khanat-opennel-code/code/nel/src/3d/texture_font.cpp

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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include <map>
#include "nel/3d/texture_font.h"
#include "nel/3d/font_generator.h"
#include "nel/misc/common.h"
#include "nel/misc/rect.h"
#include "nel/misc/file.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// Config 1
const int TextureSizeX = 1024;
const int TextureSizeY = 1024; // If change this value -> change NbLine too
const int Categories[TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32, 64 };
const int NbLine[TEXTUREFONT_NBCATEGORY] = { 8, 24, 16, 4, 1 }; // Based on textsize
/*
const int TextureSizeX = 256;
const int TextureSizeY = 256;
const int Categories[TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32 };
const int NbLine[TEXTUREFONT_NBCATEGORY] = { 4, 6, 4, 1 }; // Based on textsize
*/
// ---------------------------------------------------------------------------
inline uint32 CTextureFont::SLetterKey::getVal()
{
if (FontGenerator == NULL)
return Char + ((Size&255)<<16);
else
return Char + ((Size&255)<<16) + ((FontGenerator->getUID()&0xFF)<<24);
}
// ---------------------------------------------------------------------------
CTextureFont::CTextureFont()
{
uint i;
setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
setWrapS (ITexture::Repeat);
setWrapT (ITexture::Repeat);
setUploadFormat (Alpha);
setReleasable (false);
resize (TextureSizeX, TextureSizeY, CBitmap::Alpha);
for(i = 0; i < TextureSizeX*TextureSizeY; ++i)
getPixels()[i] = 0;
// convertToType (CBitmap::Alpha);
sint posY = 0;
for(i = 0; i < TEXTUREFONT_NBCATEGORY; ++i)
{
// Number of chars per cache
Letters[i].resize ((TextureSizeX/Categories[i])*NbLine[i]);
for(uint32 j = 0; j < Letters[i].size(); ++j)
{
SLetterInfo &rLetter = Letters[i][j];
rLetter.Char = 0xffff;
rLetter.FontGenerator = NULL;
rLetter.Size= 0;
// The less recently used infos
if (j < Letters[i].size()-1)
rLetter.Next = &Letters[i][j+1];
else
rLetter.Next = NULL;
if (j > 0)
rLetter.Prev = &Letters[i][j-1];
else
rLetter.Prev = NULL;
rLetter.Cat = i;
sint sizeX = TextureSizeX/Categories[i];
rLetter.U = (Categories[i]*(j%sizeX)) / ((float)TextureSizeX);
rLetter.V = (posY + Categories[i]*((sint)(j/sizeX))) / ((float)TextureSizeY);
/////////////////////////////////////////////////
rLetter.CharWidth = rLetter.CharHeight = 0;
rLetter.GlyphIndex = rLetter.Top = rLetter.Left = rLetter.AdvX = 0;
}
Front[i] = &Letters[i][0];
Back[i] = &Letters[i][Letters[i].size()-1];
posY += NbLine[i] * Categories[i];
}
}
CTextureFont::~CTextureFont()
{
}
// ---------------------------------------------------------------------------
void CTextureFont::dumpTextureFont(const char *filename)
{
CBitmap b;
COFile f( filename );
b.resize (TextureSizeX, TextureSizeY, CBitmap::RGBA);
CObjectVector<uint8>&bits = b.getPixels();
CObjectVector<uint8>&src = getPixels();
for (uint i = 0; i < (TextureSizeX*TextureSizeY); ++i)
{
bits[i*4+0] = bits[i*4+1] = bits[i*4+2] = bits[i*4+3] = src[i];
}
b.writeTGA (f, 32);
}
// ---------------------------------------------------------------------------
// cat : categories where the letter is
// x : pos x of the letter
// y : pos y of the letter
void CTextureFont::rebuildLetter (sint cat, sint x, sint y)
{
sint sizex = TextureSizeX / Categories[cat];
sint index = x + y*sizex;
SLetterInfo &rLetter = Letters[cat][index];
if (rLetter.FontGenerator == NULL)
return;
sint catTopY = 0;
sint c = 0;
while (c < cat)
{
catTopY += NbLine[c] * Categories[c];
++c;
}
// Destination position in pixel of the letter
sint posx = x * Categories[cat];
sint posy = catTopY + y * Categories[cat];
uint32 pitch = 0;
uint8 *bitmap = rLetter.FontGenerator->getBitmap ( rLetter.Char, rLetter.Size,
rLetter.CharWidth, rLetter.CharHeight,
pitch, rLetter.Left, rLetter.Top,
rLetter.AdvX, rLetter.GlyphIndex );
// Copy FreeType buffer
uint i;
for (i = 0; i < rLetter.CharHeight; ++i)
{
uint8 *pDst = &_Data[0][posx + (posy+i)*TextureSizeY];
uint8 *pSrc = &bitmap[i*pitch];
for (uint j = 0; j < rLetter.CharWidth; ++j)
{
*pDst = *pSrc;
++pDst;
++pSrc;
}
}
// Black border bottom and right
for (i = 0; i < rLetter.CharHeight+1; ++i)
{
_Data[0][posx + rLetter.CharWidth + (posy+i)*TextureSizeY] = 0;
}
for (i = 0; i < rLetter.CharWidth+1; ++i)
{
_Data[0][posx + i + (posy+rLetter.CharHeight)*TextureSizeY] = 0;
}
/*
dumpTextureFont (this);
int a = 5;
a++;
*/
}
// ---------------------------------------------------------------------------
void CTextureFont::doGenerate(bool async)
{
// Rectangle invalidate ?
if (_ListInvalidRect.begin()!=_ListInvalidRect.end())
{
// Yes, rebuild only those rectangles.
