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2fb712af66
* Fix macOS build * Fix *BSD build * Add missing *BSD include
513 lines
16 KiB
C++
513 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#if defined ( WIN32 ) && !defined( _X360 )
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#elif defined( OSX )
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#include <Carbon/Carbon.h>
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#elif defined( LINUX ) || defined(PLATFORM_BSD)
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//#error
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#elif defined( _X360 )
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#else
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#error
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#endif
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#include "FontTextureCache.h"
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#include "MatSystemSurface.h"
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#include <vgui_surfacelib/BitmapFont.h>
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#include <vgui/IVGui.h>
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#include <vgui_controls/Controls.h>
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#include "bitmap/imageformat.h"
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#include "vtf/vtf.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/itexture.h"
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#include "tier1/KeyValues.h"
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#include "tier1/utlbuffer.h"
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#include "pixelwriter.h"
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#include "tier0/icommandline.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CMatSystemSurface g_MatSystemSurface;
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static int g_FontRenderBoundingBoxes = -1;
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#define TEXTURE_PAGE_WIDTH 256
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#define TEXTURE_PAGE_HEIGHT 256
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// row size
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int CFontTextureCache::s_pFontPageSize[FONT_PAGE_SIZE_COUNT] =
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{
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16,
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32,
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64,
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128,
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256,
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};
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static bool g_mat_texture_outline_fonts = false;
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CON_COMMAND( mat_texture_outline_fonts, "Outline fonts textures." )
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{
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g_mat_texture_outline_fonts = !g_mat_texture_outline_fonts;
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Msg( "mat_texture_outline_fonts: %d\n", g_mat_texture_outline_fonts );
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g_MatSystemSurface.ResetFontCaches();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CFontTextureCache::CFontTextureCache()
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: m_CharCache(0, 256, CacheEntryLessFunc)
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{
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Clear();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CFontTextureCache::~CFontTextureCache()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets the cache
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//-----------------------------------------------------------------------------
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void CFontTextureCache::Clear()
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{
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// remove all existing data
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m_CharCache.RemoveAll();
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m_PageList.RemoveAll();
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// reinitialize
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CacheEntry_t listHead = { 0, 0 };
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m_LRUListHeadIndex = m_CharCache.Insert(listHead);
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m_CharCache[m_LRUListHeadIndex].nextEntry = m_LRUListHeadIndex;
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m_CharCache[m_LRUListHeadIndex].prevEntry = m_LRUListHeadIndex;
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for (int i = 0; i < FONT_PAGE_SIZE_COUNT; ++i)
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{
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m_pCurrPage[i] = -1;
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}
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m_FontPages.SetLessFunc( DefLessFunc( vgui::HFont ) );
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m_FontPages.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: comparison function for cache entries
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//-----------------------------------------------------------------------------
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bool CFontTextureCache::CacheEntryLessFunc(CacheEntry_t const &lhs, CacheEntry_t const &rhs)
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{
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if (lhs.font < rhs.font)
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return true;
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else if (lhs.font > rhs.font)
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return false;
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return (lhs.wch < rhs.wch);
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the texture info for the given char & font
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//-----------------------------------------------------------------------------
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bool CFontTextureCache::GetTextureForChar( vgui::HFont font, vgui::FontDrawType_t type, wchar_t wch, int *textureID, float **texCoords )
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{
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// Ask for just one character
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return GetTextureForChars( font, type, &wch, textureID, texCoords, 1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the texture info for the given chars & font
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//-----------------------------------------------------------------------------
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bool CFontTextureCache::GetTextureForChars( vgui::HFont font, vgui::FontDrawType_t type, const wchar_t *wch, int *textureID, float **texCoords, int numChars )
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{
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Assert( wch && textureID && texCoords );
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Assert( numChars >= 1 );
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if ( type == vgui::FONT_DRAW_DEFAULT )
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{
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type = g_MatSystemSurface.IsFontAdditive( font ) ? vgui::FONT_DRAW_ADDITIVE : vgui::FONT_DRAW_NONADDITIVE;
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}
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int typePage = (int)type - 1;
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typePage = clamp( typePage, 0, (int)vgui::FONT_DRAW_TYPE_COUNT - 1 );
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if ( FontManager().IsBitmapFont( font ) )
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{
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const int MAX_BITMAP_CHARS = 256;
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if ( numChars > MAX_BITMAP_CHARS )
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{
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// Increase MAX_BITMAP_CHARS
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Assert( 0 );
