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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: PS3 support for TrueType Fonts as hastily bastardized from Xbox 360 code.
// On 360, the only solution is to use XUI
// to mount the TTF, and rasterize glyph into a render target. XUI does not support
// rasterization directly to a system memory region.
// On PS3 that is not a problem, but rather than reimplement this whole class,
// the minimal-code-change approach is just to patch some functions in shaderapi,
// even though we don't need to do the work in shaderapi. I hang my head in shame
// for this unworthy laziness/haste.
//
//=====================================================================================//
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <tier0/dbg.h>
#include <vgui/ISurface.h>
#include <tier0/mem.h>
#include <utlbuffer.h>
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "FontEffects.h"
#include "vgui_surfacelib/vguifont.h"
#include "vgui_surfacelib/FontManager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool s_bSupportsUnicode = true;
//-----------------------------------------------------------------------------
// Determine possible style from parameters.
//-----------------------------------------------------------------------------
int GetStyleFromParameters( int iFlags, int iWeight )
{
// Available xbox TTF styles are very restricted.
int style = CPS3Font::kFONT_STYLE_NORMAL;
if ( iFlags & FONTFLAG_ITALIC )
style |= CPS3Font::kFONT_STYLE_ITALIC;
if ( iFlags & FONTFLAG_UNDERLINE )
style |= CPS3Font::kFONT_STYLE_UNDERLINE;
if ( iWeight > 400 )
style |= CPS3Font::kFONT_STYLE_BOLD;
return style;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CPS3Font::CPS3Font() : m_ExtendedABCWidthsCache( 256, 0, &ExtendedABCWidthsCacheLessFunc )
{
m_szName = UTL_INVAL_SYMBOL;
m_iTall = 0;
m_iWeight = 0;
m_iHeight = 0;
m_iAscent = 0;
m_iFlags = 0;
m_iMaxCharWidth = 0;
m_hFont = NULL;
m_bAntiAliased = false;
m_bUnderlined = false;
m_iBlur = 0;
m_iScanLines = 0;
m_bRotary = false;
m_bAdditive = false;
m_rgiBitmapSize[0] = 0;
m_rgiBitmapSize[1] = 0;
s_bSupportsUnicode = true;
Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CPS3Font::~CPS3Font()
{
if ( m_hFont != NULL )
{
// many fonts are blindly precached by vgui and never used
// save memory and don't hold font open, re-open if glyph actually requested used during draw
if ( IMaterialSystem *pMS = FontManager().MaterialSystem() )
pMS->CloseTrueTypeFont( m_hFont );
}
m_hFont = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Creates the font.
//-----------------------------------------------------------------------------
bool CPS3Font::Create( const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags )
{
// setup font properties
m_iTall = tall;
m_iWeight = weight;
m_iFlags = flags;
m_bAntiAliased = (flags & FONTFLAG_ANTIALIAS) ? 1 : 0;
m_bUnderlined = (flags & FONTFLAG_UNDERLINE) ? 1 : 0;
m_iDropShadowOffset = (flags & FONTFLAG_DROPSHADOW) ? 1 : 0;
m_iOutlineSize = (flags & FONTFLAG_OUTLINE) ? 1 : 0;
m_iBlur = blur;
m_iScanLines = scanlines;
m_bRotary = (flags & FONTFLAG_ROTARY) ? 1 : 0;
m_bAdditive = (flags & FONTFLAG_ADDITIVE) ? 1 : 0;
int style = GetStyleFromParameters( flags, weight );
// must support > 128, there are characters in this range in the custom fonts
COMPILE_TIME_ASSERT( ABCWIDTHS_CACHE_SIZE == 256 );
CPS3FontMetrics fontMetrics;
CPS3CharMetrics charMetrics[ABCWIDTHS_CACHE_SIZE];
// many redundant requests are made that are actually the same font metrics
// find it in the metric cache first based on the true specific keys
if ( !FontManager().GetCachedPS3Metrics( windowsFontName, tall, style, &fontMetrics, charMetrics ) )
{
if ( !m_hFont )
{
m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( windowsFontName, tall, style );
// no you're not seeing double
if ( !m_hFont )
{
return false;
}
}
// get the predominant font metrics now [1-255], the extended set [256-65535] is on-demand
FontManager().MaterialSystem()->GetTrueTypeFontMetrics( m_hFont, m_iTall, 1, 255, &fontMetrics, &charMetrics[1] );
// getting the metrics is an expensive i/o operation, cache results
FontManager().SetCachedPS3Metrics( windowsFontName, tall, style, &fontMetrics, charMetrics );
}
m_szName = windowsFontName;
m_iHeight = fontMetrics.lineHeight + fontMetrics.effectHeight + m_iDropShadowOffset + 2 * m_iOutlineSize;
m_iMaxCharWidth = ceilf(fontMetrics.fMaxWidth);
m_iAscent = fontMetrics.baseLineY;
// determine cell bounds
m_rgiBitmapSize[0] = m_iMaxCharWidth + m_iOutlineSize * 2;
m_rgiBitmapSize[1] = m_iHeight;
// get char spacing
// a is space before character (can be negative)
// b is the width of the character
// c is the space after the character
Assert( ABCWIDTHS_CACHE_SIZE <= 256 );
Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
for ( int i = 1; i < ABCWIDTHS_CACHE_SIZE; i++ )
{
int a,b,c;
/*
// Determine real a,b,c mapping from XUI Character Metrics
a = charMetrics[i].fMinX - 1; // Add one column of padding to make up for font rendering blurring into left column (and adjust in b)
b = charMetrics[i].fMaxX - charMetrics[i].fMinX + 1;
c = charMetrics[i].fAdvance - charMetrics[i].fMaxX; // NOTE: We probably should add a column here, but it's rarely needed in our current fonts so we're opting to save memory instead
*/
a = charMetrics[i].A();
b = charMetrics[i].B();
c = charMetrics[i].C();
// Widen for blur, outline, and shadow. Need to widen b and reduce a and c.
