0ad/source/graphics/Font.h
Vladislav Belov cb1fe07540
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Removes GetDeviceCommandContext call from CFont
We need remove all occurences of GetDeviceCommandContext to be able to
add multithreading support in the future.
2026-04-10 23:53:23 +02:00

205 lines
6.3 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_FONT
#define INCLUDED_FONT
#include "graphics/Texture.h"
#include "lib/code_annotation.h"
#include "lib/os_path.h"
#include "lib/types.h"
#include "maths/Rect.h"
#include "renderer/backend/Format.h"
#include <array>
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_GLYPH_H
#include FT_IMAGE_H
#include FT_STROKER_H
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <type_traits>
#include <vector>
class CVector2D;
namespace Renderer::Backend { class IDevice; }
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend::Sampler { struct Desc; }
/**
* Storage for a bitmap font. Loaded by CFontManager.
*/
class CFont
{
public:
CFont(FT_Library library, const std::array<float, 256>& gammaCorrection) : m_FreeType{library}, m_GammaCorrectionLUT{gammaCorrection} {}
~CFont() = default;
MOVABLE(CFont);
NONCOPYABLE(CFont);
struct GlyphData
{
float u0, v0, u1, v1;
float x0, y0, x1, y1;
float xadvance;
float yadvance;
u8 defined{0};
FT_Face face;
};
/**
* Relatively efficient lookup of GlyphData from 16-bit Unicode codepoint.
* This is stored as a sparse 2D array, exploiting the knowledge that a font
* typically only supports a small number of 256-codepoint blocks, so most
* elements of m_Data will be NULL.
* This implementation expand the store the GlyphData for a given Unicode codepoint (0 ≤ cp ≤ 0x10FFFF)
*/
class GlyphMap
{
public:
GlyphMap() = default;
~GlyphMap() = default;
MOVABLE(GlyphMap);
NONCOPYABLE(GlyphMap);
/**
* @brief Store the GlyphData for a given Unicode codepoint
*
* @param codepoint The unicode codepoint (0 ≤ cp ≤ 0x10FFFF)
* @param glyph The glyphData data to store
*/
void set(u16 codepoint, const GlyphData& glyph);
const GlyphData* get(u16 codepoint) const;
private:
std::unique_ptr<std::array<GlyphData, 256>> m_Data[256];
};
bool HasRGB() const { return m_HasRGB; }
float GetHeight() const;
/**
* In typography, cap height is the height of a capital letter above the baseline for a particular typeface.
* It specifically is the height of capital letters that are flat—such as H or I—as opposed to round letters such as O, or pointed letters like A,
* both of which may display overshoot. The height of the small letters is the x-height.
* REf: https://en.wikipedia.org/wiki/Cap_height
*/
float GetCapHeight();
float GetCharacterWidth(wchar_t c);
float GetStrokeWidth() const { return m_StrokeWidth; }
void CalculateStringSize(const wchar_t* string, float& w, float& h);
void GetGlyphBounds(float& x0, float& y0, float& x1, float& y1) const
{
x0 = m_Bounds.left;
y0 = m_Bounds.top;
x1 = m_Bounds.right;
y1 = m_Bounds.bottom;
}
CTexturePtr GetTexture() const { return m_Texture; }
void InitalizeAtlasTextureIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void UploadAtlasTextureToGPU(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
const GlyphData* GetGlyph(u16 i);
private:
static void ftFaceDeleter(FT_Face face)
{
FT_Done_Face(face);
}
static void ftStrokerDeleter(FT_Stroker stroker)
{
FT_Stroker_Done(stroker);
}
using UniqueFTFace = std::unique_ptr<std::remove_pointer_t<FT_Face>, decltype(&ftFaceDeleter)>;
using UniqueFTStroker = std::unique_ptr<std::remove_pointer_t<FT_Stroker>, decltype(&ftStrokerDeleter)>;
friend class CFontManager;
bool AddFontFromPath(const OsPath& fontPath);
bool SetFontParams(
Renderer::Backend::IDevice* device, const std::string& fontName,
float size, float strokeWidth, float scale);
void BlendGlyphBitmapToTexture(const FT_Bitmap& bitmap, int targetX, int targetY, u8 r, u8 g, u8 b);
void BlendGlyphBitmapToTextureRGBA(const FT_Bitmap& bitmap, int targetX, int targetY, u8 r, u8 g, u8 b);
void BlendGlyphBitmapToTextureR8(const FT_Bitmap& bitmap, int targetX, int targetY);
std::optional<CVector2D> GenerateStrokeGlyphBitmap(const FT_Glyph& glyph, u16 codepoint, FT_Render_Mode renderMode, const float baselineInAtlas);
std::optional<CVector2D> GenerateGlyphBitmap(FT_Glyph& glyph, u16 codepoint, FT_Render_Mode renderMode, CVector2D offset, const float baselineInAtlas);
const GlyphData* ExtractAndGenerateGlyph(u16 codepoint);
bool ConstructAtlasTexture(Renderer::Backend::IDevice* device);
Renderer::Backend::Sampler::Desc ChooseTextureFormatAndSampler();
CTexturePtr m_Texture;
// True if RGBA, false if ALPHA.
bool m_HasRGB{true};
GlyphMap m_Glyphs;
// Height of a capital letter, roughly.
float m_Height;
// Bounding box of all glyphs
CRect m_Bounds;
// The position for the next glyph in the texture atlas.
int m_AtlasX;
int m_AtlasY;
// Size of the texture atlas.
int m_AtlasWidth;
int m_AtlasHeight;
int m_AtlasPadding;
bool m_IsDirty{false};
bool m_IsTextureInitialized{false};
float m_StrokeWidth{0.0f};
float m_Scale{1.0f};
std::unique_ptr<u8[]> m_TexData;
Renderer::Backend::Format m_TextureFormat{Renderer::Backend::Format::R8G8B8A8_UNORM};
int m_TextureFormatStride{4};
int m_AtlasSize{0};
float m_FontSize{0.0f};
std::string m_FontName;
std::reference_wrapper<const std::array<float, 256>> m_GammaCorrectionLUT;
FT_Library m_FreeType;
std::vector<std::shared_ptr<u8>> m_FontsData;
std::vector<UniqueFTFace> m_Faces;
UniqueFTStroker m_Stroker{nullptr, &ftStrokerDeleter};
/**
* Some fonts are not rendered well at small sizes, so we set a minimum size.
* Because we are using a bitmap blending mode, when a font is using small size,
* We need to use a different render mode, one with less antialiasing.
*/
static constexpr float MINIMAL_FONT_SIZE_ANTIALIASING{12.0f};
};
#endif // INCLUDED_FONT