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