0ad/source/graphics/TextRenderer.cpp
trompetin17 bdd94bd264
Add font engine aware of Gui.scale
This commit enhances text rendering by leveraging FreeType and a dynamic
font atlas. Previously, GUI scaling relied on bitmap fonts, which led to
blurry and distorted text when scaling up. Now, we scale the font size
directly using FreeType, resulting in much sharper and more readable
text at any GUI scale.

Key improvements:
- Replaced bitmap font scaling with true font size scaling via FreeType.
- Reduced glyph cache dependency on fixed positions, relying on shader
  scaling instead.
- Switched to float-based glyph positioning for more accurate rendering
  and scaling.

These changes ensure clean and consistent text appearance across
different GUI scales.
2025-05-26 13:12:47 -05:00

338 lines
9 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/>.
*/
#include "precompiled.h"
#include "TextRenderer.h"
#include "graphics/Font.h"
#include "graphics/FontManager.h"
#include "graphics/ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "maths/Matrix3D.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include <errno.h>
namespace
{
// We can't draw chars more than vertices, currently we use 4 vertices per char.
constexpr size_t MAX_CHAR_COUNT_PER_BATCH = 65536 / 4;
} // anonymous namespace
CTextRenderer::CTextRenderer()
{
ResetTranslate();
SetCurrentColor(CColor(1.0f, 1.0f, 1.0f, 1.0f));
SetCurrentFont(str_sans_10);
}
void CTextRenderer::ResetTranslate(const CVector2D& translate)
{
m_Translate = translate;
m_Dirty = true;
}
void CTextRenderer::Translate(float x, float y)
{
m_Translate += CVector2D{x, y};
m_Dirty = true;
}
void CTextRenderer::SetClippingRect(const CRect& rect)
{
m_Clipping = rect;
}
void CTextRenderer::SetCurrentColor(const CColor& color)
{
if (m_Color != color)
{
m_Color = color;
m_Dirty = true;
}
}
void CTextRenderer::SetCurrentFont(CStrIntern font)
{
if (font != m_FontName)
{
m_FontName = font;
m_Font = g_Renderer.GetFontManager().LoadFont(font);
m_Dirty = true;
}
}
void CTextRenderer::PrintfAdvance(const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf("CTextRenderer::Printf vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
PutAdvance(buf);
}
void CTextRenderer::PrintfAt(float x, float y, const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf("CTextRenderer::PrintfAt vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
Put(x, y, buf);
}
void CTextRenderer::PutAdvance(const wchar_t* buf)
{
Put(0.0f, 0.0f, buf);
float w, h;
m_Font->CalculateStringSize(buf, w, h);
Translate(w, 0.0f);
}
void CTextRenderer::Put(float x, float y, const wchar_t* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
PutString(x, y, new std::wstring(buf), true);
}
void CTextRenderer::Put(float x, float y, const char* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
PutString(x, y, new std::wstring(wstring_from_utf8(buf)), true);
}
void CTextRenderer::Put(float x, float y, const std::wstring* buf)
{
if (buf->empty())
return; // empty string; don't bother storing
PutString(x, y, buf, false);
}
void CTextRenderer::PutString(float x, float y, const std::wstring* buf, bool owned)
{
if (!m_Font)
return; // invalid font; can't render
if (m_Clipping != CRect())
{
float x0, y0, x1, y1;
m_Font->GetGlyphBounds(x0, y0, x1, y1);
if (y + y1 < m_Clipping.top)
return;
if (y + y0 > m_Clipping.bottom)
return;
}
// If any state has changed since the last batch, start a new batch
if (m_Dirty)
{
SBatch batch;
batch.chars = 0;
batch.translate = m_Translate;
batch.color = m_Color;
batch.font = m_Font;
m_Batches.push_back(batch);
m_Dirty = false;
}
// Push a new run onto the latest batch
SBatchRun run;
run.x = x;
run.y = y;
m_Batches.back().runs.push_back(run);
m_Batches.back().runs.back().text = buf;
m_Batches.back().runs.back().owned = owned;
m_Batches.back().chars += buf->size();
}
struct SBatchCompare
{
bool operator()(const CTextRenderer::SBatch& a, const CTextRenderer::SBatch& b)
{
if (a.font != b.font)
return a.font < b.font;
// TODO: is it worth sorting by color/translate too?
return false;
}
};
void CTextRenderer::Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader,
const CVector2D& transformScale, const CVector2D& translation)