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return false;
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}
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for ( int i = 0; i < numChars; i++ )
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{
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static float sTexCoords[ 4*MAX_BITMAP_CHARS ];
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CBitmapFont *pWinFont;
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float left, top, right, bottom;
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int index;
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Page_t *pPage;
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pWinFont = reinterpret_cast< CBitmapFont* >( FontManager().GetFontForChar( font, wch[i] ) );
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if ( !pWinFont )
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{
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// bad font handle
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return false;
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}
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// get the texture coords
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pWinFont->GetCharCoords( wch[i], &left, &top, &right, &bottom );
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sTexCoords[i*4 + 0] = left;
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sTexCoords[i*4 + 1] = top;
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sTexCoords[i*4 + 2] = right;
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sTexCoords[i*4 + 3] = bottom;
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// find font handle in our list of ready pages
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index = m_FontPages.Find( font );
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if ( index == m_FontPages.InvalidIndex() )
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{
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// not found, create the texture id and its materials
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index = m_FontPages.Insert( font );
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pPage = &m_FontPages.Element( index );
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for (int type = 0; type < FONT_DRAW_TYPE_COUNT; ++type )
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{
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pPage->textureID[type] = g_MatSystemSurface.CreateNewTextureID( false );
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}
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CreateFontMaterials( *pPage, pWinFont->GetTexturePage(), true );
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}
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texCoords[i] = &(sTexCoords[ i*4 ]);
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textureID[i] = m_FontPages.Element( index ).textureID[typePage];
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}
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}
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else
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{
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struct newPageEntry_t
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{
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int page; // The font page a new character will go in
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int drawX; // X location within the font page
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int drawY; // Y location within the font page
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};
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// Determine how many characters need to have their texture generated
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int numNewChars = 0;
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int maxNewCharTexels = 0;
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int totalNewCharTexels = 0;
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newChar_t *newChars = (newChar_t *)_alloca( numChars*sizeof( newChar_t ) );
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newPageEntry_t *newEntries = (newPageEntry_t *)_alloca( numChars*sizeof( newPageEntry_t ) );
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font_t *winFont = FontManager().GetFontForChar( font, wch[0] );
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if ( !winFont )
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return false;
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for ( int i = 0; i < numChars; i++ )
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{
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CacheEntry_t cacheItem;
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cacheItem.font = font;
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cacheItem.wch = wch[i];
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HCacheEntry cacheHandle = m_CharCache.Find( cacheItem );
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if ( ! m_CharCache.IsValidIndex( cacheHandle ) )
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{
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// All characters must come out of the same font
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if ( winFont != FontManager().GetFontForChar( font, wch[i] ) )
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return false;
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// get the char details
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int a, b, c;
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winFont->GetCharABCWidths( wch[i], a, b, c );
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int fontWide = max( b, 1 );
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int fontTall = max( winFont->GetHeight(), 1 );
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if ( winFont->GetUnderlined() )
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{
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fontWide += ( a + c );
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}
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// Get a texture to render into
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int page, drawX, drawY, twide, ttall;
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if ( !AllocatePageForChar( fontWide, fontTall, page, drawX, drawY, twide, ttall ) )
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return false;
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// accumulate data to pass to GetCharsRGBA below
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newEntries[ numNewChars ].page = page;
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newEntries[ numNewChars ].drawX = drawX;
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newEntries[ numNewChars ].drawY = drawY;
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newChars[ numNewChars ].wch = wch[i];
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newChars[ numNewChars ].fontWide = fontWide;
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newChars[ numNewChars ].fontTall = fontTall;
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newChars[ numNewChars ].offset = 4*totalNewCharTexels;
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totalNewCharTexels += fontWide*fontTall;
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maxNewCharTexels = max( maxNewCharTexels, fontWide*fontTall );
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numNewChars++;
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// set the cache info
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cacheItem.page = page;
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// the 0.5 texel offset is done in CMatSystemTexture::SetMaterial() / CMatSystemSurface::StartDrawing()
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double adjust = 0.0f;
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cacheItem.texCoords[0] = (float)( (double)drawX / ((double)twide + adjust) );
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cacheItem.texCoords[1] = (float)( (double)drawY / ((double)ttall + adjust) );
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cacheItem.texCoords[2] = (float)( (double)(drawX + fontWide) / (double)twide );
