Search code examples
pythonpython-2.7openglglutfreetype

Python + OpenGL + FreeType .. Chinese charachters not working


This is the code I have for rendering fonts using python freetype and opengl. ASCII strings work, UTF-8 strings work, even russian works, but when I try to display Chinese characters, it does not work. The requirements are: freetype-py pyopengl (with glut support) numpy

Where's the problem?

# -*- coding: utf-8 -*-

from __future__ import unicode_literals

#!/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.
#
# -----------------------------------------------------------------------------
'''
Texture font class

'''
import sys
import math
import numpy as np
import OpenGL.GL as gl
from freetype import *


class TextureAtlas:

    def __init__(self, width=1024, height=1024, depth=1):
        '''
        Initialize a new atlas of given size.

        Parameters
        ----------

        width : int
            Width of the underlying texture

        height : int
            Height of the underlying texture

        depth : 1 or 3
            Depth of the underlying texture
        '''
        self.width  = int(math.pow(2, int(math.log(width, 2) + 0.5)))
        self.height = int(math.pow(2, int(math.log(height, 2) + 0.5)))
        self.depth  = depth
        self.nodes  = [ (0,0,self.width), ]
        self.data   = np.zeros((self.height, self.width, self.depth),
                               dtype=np.ubyte)
        self.texid  = 0
        self.used   = 0



    def upload(self):
        '''
        Upload atlas data into video memory.
        '''

        if not self.texid:
            self.texid = gl.glGenTextures(1)

        gl.glBindTexture( gl.GL_TEXTURE_2D, self.texid )
        gl.glTexParameteri( gl.GL_TEXTURE_2D,
                            gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP )
        gl.glTexParameteri( gl.GL_TEXTURE_2D,
                            gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP )
        gl.glTexParameteri( gl.GL_TEXTURE_2D,
                            gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR )
        gl.glTexParameteri( gl.GL_TEXTURE_2D,
                            gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR )
        if self.depth == 1:
            gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_ALPHA,
                             self.width, self.height, 0,
                             gl.GL_ALPHA, gl.GL_UNSIGNED_BYTE, self.data )
        else:
            gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGB,
                             self.width, self.height, 0,
                             gl.GL_RGB, gl.GL_UNSIGNED_BYTE, self.data )



    def set_region(self, region, data):
        '''
        Set a given region width provided data.

        Parameters
        ----------

        region : (int,int,int,int)
            an allocated region (x,y,width,height)

        data : numpy array
            data to be copied into given region
        '''

        x, y, width, height = region
        self.data[y:y+height,x:x+width, :] = data



    def get_region(self, width, height):
        '''
        Get a free region of given size and allocate it

        Parameters
        ----------

        width : int
            Width of region to allocate

        height : int
            Height of region to allocate

        Return
        ------
            A newly allocated region as (x,y,width,height) or (-1,-1,0,0)
        '''

        best_height = sys.maxsize
        best_index = -1
        best_width = sys.maxsize
        region = 0, 0, width, height

        for i in range(len(self.nodes)):
            y = self.fit(i, width, height)
            if y >= 0:
                node = self.nodes[i]
                if (y+height < best_height or
                    (y+height == best_height and node[2] < best_width)):
                    best_height = y+height
                    best_index = i
                    best_width = node[2]
                    region = node[0], y, width, height

        if best_index == -1:
            return -1,-1,0,0

        node = region[0], region[1]+height, width
        self.nodes.insert(best_index, node)

        i = best_index+1
        while i < len(self.nodes):
            node = self.nodes[i]
            prev_node = self.nodes[i-1]
            if node[0] < prev_node[0]+prev_node[2]:
                shrink = prev_node[0]+prev_node[2] - node[0]
                x,y,w = self.nodes[i]
                self.nodes[i] = x+shrink, y, w-shrink
                if self.nodes[i][2] <= 0:
                    del self.nodes[i]
                    i -= 1
                else:
                    break
            else:
                break
            i += 1

        self.merge()
        self.used += width*height
        return region



    def fit(self, index, width, height):
        '''
        Test if region (width,height) fit into self.nodes[index]

