Team Fortress 2 Source Code as on 22/4/2020
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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;
}