{
std::vector<u16> indices;
std::vector<CVector2D> positions;
std::vector<CVector2D> uvs;
// Try to merge non-consecutive batches that share the same font/color/translate:
// sort the batch list by font, then merge the runs of adjacent compatible batches
m_Batches.sort(SBatchCompare());
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); )
{
std::list<SBatch>::iterator next = std::next(it);
if (next != m_Batches.end() && it->chars + next->chars <= MAX_CHAR_COUNT_PER_BATCH && it->font == next->font && it->color == next->color && it->translate == next->translate)
{
it->chars += next->chars;
it->runs.splice(it->runs.end(), next->runs);
m_Batches.erase(next);
}
else
++it;
}
const int32_t texBindingSlot = shader->GetBindingSlot(str_tex);
const int32_t translationBindingSlot = shader->GetBindingSlot(str_translation);
const int32_t colorAddBindingSlot = shader->GetBindingSlot(str_colorAdd);
const int32_t colorMulBindingSlot = shader->GetBindingSlot(str_colorMul);
bool translationChanged = false;
CTexture* lastTexture = nullptr;
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); ++it)
{
SBatch& batch = *it;
if (lastTexture != batch.font->GetTexture().get())
{
lastTexture = batch.font->GetTexture().get();
lastTexture->UploadBackendTextureIfNeeded(deviceCommandContext);
deviceCommandContext->SetTexture(texBindingSlot, lastTexture->GetBackendTexture());
}
if (batch.translate.X != 0.0f || batch.translate.Y != 0.0f)
{
const CVector2D localTranslation =
translation + CVector2D(batch.translate.X * transformScale.X, batch.translate.Y * transformScale.Y);
deviceCommandContext->SetUniform(translationBindingSlot, localTranslation.AsFloatArray());
translationChanged = true;
}
// ALPHA-only textures will have .rgb sampled as 0, so we need to
// replace it with white (but not affect RGBA textures)
if (batch.font->HasRGB())
deviceCommandContext->SetUniform(colorAddBindingSlot, 0.0f, 0.0f, 0.0f, 0.0f);
else
deviceCommandContext->SetUniform(colorAddBindingSlot, batch.color.r, batch.color.g, batch.color.b, 0.0f);
deviceCommandContext->SetUniform(colorMulBindingSlot, batch.color.AsFloatArray());
positions.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 4);
uvs.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 4);
indices.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 6);
size_t idx = 0;
auto flush = [deviceCommandContext, &idx, &positions, &uvs, &indices]() -> void
{
if (idx == 0)
return;
deviceCommandContext->SetVertexBufferData(
0, positions.data(), positions.size() * sizeof(positions[0]));
deviceCommandContext->SetVertexBufferData(
1, uvs.data(), uvs.size() * sizeof(uvs[0]));
deviceCommandContext->SetIndexBufferData(
indices.data(), indices.size() * sizeof(indices[0]));
deviceCommandContext->DrawIndexed(0, idx * 6, 0);
idx = 0;
};
for (std::list<SBatchRun>::iterator runit = batch.runs.begin(); runit != batch.runs.end(); ++runit)
{
SBatchRun& run = *runit;
float x{run.x};
float y{run.y};
for (size_t i = 0; i < run.text->size(); ++i)
{
const CFont::GlyphData* g = batch.font->GetGlyph((*run.text)[i]);
// Use the missing glyph symbol.
if (!g)
g = batch.font->GetGlyph(0xFFFD);
// Missing the missing glyph symbol - give up.
if (!g)
continue;
uvs[idx*4].X = g->u1;
uvs[idx*4].Y = g->v0;
positions[idx*4].X = g->x1 + x;
positions[idx*4].Y = g->y0 + y;
uvs[idx*4+1].X = g->u0;
uvs[idx*4+1].Y = g->v0;
positions[idx*4+1].X = g->x0 + x;
positions[idx*4+1].Y = g->y0 + y;
uvs[idx*4+2].X = g->u0;
uvs[idx*4+2].Y = g->v1;
positions[idx*4+2].X = g->x0 + x;
positions[idx*4+2].Y = g->y1 + y;
uvs[idx*4+3].X = g->u1;
uvs[idx*4+3].Y = g->v1;
positions[idx*4+3].X = g->x1 + x;
positions[idx*4+3].Y = g->y1 + y;
indices[idx*6+0] = static_cast<u16>(idx*4+0);
indices[idx*6+1] = static_cast<u16>(idx*4+1);
indices[idx*6+2] = static_cast<u16>(idx*4+2);
indices[idx*6+3] = static_cast<u16>(idx*4+2);
indices[idx*6+4] = static_cast<u16>(idx*4+3);
indices[idx*6+5] = static_cast<u16>(idx*4+0);
x += g->xadvance;
++idx;
if (idx == MAX_CHAR_COUNT_PER_BATCH)
flush();
}
}
flush();
}
m_Batches.clear();
if (translationChanged)
deviceCommandContext->SetUniform(translationBindingSlot, translation.AsFloatArray());
}