        Parameters
        ----------

        index : int
            Index of the internal node to be tested

        width : int
            Width or the region to be tested

        height : int
            Height or the region to be tested

        '''

        node = self.nodes[index]
        x,y = node[0], node[1]
        width_left = width

        if x+width > self.width:
            return -1

        i = index
        while width_left > 0:
            node = self.nodes[i]
            y = max(y, node[1])
            if y+height > self.height:
                return -1
            width_left -= node[2]
            i += 1
        return y



    def merge(self):
        '''
        Merge nodes
        '''

        i = 0
        while i < len(self.nodes)-1:
            node = self.nodes[i]
            next_node = self.nodes[i+1]
            if node[1] == next_node[1]:
                self.nodes[i] = node[0], node[1], node[2]+next_node[2]
                del self.nodes[i+1]
            else:
                i += 1


class TextureFont:
    '''
    A texture font gathers a set of glyph relatively to a given font filename
    and size.
    '''

    def __init__(self, atlas, filename, size):
        '''
        Initialize font

        Parameters:
        -----------

        atlas: TextureAtlas
            Texture atlas where glyph texture will be stored

        filename: str
            Font filename

        size : float
            Font size
        '''
        self.atlas = atlas
        self.filename = filename
        self.size = size
        self.glyphs = {}
        face = Face( self.filename )
        face.set_char_size( int(self.size*64))
        self._dirty = False
        metrics = face.size
        self.ascender  = metrics.ascender/64.0
        self.descender = metrics.descender/64.0
        self.height    = metrics.height/64.0
        self.linegap   = self.height - self.ascender + self.descender
        self.depth = atlas.depth
        #set_lcd_filter(FT_LCD_FILTER_LIGHT)


    def __getitem__(self, charcode):
        '''
        x.__getitem__(y) <==> x[y]
        '''
        if charcode not in self.glyphs.keys():
            self.load('%c' % charcode)
        return self.glyphs[charcode]



    def get_texid(self):
        '''
        Get underlying texture identity .
        '''

        if self._dirty:
            self.atlas.upload()
        self._dirty = False
        return self.atlas.texid

    texid = property(get_texid,
                     doc='''Underlying texture identity.''')



    def load(self, charcodes = ''):
        '''
        Build glyphs corresponding to individual characters in charcodes.

        Parameters:
        -----------

        charcodes: [str | unicode]
            Set of characters to be represented
        '''
        face = Face( self.filename )
        pen = Vector(0,0)
        hres = 16*72
        hscale = 1.0/16

        for charcode in charcodes:
            face.set_char_size( int(self.size * 64), 0, hres, 72 )
            matrix = Matrix( int((hscale) * 0x10000), int((0.0) * 0x10000),
                             int((0.0)    * 0x10000), int((1.0) * 0x10000) )
            face.set_transform( matrix, pen )
            if charcode in self.glyphs.keys():
                continue

            self.dirty = True
            flags = FT_LOAD_RENDER | FT_LOAD_FORCE_AUTOHINT
            flags |= FT_LOAD_TARGET_LCD

            face.load_char(charcode, flags )
            bitmap = face.glyph.bitmap
            left   = face.glyph.bitmap_left
            top    = face.glyph.bitmap_top
            width  = face.glyph.bitmap.width
            rows   = face.glyph.bitmap.rows
            pitch  = face.glyph.bitmap.pitch

            x,y,w,h = self.atlas.get_region(width/self.depth+2, rows+2)
            if x < 0:
                print ('Missed !')
                continue
            x,y = x+1, y+1
            w,h = w-2, h-2
            data = []
            for i in range(rows):
                data.extend(bitmap.buffer[i*pitch:i*pitch+width])
            data = np.array(data,dtype=np.ubyte).reshape(h,w,3)
            gamma = 1.5
            Z = ((data/255.0)**(gamma))
            data = (Z*255).astype(np.ubyte)
            self.atlas.set_region((x,y,w,h), data)

            # Build glyph
            size   = w,h
            offset = left, top
            advance= face.glyph.advance.x, face.glyph.advance.y

            u0     = (x +     0.0)/float(self.atlas.width)
            v0     = (y +     0.0)/float(self.atlas.height)
            u1     = (x + w - 0.0)/float(self.atlas.width)
            v1     = (y + h - 0.0)/float(self.atlas.height)
            texcoords = (u0,v0,u1,v1)
            glyph = TextureGlyph(charcode, size, offset, advance, texcoords)
            self.glyphs[charcode] = glyph