m_ABCWidthsCache[i].a = a - m_iOutlineSize;
m_ABCWidthsCache[i].b = b + ( ( m_iBlur + m_iOutlineSize ) * 2 ) + m_iDropShadowOffset;
m_ABCWidthsCache[i].c = c - 2*m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: generates texture data (written into appropriate font page subrects) for multiple chars
//-----------------------------------------------------------------------------
void CPS3Font::GetCharsRGBA( newChar_t *newChars, int numNewChars, unsigned char *pRGBA )
{
if ( !m_hFont )
{
// demand request for font glyph, re-create font
int style = GetStyleFromParameters( m_iFlags, m_iWeight );
m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( GetName(), m_iTall, style );
}
wchar_t *pWch = (wchar_t *)_alloca( numNewChars*sizeof(wchar_t) );
int *pOffsetX = (int *)_alloca( numNewChars*sizeof(int) );
int *pOffsetY = (int *)_alloca( numNewChars*sizeof(int) );
int *pWidth = (int *)_alloca( numNewChars*sizeof(int) );
int *pHeight = (int *)_alloca( numNewChars*sizeof(int) );
int *pRGBAOffset = (int *)_alloca( numNewChars*sizeof(int) );
for ( int i = 0; i < numNewChars; i++ )
{
int a, c, wide;
GetCharABCWidths( newChars[i].wch, a, wide, c );
pWch[i] = newChars[i].wch;
pOffsetX[i] = -a;
pOffsetY[i] = 0;
pWidth[i] = newChars[i].fontWide;
pHeight[i] = newChars[i].fontTall;
pRGBAOffset[i] = newChars[i].offset;
}
if ( !FontManager().MaterialSystem()->GetTrueTypeGlyphs( m_hFont, m_iTall, numNewChars, pWch, pOffsetX, pOffsetY, pWidth, pHeight, pRGBA, pRGBAOffset ) )
{
// failure
return;
}
for ( int i = 0; i < numNewChars; i++ )
{
// apply requested effects in specified order
unsigned char *pCharRGBA = pRGBA + newChars[i].offset;
ApplyDropShadowToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iDropShadowOffset );
ApplyOutlineToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iOutlineSize );
ApplyGaussianBlurToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iBlur );
ApplyScanlineEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iScanLines );
ApplyRotaryEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_bRotary );
}
}
//-----------------------------------------------------------------------------
// Purpose: writes the char into the specified 32bpp texture at specified rect
//-----------------------------------------------------------------------------
void CPS3Font::GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *pRGBA )
{
newChar_t newChar;
newChar.wch = ch;
newChar.fontWide = rgbaWide;
newChar.fontTall = rgbaTall;
newChar.offset = 0;
GetCharsRGBA( &newChar, 1, pRGBA );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the font is equivalent to that specified
//-----------------------------------------------------------------------------
bool CPS3Font::IsEqualTo(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags)
{
// do an true comparison that accounts for non-supported behaviors that gets remapped
// avoids creating fonts that are graphically equivalent, though specified differently
if ( !stricmp( windowsFontName, m_szName.String() ) &&
m_iTall == tall &&
m_iBlur == blur &&
m_iScanLines == scanlines )
{
// only these flags affect the font glyphs
int validFlags = FONTFLAG_DROPSHADOW |
FONTFLAG_OUTLINE |
FONTFLAG_ROTARY |
FONTFLAG_ITALIC |
FONTFLAG_UNDERLINE;
if ( ( m_iFlags & validFlags ) == ( flags & validFlags ) )
{
if ( GetStyleFromParameters( m_iFlags, m_iWeight ) == GetStyleFromParameters( flags, weight ) )
{
// the font is equivalent
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true only if this font is valid for use
//-----------------------------------------------------------------------------
bool CPS3Font::IsValid()
{
if ( m_szName != UTL_INVAL_SYMBOL )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: gets the abc widths for a character
//-----------------------------------------------------------------------------
void CPS3Font::GetCharABCWidths( int ch, int &a, int &b, int &c )
