Georgia" as CFString?, 40, &matrix)
mabstring.addAttribute(kCTFontAttributeName as String, value: font, range: NSRange(location: 0, length: 4))
var number: Int8 = 2
let kdl = CFNumberCreate(kCFAllocatorDefault, .sInt8Type, &number)!
mabstring.addAttribute(kCTStrokeWidthAttributeName as String, value: kdl, range: NSRange(location: 0, length: mabstring.length))
mabstring.endEditing()
2.
Create CTFrame. The rect
calculate from mabstring
by CoreText.CTFramesetterSuggestFrameSizeWithConstraints
let framesetter = CTFramesetterCreateWithAttributedString(mabstring)
let path = CGMutablePath()
path.addRect(rect)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
3.
Create bitmap context.
let imageWidth = Int(rect.width)
let imageHeight = Int(rect.height)
var rawData = [UInt8](repeating: 0, count: Int(imageWidth * imageHeight * 4))
let bitmapInfo = CGBitmapInfo(rawValue: CGBitmapInfo.byteOrder32Big.rawValue | CGImageAlphaInfo.premultipliedLast.rawValue)
let rgbColorSpace = CGColorSpaceCreateDeviceRGB()
let bitsPerComponent = 8
let bytesPerRow = Int(rect.width) * 4
let context = CGContext(data: &rawData, width: imageWidth, height: imageHeight, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: rgbColorSpace, bitmapInfo: bitmapInfo.rawValue)!
4.
Draw CTFrame in bitmap context.
CTFrameDraw(frame, context)
Now, we got the raw pixel data rawData
. Create OpenGL Texture
, MTLTexture
, UIImage
with rawData
is ok.
Example,
To OpenGL Texture:Convert an UIImage in a texture
Set-up your texture:
GLuint textureID;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
,
//to MTLTexture
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm, width: Int(imageWidth), height: Int(imageHeight), mipmapped: true)
let device = MTLCreateSystemDefaultDevice()!
let texture = device.makeTexture(descriptor: textureDescriptor)
let region = MTLRegionMake2D(0, 0, Int(imageWidth), Int(imageHeight))
texture.replace(region: region, mipmapLevel: 0, withBytes: &rawData, bytesPerRow: imageRef.bytesPerRow)
,
//to UIImage
let providerRef = CGDataProvider(data: NSData(bytes: &rawData, length: rawData.count * MemoryLayout.size(ofValue: UInt8(0))))
let renderingIntent = CGColorRenderingIntent.defaultIntent
let imageRef = CGImage(width: imageWidth, height: imageHeight, bitsPerComponent: 8, bitsPerPixel: 32, bytesPerRow: bytesPerRow, space: rgbColorSpace, bitmapInfo: bitmapInfo, provider: providerRef!, decode: nil, shouldInterpolate: false, intent: renderingIntent)!
let image = UIImage.init(cgImage: imageRef)
I know this post is old, but I came across it while trying to do this exactly in my application. In my search, I came across this sample project
http://metalbyexample.com/rendering-text-in-metal-with-signed-distance-fields/
It is a perfect implementation of CoreText with OpenGL using the techniques of texture atlasing and signed distance fields. It has greatly helped me achieve the results I wanted. Hope this helps someone else.
I did some more experimenting, and it seems that CoreText might make for a perfect solution when combined with a texture atlas and Valve's signed-difference textures (which can turn a bitmap glyph into a resolution-independent hi-res texture).
...but I don't have it working yet, still experimenting.
UPDATE: Apple's docs say they give you access to everything except the final detail: which glyph + glyph layout to render (you can get the line layout, and the number of glyphs, but not the glyph itself, according to docs). For no apparent reason, this core piece of info is apparently missing from CoreText (if so, that makes CT almost worthless. I'm still hunting to see if I can find a way to get the actual glpyhs + per-glyph data)
UPDATE2: I now have this working properly with Apple's CT (but no different-textures), but it ends up as 3 class files, 10 data structures, about 300 lines of code, plus the OpenGL code to render it. Too much for an SO answer :(.
The short answer is: yes, you can do it, and it works, if you:
When you render, use the list of glyph-IDs that Apple created, and for each one use the saved info, and the texture, to render quads with texture-co-ords that pull individual glyphs out of the texture you uploaded.
This works, it's fast, it works with all fonts, it gets all font layout and kerning correct, etc.