            # Generate kerning
            for g in self.glyphs.values():
                # 64 * 64 because of 26.6 encoding AND the transform matrix used
                # in texture_font_load_face (hres = 64)
                kerning = face.get_kerning(g.charcode, charcode, mode=FT_KERNING_UNFITTED)
                if kerning.x != 0:
                    glyph.kerning[g.charcode] = kerning.x/(64.0*64.0)
                kerning = face.get_kerning(charcode, g.charcode, mode=FT_KERNING_UNFITTED)
                if kerning.x != 0:
                    g.kerning[charcode] = kerning.x/(64.0*64.0)

            # High resolution advance.x calculation
            # gindex = face.get_char_index( charcode )
            # a = face.get_advance(gindex, FT_LOAD_RENDER | FT_LOAD_TARGET_LCD)/(64*72)
            # glyph.advance = a, glyph.advance[1]


class TextureGlyph:
    '''
    A texture glyph gathers information relative to the size/offset/advance and
    texture coordinates of a single character. It is generally built
    automatically by a TextureFont.
    '''

    def __init__(self, charcode, size, offset, advance, texcoords):
        '''
        Build a new texture glyph

        Parameter:
        ----------

        charcode : char
            Represented character

        size: tuple of 2 ints
            Glyph size in pixels

        offset: tuple of 2 floats
            Glyph offset relatively to anchor point

        advance: tuple of 2 floats
            Glyph advance

        texcoords: tuple of 4 floats
            Texture coordinates of bottom-left and top-right corner
        '''
        self.charcode = charcode
        self.size = size
        self.offset = offset
        self.advance = advance
        self.texcoords = texcoords
        self.kerning = {}


    def get_kerning(self, charcode):
        ''' Get kerning information

        Parameters:
        -----------

        charcode: char
            Character preceding this glyph
        '''
        if charcode in self.kerning.keys():
            return self.kerning[charcode]
        else:
            return 0



import os
import OpenGL.GL as gl
import ctypes

class Shader:
    ''' Base shader class. '''

    def __init__(self, vert = None, frag = None, name=''):
        ''' vert, frag and geom take arrays of source strings
            the arrays will be concatenated into one string by OpenGL.'''

        self.uniforms = {}
        self.name = name
        # create the program handle
        self.handle = gl.glCreateProgram()
        # we are not linked yet
        self.linked = False
        # create the vertex shader
        self._build_shader(vert, gl.GL_VERTEX_SHADER)
        # create the fragment shader
        self._build_shader(frag, gl.GL_FRAGMENT_SHADER)
        # the geometry shader will be the same, once pyglet supports the
        # extension self.createShader(frag, GL_GEOMETRY_SHADER_EXT) attempt to
        # link the program
        self._link()

    def _build_shader(self, strings, stype):
        ''' Actual building of the shader '''

        count = len(strings)
        # if we have no source code, ignore this shader
        if count < 1:
            return

        # create the shader handle
        shader = gl.glCreateShader(stype)

        # Upload shader code
        gl.glShaderSource(shader, strings)

        # compile the shader
        gl.glCompileShader(shader)

        # retrieve the compile status
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)

        # if compilation failed, print the log
        if not status:
            # display the log
            print (gl.glGetShaderInfoLog(shader))
        else:
            # all is well, so attach the shader to the program
            gl.glAttachShader(self.handle, shader)

    def _link(self):
        ''' Link the program '''

        gl.glLinkProgram(self.handle)
        # retrieve the link status
        temp = ctypes.c_int(0)
        gl.glGetProgramiv(self.handle, gl.GL_LINK_STATUS, ctypes.byref(temp))

        # if linking failed, print the log
        if not temp:
            # retrieve the log length
            gl.glGetProgramiv(self.handle,
                              gl.GL_INFO_LOG_LENGTH, ctypes.byref(temp))
            # create a buffer for the log
            #buffer = ctypes.create_string_buffer(temp.value)
            # retrieve the log text
            log = gl.glGetProgramInfoLog(self.handle) #, temp, None, buffer)
            # print the log to the console
            print (log)
        else:
            # all is well, so we are linked
            self.linked = True

    def bind(self):
        ''' Bind the program, i.e. use it. '''
        gl.glUseProgram(self.handle)

    def unbind(self):
        ''' Unbind whatever program is currently bound - not necessarily this
            program, so this should probably be a class method instead. '''
        gl.glUseProgram(0)

    def uniformf(self, name, *vals):
        ''' Uploads float uniform(s), program must be currently bound. '''

        loc = self.uniforms.get(name,
                                gl.glGetUniformLocation(self.handle,name))
        self.uniforms[name] = loc