{
Assert( IsValid() );
if ( ch < ABCWIDTHS_CACHE_SIZE )
{
// use the cache entry
a = m_ABCWidthsCache[ch].a;
b = m_ABCWidthsCache[ch].b;
c = m_ABCWidthsCache[ch].c;
}
else
{
// look for it in the extended cache
abc_cache_t finder = { (wchar_t)ch };
unsigned short i = m_ExtendedABCWidthsCache.Find( finder );
if ( m_ExtendedABCWidthsCache.IsValidIndex( i ) )
{
a = m_ExtendedABCWidthsCache[i].abc.a;
b = m_ExtendedABCWidthsCache[i].abc.b;
c = m_ExtendedABCWidthsCache[i].abc.c;
return;
}
// not in the cache, get from system
// getting the metrics is an expensive i/o operation
if ( !m_hFont )
{
// demand request for font metrics, re-open font
int style = GetStyleFromParameters( m_iFlags, m_iWeight );
m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( GetName(), m_iTall, style );
}
if ( m_hFont )
{
CPS3FontMetrics fontMetrics;
CPS3CharMetrics charMetrics;
FontManager().MaterialSystem()->GetTrueTypeFontMetrics( m_hFont, m_iTall, ch, ch, &fontMetrics, &charMetrics );
/*
// Determine real a,b,c mapping from XUI Character Metrics
a = charMetrics.fMinX - 1; // Add one column of padding to make up for font rendering blurring into left column (and adjust in b)
b = charMetrics.fMaxX - charMetrics.fMinX + 1;
c = charMetrics.fAdvance - charMetrics.fMaxX; // NOTE: We probably should add a column here, but it's rarely needed in our current fonts so we're opting to save memory instead
*/
a = charMetrics.A();
b = charMetrics.B();
c = charMetrics.C();
// Widen for blur, outline, and shadow. Need to widen b and reduce a and c.
a = a - m_iOutlineSize;
b = b + ( ( m_iBlur + m_iOutlineSize ) * 2 ) + m_iDropShadowOffset;
c = c - 2*m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
}
else
{
a = 0;
b = 0;
c = 0;
}
// add to the cache
finder.abc.a = a;
finder.abc.b = b;
finder.abc.c = c;
m_ExtendedABCWidthsCache.Insert( finder );
}
}
void CPS3Font::GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC )
{
int a, b, c;
GetCharABCWidths( ch, a, b, c );
wide = a+b+c;
abcA = a;
abcC = c;
}
//-----------------------------------------------------------------------------
// Purpose: returns the height of the font, in pixels
//-----------------------------------------------------------------------------
int CPS3Font::GetHeight()
{
Assert( IsValid() );
return m_iHeight;
}
//-----------------------------------------------------------------------------
// Purpose: returns the ascent of the font, in pixels (ascent=units above the base line)
//-----------------------------------------------------------------------------
int CPS3Font::GetAscent()
{
Assert( IsValid() );
return m_iAscent;
}
//-----------------------------------------------------------------------------
// Purpose: returns the maximum width of a character, in pixels
//-----------------------------------------------------------------------------
int CPS3Font::GetMaxCharWidth()
{
Assert( IsValid() );
return m_iMaxCharWidth;
}
//-----------------------------------------------------------------------------
// Purpose: returns the flags used to make this font, used by the dynamic resizing code
//-----------------------------------------------------------------------------
int CPS3Font::GetFlags()
{
Assert( IsValid() );
return m_iFlags;
}
//-----------------------------------------------------------------------------
// Purpose: Comparison function for abc widths storage
//-----------------------------------------------------------------------------
bool CPS3Font::ExtendedABCWidthsCacheLessFunc( const abc_cache_t &lhs, const abc_cache_t &rhs )
{
return lhs.wch < rhs.wch;
}
void CPS3Font::CloseResource()
{
if ( !m_hFont )
{
return;
}
// many fonts are blindly precached by vgui and never used
// save memory and don't hold font open, re-open if glyph actually requested used during draw
FontManager().MaterialSystem()->CloseTrueTypeFont( m_hFont );
m_hFont = NULL;
}