iw4x-client/src/Components/Modules/AssetInterfaces/IFont_s.cpp

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#include "STDInclude.hpp"
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#define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h>
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namespace Assets
{
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namespace
{
int PackFonts(const uint8_t* data, std::vector<uint16_t>& charset, Game::Glyph* glyphs, float pixel_height, unsigned char* pixels, int pw, int ph, int yOffset)
{
stbtt_fontinfo f;
f.userdata = NULL;
if (!stbtt_InitFont(&f, data, 0))
return -1;
std::memset(pixels, 0, pw * ph);
int x = 1, y = 1, bottom_y = 1;
float scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
int i = 0;
for (auto& ch : charset)
{
int advance, lsb, x0, y0, x1, y1, gw, gh;
int g = stbtt_FindGlyphIndex(&f, ch);
stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
stbtt_GetGlyphBitmapBox(&f, g, scale, scale, &x0, &y0, &x1, &y1);
gw = x1 - x0;
gh = y1 - y0;
if (x + gw + 1 >= pw)
{
// Advance to next row
y = bottom_y;
x = 1;
}
if (y + gh + 1 >= ph)
{
// Check if we have ran out of the room
return -i;
}
stbtt_MakeGlyphBitmap(&f, pixels + x + y * pw, gw, gh, pw, scale, scale, g);
auto& glyph = glyphs[i++];
glyph.letter = ch;
glyph.s0 = x / static_cast<float>(pw);
glyph.s1 = (x + gw) / static_cast<float>(pw);
glyph.t0 = y / static_cast<float>(ph);
glyph.t1 = (y + gh) / static_cast<float>(ph);
glyph.pixelWidth = static_cast<char>(gw);
glyph.pixelHeight = static_cast<char>(gh);
glyph.x0 = static_cast<char>(x0);
glyph.y0 = static_cast<char>(y0 + yOffset);
glyph.dx = static_cast<char>(roundf(scale * advance));
// Advance to next col
x = x + gw + 1;
// Expand bottom of current row if current glyph is bigger
if (y + gh + 1 > bottom_y)
{
bottom_y = y + gh + 1;
}
}
return bottom_y;
}
}
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void IFont_s::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::Font_s *asset = header.font;
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if (asset->material)
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{
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builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->material);
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}
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if (asset->glowMaterial)
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{
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builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->glowMaterial);
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}
}
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void IFont_s::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone*)
{
Components::FileSystem::File fontDefFile(Utils::String::VA("%s.json", name.data()));
Components::FileSystem::File fontFile(Utils::String::VA("%s.ttf", name.data()));
if (fontDefFile.exists() && fontFile.exists())
{
std::string errors;
auto fontDef = json11::Json::parse(fontDefFile.getBuffer(), errors);
if (!errors.empty())
{
Components::Logger::Error("Font define %s is broken: %s.", name.data(), errors.data());
}
if (!fontDef.is_object())
{
Components::Logger::Error("Font define %s is invaild.", name.data(), errors.data());
}
int w = fontDef["textureWidth"].int_value();
int h = fontDef["textureHeight"].int_value();
int size = fontDef["size"].int_value();
int yOffset = fontDef["yOffset"].int_value();
uint8_t* pixels = Utils::Memory::AllocateArray<uint8_t>(w * h);
// Setup assets
auto* texName = Utils::Memory::DuplicateString(Utils::String::VA("if_%s", name.data() + 6 /* skip "fonts/" */));
auto* fontName = Utils::Memory::DuplicateString(name.data());
auto* glowMaterialName = Utils::Memory::DuplicateString(Utils::String::VA("%s_glow", name.data()));
auto* image = Utils::Memory::Duplicate(Game::DB_FindXAssetHeader(Game::ASSET_TYPE_IMAGE, "gamefonts_pc").image);
image->name = texName;
auto* material = Utils::Memory::Duplicate(Game::DB_FindXAssetHeader(Game::ASSET_TYPE_MATERIAL, "fonts/gamefonts_pc").material);
material->textureTable = Utils::Memory::Duplicate(material->textureTable);
material->textureTable->u.image = image;
material->info.name = fontName;
auto* glowMaterial = Utils::Memory::Duplicate(Game::DB_FindXAssetHeader(Game::ASSET_TYPE_MATERIAL, "fonts/gamefonts_pc_glow").material);