        # Check there are 1-4 values
        if len(vals) in range(1, 5):
            # Select the correct function
            { 1 : gl.glUniform1f,
              2 : gl.glUniform2f,
              3 : gl.glUniform3f,
              4 : gl.glUniform4f
              # Retrieve uniform location, and set it
            }[len(vals)](loc, *vals)

    def uniformi(self, name, *vals):
        ''' Upload integer uniform(s), program must be currently bound. '''

        loc = self.uniforms.get(name,
                                gl.glGetUniformLocation(self.handle,name))
        self.uniforms[name] = loc

        # Checks there are 1-4 values
        if len(vals) in range(1, 5):
            # Selects the correct function
            { 1 : gl.glUniform1i,
              2 : gl.glUniform2i,
              3 : gl.glUniform3i,
              4 : gl.glUniform4i
              # Retrieves uniform location, and set it
            }[len(vals)](loc, *vals)


    def uniform_matrixf(self, name, mat):
        ''' Upload uniform matrix, program must be currently bound. '''

        loc = self.uniforms.get(name,
                                gl.glGetUniformLocation(self.handle,name))
        self.uniforms[name] = loc

        # Upload the 4x4 floating point matrix
        gl.glUniformMatrix4fv(loc, 1, False, (ctypes.c_float * 16)(*mat))













































#!/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.
#
# -----------------------------------------------------------------------------
'''
Subpixel rendering AND positioning using OpenGL and shaders.
'''
import numpy as np
import OpenGL.GL as gl
import OpenGL.GLUT as glut
#from texture_font import TextureFont, TextureAtlas
#from shader import Shader


vert='''
uniform sampler2D texture;
uniform vec2 pixel;
attribute float modulo;
varying float m;
void main() {
    gl_FrontColor = gl_Color;
    gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    m = modulo;
}
'''

frag='''
uniform sampler2D texture;
uniform vec2 pixel;
varying float m;
void main() {
    float gamma = 1.0;
    vec2 uv      = gl_TexCoord[0].xy;
    vec4 current = texture2D(texture, uv);
    vec4 previous= texture2D(texture, uv+vec2(-1,0)*pixel);
    current  = pow(current,  vec4(1.0/gamma));
    previous = pow(previous, vec4(1.0/gamma));
    float r = current.r;
    float g = current.g;
    float b = current.b;
    float a = current.a;
    if( m <= 0.333 )
    {
        float z = m/0.333;
        r = mix(current.r, previous.b, z);
        g = mix(current.g, current.r,  z);
        b = mix(current.b, current.g,  z);
    }
    else if( m <= 0.666 )
    {
        float z = (m-0.33)/0.333;
        r = mix(previous.b, previous.g, z);
        g = mix(current.r,  previous.b, z);
        b = mix(current.g,  current.r,  z);
    }
   else if( m < 1.0 )
    {
        float z = (m-0.66)/0.334;
        r = mix(previous.g, previous.r, z);
        g = mix(previous.b, previous.g, z);
        b = mix(current.r,  previous.b, z);
    }
   float t = max(max(r,g),b);
   vec4 color = vec4(0.,0.,0., (r+g+b)/2.);
   color = t*color + (1.-t)*vec4(r,g,b, min(min(r,g),b));
   gl_FragColor = vec4( color.rgb, color.a);
}
'''





class Label:
    def __init__(self, text, font, color=(1.0, 1.0, 1.0, 0.0),  x=0, y=0,
                 width=None, height=None, anchor_x='left', anchor_y='baseline'):
        self.text = text
        self.vertices = np.zeros((len(text)*4,3), dtype=np.float32)
        self.indices  = np.zeros((len(text)*6, ), dtype=np.uint)
        self.colors   = np.zeros((len(text)*4,4), dtype=np.float32)
        self.texcoords= np.zeros((len(text)*4,2), dtype=np.float32)
        self.attrib   = np.zeros((len(text)*4,1), dtype=np.float32)
        pen = [x,y]
        prev = None

