0ad/source/graphics/FontManager.cpp
Ykkrosh 91169c82c7 Optimise rendering of scrollable text boxes by clipping
Add optional clipping rectangle to CTextRenderer. Strings that are
printed
outside the vertical extent of the clipping rectangle will be
immediately
skipped. This greatly reduces the cost of large scrollable text boxes.

This was SVN commit r14019.
2013-10-18 16:05:02 +00:00

132 lines
3.9 KiB
C++

/* Copyright (C) 2013 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/>.
*/
#include "precompiled.h"
#include "FontManager.h"
#include "graphics/Font.h"
#include "graphics/TextureManager.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "renderer/Renderer.h"
shared_ptr<CFont> CFontManager::LoadFont(const CStrW& fontName)
{
FontsMap::iterator it = m_Fonts.find(fontName);
if (it != m_Fonts.end())
return it->second;
shared_ptr<CFont> font(new CFont());
if (!ReadFont(font.get(), fontName))
{
// Fall back to default font (unless this is the default font)
if (fontName == L"sans-10")
font.reset();
else
font = LoadFont(L"sans-10");
}
m_Fonts[fontName] = font;
return font;
}
bool CFontManager::ReadFont(CFont* font, const CStrW& fontName)
{
const VfsPath path(L"fonts/");
// Read font definition file into a stringstream
shared_ptr<u8> buf;
size_t size;
const VfsPath fntName(fontName + L".fnt");
if (g_VFS->LoadFile(path / fntName, buf, size) < 0)
{
LOGERROR(L"Failed to open font file %ls", (path / fntName).string().c_str());
return false;
}
std::istringstream FNTStream(std::string((const char*)buf.get(), size));
int Version;
FNTStream >> Version;
if (Version != 101) // Make sure this is from a recent version of the font builder
{
LOGERROR(L"Font %ls has invalid version", fontName.c_str());
return 0;
}
int TextureWidth, TextureHeight;
FNTStream >> TextureWidth >> TextureHeight;
std::string Format;
FNTStream >> Format;
if (Format == "rgba")
font->m_HasRGB = true;
else if (Format == "a")
font->m_HasRGB = false;
else
debug_warn(L"Invalid .fnt format string");
int NumGlyphs;
FNTStream >> NumGlyphs;
FNTStream >> font->m_LineSpacing;
FNTStream >> font->m_Height;
font->m_BoundsX0 = FLT_MAX;
font->m_BoundsY0 = FLT_MAX;
font->m_BoundsX1 = -FLT_MAX;
font->m_BoundsY1 = -FLT_MAX;
for (int i = 0; i < NumGlyphs; ++i)
{
int Codepoint, TextureX, TextureY, Width, Height, OffsetX, OffsetY, Advance;
FNTStream >> Codepoint>>TextureX>>TextureY>>Width>>Height>>OffsetX>>OffsetY>>Advance;
if (Codepoint < 0 || Codepoint > 0xFFFF)
{
LOGWARNING(L"Font %ls has invalid codepoint 0x%x", fontName.c_str(), Codepoint);
continue;
}
float u = (float)TextureX / (float)TextureWidth;
float v = (float)TextureY / (float)TextureHeight;
float w = (float)Width / (float)TextureWidth;
float h = (float)Height / (float)TextureHeight;
CFont::GlyphData g = { u, -v, u+w, -v+h, (i16)OffsetX, (i16)-OffsetY, (i16)(OffsetX+Width), (i16)(-OffsetY+Height), (i16)Advance };
font->m_Glyphs.set((u16)Codepoint, g);
font->m_BoundsX0 = std::min(font->m_BoundsX0, (float)g.x0);
font->m_BoundsY0 = std::min(font->m_BoundsY0, (float)g.y0);
font->m_BoundsX1 = std::max(font->m_BoundsX1, (float)g.x1);
font->m_BoundsY1 = std::max(font->m_BoundsY1, (float)g.y1);
}
ENSURE(font->m_Height); // Ensure the height has been found (which should always happen if the font includes an 'I')
// Load glyph texture
const VfsPath imgName(fontName + L".png");
CTextureProperties textureProps(path / imgName);
textureProps.SetFilter(GL_NEAREST);
if (!font->m_HasRGB)
textureProps.SetFormatOverride(GL_ALPHA);
font->m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
return true;
}