glowMaterial->textureTable = material->textureTable;
glowMaterial->info.name = glowMaterialName;
std::vector<uint16_t> charset;
if (fontDef["charset"].is_array())
{
for (auto& ch : fontDef["charset"].array_items())
charset.push_back(static_cast<uint16_t>(ch.int_value()));
// order matters
std::sort(charset.begin(), charset.end());
for (uint16_t i = 32; i < 128; i++)
{
if (std::find(charset.begin(), charset.end(), i) == charset.end())
{
Components::Logger::Error("Font %s missing codepoint %d.", name.data(), i);
}
}
}
else
{
for (uint16_t i = 32; i < 128; i++)
charset.push_back(i);
}
auto* font = Utils::Memory::Allocate<Game::Font_s>();
font->fontName = fontName;
font->pixelHeight = size;
font->material = material;
font->glowMaterial = glowMaterial;
font->glyphCount = charset.size();
font->glyphs = Utils::Memory::AllocateArray<Game::Glyph>(charset.size());
// Generate glyph data
int result = PackFonts(reinterpret_cast<const uint8_t*>(fontFile.getBuffer().data()), charset, font->glyphs, static_cast<float>(size), pixels, w, h, yOffset);
if (result == -1)
{
Components::Logger::Error("Truetype font %s is broken.", name.data());
}
else if (result < 0)
{
Components::Logger::Error("Texture size of font %s is not enough.", name.data());
}
else if(h - result > size)
{
Components::Logger::Print("Warn: Texture of font %s have too much left over space: %d\n", name.data(), h - result);
}
header->font = font;
// Save generated materials
Game::XAssetHeader tmpHeader;
tmpHeader.image = image;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_IMAGE, tmpHeader);
tmpHeader.material = material;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_MATERIAL, tmpHeader);
tmpHeader.material = glowMaterial;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_MATERIAL, tmpHeader);
// Save generated image
Utils::IO::CreateDir("userraw\\images");
int fileSize = w * h * 4;
int iwiHeaderSize = static_cast<int>(sizeof(Game::GfxImageFileHeader));
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Game::GfxImageFileHeader iwiHeader =
{
{ 'I', 'W', 'i' },
/* version */
8,
/* flags */
2,
/* format */
Game::IMG_FORMAT_BITMAP_RGBA,
0,
/* dimensions(x, y, z) */
{ static_cast<short>(w), static_cast<short>(h), 1 },
/* fileSizeForPicmip (mipSize in bytes + sizeof(GfxImageFileHeader)) */
{ fileSize + iwiHeaderSize, fileSize, fileSize, fileSize }
};
std::string outIwi;
outIwi.resize(fileSize + sizeof(Game::GfxImageFileHeader));
std::memcpy(outIwi.data(), &iwiHeader, sizeof(Game::GfxImageFileHeader));
// Generate RGBA data
auto* rgbaPixels = outIwi.data() + sizeof(Game::GfxImageFileHeader);
for (int i = 0; i < w * h * 4; i += 4)
{
rgbaPixels[i + 0] = static_cast<char>(255);
rgbaPixels[i + 1] = static_cast<char>(255);
rgbaPixels[i + 2] = static_cast<char>(255);
rgbaPixels[i + 3] = static_cast<char>(pixels[i / 4]);
}
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Utils::IO::WriteFile(Utils::String::VA("userraw\\images\\%s.iwi", texName), outIwi);
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Utils::Memory::Free(pixels);
}
}
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void IFont_s::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Font_s, 24);
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AssertSize(Game::Glyph, 24);
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Utils::Stream* buffer = builder->getBuffer();
Game::Font_s* asset = header.font;
Game::Font_s* dest = buffer->dest<Game::Font_s>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->fontName)
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{
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buffer->saveString(asset->fontName);
Utils::Stream::ClearPointer(&dest->fontName);
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}
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dest->material = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->material).material;
dest->glowMaterial = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->glowMaterial).material;
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if (asset->glyphs)
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{
buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->glyphs, asset->glyphCount);
Utils::Stream::ClearPointer(&dest->glyphs);
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}
buffer->popBlock();
}
}