        for i,charcode in enumerate(text):
            glyph = font[charcode]
            kerning = glyph.get_kerning(prev)
            x0 = pen[0] + glyph.offset[0] + kerning
            dx = x0-int(x0)
            x0 = int(x0)
            y0 = pen[1] + glyph.offset[1]
            x1 = x0 + glyph.size[0]
            y1 = y0 - glyph.size[1]
            u0 = glyph.texcoords[0]
            v0 = glyph.texcoords[1]
            u1 = glyph.texcoords[2]
            v1 = glyph.texcoords[3]

            index     = i*4
            indices   = [index, index+1, index+2, index, index+2, index+3]
            vertices  = [[x0,y0,1],[x0,y1,1],[x1,y1,1], [x1,y0,1]]
            texcoords = [[u0,v0],[u0,v1],[u1,v1], [u1,v0]]
            colors    = [color,]*4

            self.vertices[i*4:i*4+4] = vertices
            self.indices[i*6:i*6+6] = indices
            self.texcoords[i*4:i*4+4] = texcoords
            self.colors[i*4:i*4+4] = colors
            self.attrib[i*4:i*4+4] = dx
            pen[0] = pen[0]+glyph.advance[0]/64.0 + kerning
            pen[1] = pen[1]+glyph.advance[1]/64.0
            prev = charcode

        width = pen[0]-glyph.advance[0]/64.0+glyph.size[0]

        if anchor_y == 'top':
            dy = -round(font.ascender)
        elif anchor_y == 'center':
            dy = +round(-font.height/2-font.descender)
        elif anchor_y == 'bottom':
            dy = -round(font.descender)
        else:
            dy = 0

        if anchor_x == 'right':
            dx = -width/1.0
        elif anchor_x == 'center':
            dx = -width/2.0
        else:
            dx = 0
        self.vertices += (round(dx), round(dy), 0)


    def draw(self):
        gl.glEnable( gl.GL_TEXTURE_2D )
        gl.glDisable( gl.GL_DEPTH_TEST )

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertices)
        gl.glColorPointer(4, gl.GL_FLOAT, 0, self.colors)
        gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, self.texcoords)

        r,g,b = 0,0,0
        gl.glColor( 1, 1, 1, 1 )
        gl.glEnable( gl.GL_BLEND )
        #gl.glBlendFunc( gl.GL_CONSTANT_COLOR_EXT,  gl.GL_ONE_MINUS_SRC_COLOR )
        #gl.glBlendColor(r,g,b,1)
        gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
        gl.glBlendColor( 1, 1, 1, 1 )

        gl.glEnableVertexAttribArray( 1 );
        gl.glVertexAttribPointer( 1, 1, gl.GL_FLOAT, gl.GL_FALSE, 0, self.attrib)
        shader.bind()
        shader.uniformi('texture', 0)
        shader.uniformf('pixel', 1.0/512, 1.0/512)
        gl.glDrawElements(gl.GL_TRIANGLES, len(self.indices),
                          gl.GL_UNSIGNED_INT, self.indices)
        shader.unbind()
        gl.glDisableVertexAttribArray( 1 );
        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisable( gl.GL_TEXTURE_2D )
        gl.glDisable( gl.GL_BLEND )




if __name__ == '__main__':
    import sys

    atlas = TextureAtlas(512,512,3)

    def on_display( ):
        #gl.glClearColor(0,0,0,1)
        gl.glClearColor(1,1,1,1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glBindTexture( gl.GL_TEXTURE_2D, atlas.texid )
        for label in labels:
            label.draw()

        gl.glColor(0,0,0,1)
        gl.glBegin(gl.GL_LINES)
        gl.glVertex2i(15,0)
        gl.glVertex2i(15, 330)
        gl.glVertex2i(225, 0)
        gl.glVertex2i(225, 330)
        gl.glEnd()
        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( )

    glut.glutInit( sys.argv )
    glut.glutInitDisplayMode( glut.GLUT_DOUBLE | glut.GLUT_RGBA | glut.GLUT_DEPTH )
    glut.glutCreateWindow( "Freetype OpenGL" )
    glut.glutReshapeWindow( 240, 330 )
    glut.glutDisplayFunc( on_display )
    glut.glutReshapeFunc( on_reshape )
    glut.glutKeyboardFunc( on_keyboard )

    font = TextureFont(atlas, './unifont-12.1.04.ttf', 16)
    text = u"𦄀𦄁Éé, Èè, Êê, ËëA Quick Brown Fox Jumps Over The Lazy Dog"
    labels = []
    x,y = 20,310
    for i in range(30):
        labels.append(Label(text=text, font=font, x=x, y=y))
        x += 0.1000000000001
        y -= 18
    atlas.upload()
    shader = Shader(vert,frag)
    glut.glutMainLoop( )

