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