// For each rectangle to compute
std::list<NLMISC::CRect>::iterator ite=_ListInvalidRect.begin();
while (ite!=_ListInvalidRect.end())
{
// Compute rectangle coordinates
sint x = ite->left();
sint y = ite->bottom();
// Look in wich category is the rectangle
sint cat = 0;
sint catTopY = 0;
sint catBotY = NbLine[cat] * Categories[cat];
while (y > catBotY)
{
if (y < catBotY)
break;
++cat;
nlassert (cat < TEXTUREFONT_NBCATEGORY);
catTopY = catBotY;
catBotY += NbLine[cat] * Categories[cat];
}
x = x / Categories[cat];
y = ite->top();
y = y - catTopY;
y = y / Categories[cat];
rebuildLetter (cat, x, y);
// Next rectangle
ite++;
}
}
else
{
for(int cat = 0; cat < TEXTUREFONT_NBCATEGORY; ++cat)
{
sint sizex = TextureSizeX / Categories[cat];
sint sizey = NbLine[cat];
for (sint y = 0; y < sizey; y++)
for (sint x = 0; x < sizex; x++)
{
rebuildLetter (cat, x, y);
}
}
}
/*
dumpTextureFont (this);
int a = 5;
*/
}
// ---------------------------------------------------------------------------
CTextureFont::SLetterInfo* CTextureFont::getLetterInfo (SLetterKey& k)
{
sint cat;
uint32 nTmp = k.getVal();
map<uint32, SLetterInfo*>::iterator itAccel = Accel.find (nTmp);
if (itAccel != Accel.end())
{
// Put it in the first place
SLetterInfo *pLetterToMove = itAccel->second;
cat = pLetterToMove->Cat;
if (pLetterToMove != Front[cat])
{
// unlink
nlassert(pLetterToMove->Prev);
pLetterToMove->Prev->Next = pLetterToMove->Next;
if (pLetterToMove == Back[cat])
{
Back[cat] = pLetterToMove->Prev;
}
else
{
pLetterToMove->Next->Prev = pLetterToMove->Prev;
}
// link to front
pLetterToMove->Prev = NULL;
pLetterToMove->Next = Front[cat];
Front[cat]->Prev = pLetterToMove;
Front[cat] = pLetterToMove;
}
return pLetterToMove;
}
// The letter is not already present
// Found the category of the new letter
uint32 width, height;
//k.FontGenerator->getSizes (k.Char, k.Size, width, height);
// \todo mat : Temporaire !!! Essayer de faire intervenir le cache de freetype
uint32 nPitch, nGlyphIndex;
sint32 nLeft, nTop, nAdvX;
k.FontGenerator->getBitmap (k.Char, k.Size, width, height, nPitch, nLeft, nTop,
nAdvX, nGlyphIndex );
// Add 1 pixel space for black border to get correct category
cat = 0;
if (((sint)width+1 > Categories[TEXTUREFONT_NBCATEGORY-1]) ||
((sint)height+1 > Categories[TEXTUREFONT_NBCATEGORY-1]))
return NULL;
while (((sint)width+1 > Categories[cat]) || ((sint)height+1 > Categories[cat]))
{
++cat;
nlassert (cat != TEXTUREFONT_NBCATEGORY);
}
// And replace the less recently used letter
SLetterKey k2;
k2.Char = Back[cat]->Char;
k2.FontGenerator = Back[cat]->FontGenerator;
k2.Size = Back[cat]->Size;
itAccel = Accel.find (k2.getVal());
if (itAccel != Accel.end())
{
Accel.erase (itAccel);
}
SLetterInfo *NewBack = Back[cat]->Prev;
NewBack->Next = NULL;
Back[cat]->Cat = cat;
Back[cat]->Char = k.Char;
Back[cat]->FontGenerator = k.FontGenerator;
Back[cat]->Size = k.Size;
Back[cat]->CharWidth = width;
Back[cat]->CharHeight = height;
Back[cat]->Top = nTop;
Back[cat]->Left = nLeft;
Back[cat]->AdvX = nAdvX;
Back[cat]->Prev = NULL;
Back[cat]->Next = Front[cat];
Front[cat]->Prev = Back[cat];
Front[cat] = Back[cat];
Back[cat] = NewBack;
Accel.insert (map<uint32, SLetterInfo*>::value_type(k.getVal(),Front[cat]));
// Invalidate the zone
sint index = (sint)(Front[cat] - &Letters[cat][0]);// / sizeof (SLetterInfo);
sint sizex = TextureSizeX / Categories[cat];
sint x = index % sizex;
sint y = index / sizex;
x = x * Categories[cat];
y = y * Categories[cat];
sint c = 0;
while (c < cat)
{
y = y + NbLine[c] * Categories[c];
++c;
}
// must update the char, WITH the black borders
CRect r (x, y, width+1, height+1);
touchRect (r);
return Front[cat];
}
} // NL3D