Solution

  • The line from __future__ import unicode_literals allows Python 2.7 to natively use 2 byte-wide Unicode characters in its strings. However, that is only sufficient for Unicode values up to 0xFFFF. Characters with a higher codepoint are still a problem: those with a Unicode such as your test character 𦄀, which is U+26100. This is too large to store in a single word value, and so it is stored as two words:

    # -*- coding: utf-8 -*-
    from __future__ import unicode_literals
    print len('𦄀') # U+26100
    for ch in '𦄀':
        print hex(ord(ch)),
    print
    >>>2
    >>>0xd858 0xdd00
    

    This too large value gets encoded in Unicode in a UTF-16 Surrogate Pair; the two values are inseparably bound together, and one does not 'mean' anything without the other. This is because the first 10 bits of the original larger code are stored in the first word, and the second 10 bits are in the second word. (Also 0x10000 is subtracted first.)

    This works (for a certain part – it's still basically a kludge, and its drawbacks have been widely explored and commented on), but now what seems to be a single character cannot be fed into a single-character-drawing engine such as FreeType, because its function load_char expects only one character:

    (fragment of freetype/__init__.py, function load_char):

    # python 2 with ascii input
    if ( isinstance(char, str) and ( len(char) == 1 ) ):
        char = ord(char)
    # python 2 with utf8 string input
    if ( isinstance(char, str) and ( len(char) != 1 ) ):
        char = ord(char.decode('utf8'))
    # python 3 or python 2 with __future__.unicode_literals
    if ( isinstance(char, unicode) and ( len(char) == 1 ) ):
        char = ord(char)
    # allow bare integer to pass through
    

    If you hand it over the two parts one by one, it will try to draw the first 'character' – which is invalid in Unicode – and only in the next call, the next 'character' – also invalid.

    Fortunately, it still accepts the much larger 'complete' Unicode codepoint, so you will have to convert the string representation of two characters into a single value. The High/Low Surrogate Pairs live in the area between U+D800 and U+DFFF, and all other character codes can be passed to load_char unchanged. Thus, you need to split your strings into non-Surrogate Pairs spans (which can be fed into FreeType unchanged), and for the ones in this range compute the actual value and use that instead:

    # -*- coding: utf-8 -*-
    
    from __future__ import unicode_literals
    
    text = 'Hello 𦄀𦄁!'
    
    # split into separate characters
    l = list(text)
    print l
    while l:
        next_value = ord(l.pop(0))
        # High Surrogate Pair
        if 0xD800 <= next_value <= 0xDBFF:
            next_value -= 0xD800
            next_value <<= 10
            next_code = ord(l.pop(0))
            if 0xDC00 <= next_code <= 0xDFFF:
                next_value += (next_code-0xDC00)
                next_value += 0x10000
            else:
                # This cannot happen
                raise ValueError
        print hex(next_value)
    

    Output:

    [u'H', u'e', u'l', u'l', u'o', u' ', u'\ud858', u'\udd00', u'\ud858', u'\udd01', u'!']
    0x48
    0x65
    0x6c
    0x6c
    0x6f
    0x20
    0x26100
    0x26101
    0x21
    

    and these integers, finally, can be used as input for load_char.

    You must at least make this change in the function def load(self, charcodes = '') in TextureFont, and check where similar string processing is used in its other routines: basically everywhere a simple str is used as input.

    Why this is no longer a problem in Python 3-and-newer

    Full native Unicode support was one of the larger improvements in v.3.0. As you can see with the same test program as at the top

    # -*- coding: utf-8 -*-
    print (len('𦄀'))   # U+26100
    for ch in '𦄀':
        print (hex(ord(ch)),end='')
    print ()
    >>>1
    >>>0x26100
    

    even the more complicated Unicode characters are handled as single codes. This means that they will survive conversion to other types such as int. The following glyphs are drawn by FreeType, with the simple string input 'Hello 𦄀𦄁!':

    Hello (something something)!