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cacheItem.texCoords[3] = (float)( (double)(drawY + fontTall) / (double)ttall );
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m_CharCache.Insert(cacheItem);
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cacheHandle = m_CharCache.Find( cacheItem );
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Assert( m_CharCache.IsValidIndex( cacheHandle ) );
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}
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int page = m_CharCache[cacheHandle].page;
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textureID[i] = m_PageList[page].textureID[typePage];
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texCoords[i] = m_CharCache[cacheHandle].texCoords;
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}
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// Generate texture data for all newly-encountered characters
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if ( numNewChars > 0 )
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{
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#ifdef _X360
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if ( numNewChars > 1 )
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{
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MEM_ALLOC_CREDIT();
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// Use the 360 fast path that generates multiple characters at once
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int newCharDataSize = totalNewCharTexels*4;
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CUtlBuffer newCharData( newCharDataSize, newCharDataSize, 0 );
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unsigned char *pRGBA = (unsigned char *)newCharData.Base();
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winFont->GetCharsRGBA( newChars, numNewChars, pRGBA );
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// Copy the data into our font pages
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for ( int i = 0; i < numNewChars; i++ )
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{
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newChar_t & newChar = newChars[i];
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newPageEntry_t & newEntry = newEntries[i];
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// upload the new sub texture
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// NOTE: both textureIDs reference the same ITexture, so we're ok
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g_MatSystemSurface.DrawSetTexture( m_PageList[newEntry.page].textureID[typePage] );
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unsigned char *characterRGBA = pRGBA + newChar.offset;
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g_MatSystemSurface.DrawSetSubTextureRGBA( m_PageList[newEntry.page].textureID[typePage], newEntry.drawX, newEntry.drawY, characterRGBA, newChar.fontWide, newChar.fontTall );
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}
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}
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else
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#endif
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{
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// create a buffer for new characters to be rendered into
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int nByteCount = maxNewCharTexels * 4;
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unsigned char *pRGBA = (unsigned char *)_alloca( nByteCount );
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// Generate characters individually
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for ( int i = 0; i < numNewChars; i++ )
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{
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newChar_t & newChar = newChars[i];
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newPageEntry_t & newEntry = newEntries[i];
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// render the character into the buffer
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Q_memset( pRGBA, 0, nByteCount );
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winFont->GetCharRGBA( newChar.wch, newChar.fontWide, newChar.fontTall, pRGBA );
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if ( g_mat_texture_outline_fonts )
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{
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int width = newChar.fontWide;
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int height = newChar.fontTall;
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CPixelWriter pixelWriter;
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pixelWriter.SetPixelMemory( IMAGE_FORMAT_RGBA8888, pRGBA, width * sizeof( BGRA8888_t ) );
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for( int x = 0; x < width; x++ )
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{
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pixelWriter.Seek( x, 0 );
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pixelWriter.WritePixel( 255, 0, 255, 255 );
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pixelWriter.Seek( x, height - 1 );
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pixelWriter.WritePixel( 255, 0, 255, 255 );
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}
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for( int y = 0; y < height; y++ )
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{
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if ( y < 4 || y > height - 4 )
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{
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pixelWriter.Seek( 0, y );
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pixelWriter.WritePixel( 255, 0, 255, 255 );
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pixelWriter.Seek( width - 1, y );
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pixelWriter.WritePixel( 255, 0, 255, 255 );
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}
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}
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}
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// upload the new sub texture
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// NOTE: both textureIDs reference the same ITexture, so we're ok)
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g_MatSystemSurface.DrawSetTexture( m_PageList[newEntry.page].textureID[typePage] );
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g_MatSystemSurface.DrawSetSubTextureRGBA( m_PageList[newEntry.page].textureID[typePage], newEntry.drawX, newEntry.drawY, pRGBA, newChar.fontWide, newChar.fontTall );
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}
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Creates font materials
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//-----------------------------------------------------------------------------
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void CFontTextureCache::CreateFontMaterials( Page_t &page, ITexture *pFontTexture, bool bitmapFont )
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{
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// The normal material
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetInt( "$vertexcolor", 1 );
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pVMTKeyValues->SetInt( "$vertexalpha", 1 );
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pVMTKeyValues->SetInt( "$ignorez", 1 );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$translucent", 1 );
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pVMTKeyValues->SetString( "$basetexture", pFontTexture->GetName() );
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IMaterial *pMaterial = g_pMaterialSystem->CreateMaterial( "__fontpage", pVMTKeyValues );
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pMaterial->Refresh();
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int typePageNonAdditive = (int)vgui::FONT_DRAW_NONADDITIVE-1;
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g_MatSystemSurface.DrawSetTextureMaterial( page.textureID[typePageNonAdditive], pMaterial );
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pMaterial->DecrementReferenceCount();
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// The additive material
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pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetInt( "$vertexcolor", 1 );
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pVMTKeyValues->SetInt( "$vertexalpha", 1 );
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pVMTKeyValues->SetInt( "$ignorez", 1 );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$translucent", 1 );
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pVMTKeyValues->SetInt( "$additive", 1 );
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pVMTKeyValues->SetString( "$basetexture", pFontTexture->GetName() );
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pMaterial = g_pMaterialSystem->CreateMaterial( "__fontpage_additive", pVMTKeyValues );
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pMaterial->Refresh();
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int typePageAdditive = (int)vgui::FONT_DRAW_ADDITIVE-1;
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if ( bitmapFont )
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{
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g_MatSystemSurface.DrawSetTextureMaterial( page.textureID[typePageAdditive], pMaterial );
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}
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else
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{
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g_MatSystemSurface.ReferenceProceduralMaterial( page.textureID[typePageAdditive], page.textureID[typePageNonAdditive], pMaterial );
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}
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pMaterial->DecrementReferenceCount();
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}
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//-----------------------------------------------------------------------------
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// Computes the page size given a character height
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//-----------------------------------------------------------------------------
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int CFontTextureCache::ComputePageType( int charTall ) const
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{
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for (int i = 0; i < FONT_PAGE_SIZE_COUNT; ++i)
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{
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if ( charTall < s_pFontPageSize[i] )
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: allocates a new page for a given character
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//-----------------------------------------------------------------------------
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bool CFontTextureCache::AllocatePageForChar(int charWide, int charTall, int &pageIndex, int &drawX, int &drawY, int &twide, int &ttall)
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{
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// see if there is room in the last page for this character
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int nPageType = ComputePageType( charTall );
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if ( nPageType < 0 )
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{
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Assert( !"Font is too tall for texture cache of glyphs\n" );
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return false;
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}
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pageIndex = m_pCurrPage[nPageType];
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int nNextX = 0;
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bool bNeedsNewPage = true;
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if ( pageIndex > -1 )
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{
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Page_t &page = m_PageList[ pageIndex ];
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nNextX = page.nextX + charWide;
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// make sure we have room on the current line of the texture page
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if ( nNextX > page.wide )
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{
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// move down a line
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page.nextX = 0;
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nNextX = charWide;
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page.nextY += page.tallestCharOnLine;
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page.tallestCharOnLine = charTall;
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}
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page.tallestCharOnLine = max( page.tallestCharOnLine, (short)charTall );
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bNeedsNewPage = ((page.nextY + page.tallestCharOnLine) > page.tall);
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}
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if ( bNeedsNewPage )
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{
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// allocate a new page
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pageIndex = m_PageList.AddToTail();
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Page_t &newPage = m_PageList[pageIndex];
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m_pCurrPage[nPageType] = pageIndex;
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for (int i = 0; i < FONT_DRAW_TYPE_COUNT; ++i )
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{
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newPage.textureID[i] = g_MatSystemSurface.CreateNewTextureID( true );
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}
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newPage.maxFontHeight = s_pFontPageSize[nPageType];
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newPage.wide = TEXTURE_PAGE_WIDTH;
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newPage.tall = TEXTURE_PAGE_HEIGHT;
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newPage.nextX = 0;
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newPage.nextY = 0;
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newPage.tallestCharOnLine = charTall;
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nNextX = charWide;
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static int nFontPageId = 0;
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char pTextureName[64];
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Q_snprintf( pTextureName, 64, "__font_page_%d", nFontPageId );
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++nFontPageId;
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MEM_ALLOC_CREDIT();
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ITexture *pTexture = g_pMaterialSystem->CreateProceduralTexture(
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pTextureName,
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TEXTURE_GROUP_VGUI,
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newPage.wide,
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newPage.tall,
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IMAGE_FORMAT_RGBA8888,
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TEXTUREFLAGS_POINTSAMPLE | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT |
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TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY );
|
|
|
|
CreateFontMaterials( newPage, pTexture );
|
|
|
|
pTexture->DecrementReferenceCount();
|
|
|
|
if ( IsPC() || !IsDebug() )
|
|
{
|
|
// clear the texture from the inital checkerboard to black
|
|
// allocate for 32bpp format
|
|
int nByteCount = TEXTURE_PAGE_WIDTH * TEXTURE_PAGE_HEIGHT * 4;
|
|
unsigned char *pRGBA = (unsigned char *)_alloca( nByteCount );
|
|
Q_memset( pRGBA, 0, nByteCount );
|
|
|
|
int typePageNonAdditive = (int)(vgui::FONT_DRAW_NONADDITIVE)-1;
|
|
g_MatSystemSurface.DrawSetTextureRGBA( newPage.textureID[typePageNonAdditive], pRGBA, newPage.wide, newPage.tall, false, false );
|
|
}
|
|
}
|
|
|
|
// output the position
|
|
Page_t &page = m_PageList[ pageIndex ];
|
|
drawX = page.nextX;
|
|
drawY = page.nextY;
|
|
twide = page.wide;
|
|
ttall = page.tall;
|
|
|
|
// Update the next position to draw in
|
|
page.nextX = nNextX + 1;
|
|
return true;
|
|
}
|