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

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#include <STDInclude.hpp>
#include "IFont_s.hpp"
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#define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h>
#include <json.hpp>
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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>(std::roundf(scale * advance));
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// 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)
{
const auto* 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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}
}
void IFont_s::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
Components::FileSystem::File fontDefFile(std::format("{}.json", name));
Components::FileSystem::File fontFile(std::format("{}.ttf", name));
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if (!fontDefFile.exists() || !fontFile.exists())
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{
return;
}
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nlohmann::json fontDef;
try
{
fontDef = nlohmann::json::parse(fontDefFile.getBuffer());
}
catch (const nlohmann::json::parse_error& ex)
{
Components::Logger::Error(Game::ERR_FATAL, "Json Parse Error: {}. Font {} is invalid\n", ex.what(), name);
return;
}
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auto w = fontDef["textureWidth"].get<int>();
auto h = fontDef["textureHeight"].get<int>();
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auto size = fontDef["size"].get<int>();
auto yOffset = fontDef["yOffset"].get<int>();
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auto* pixels = builder->getAllocator()->allocateArray<uint8_t>(w * h);
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// Setup assets
const auto* texName = builder->getAllocator()->duplicateString(Utils::String::VA("if_%s", name.data() + 6 /* skip "fonts/" */));
const auto* fontName = builder->getAllocator()->duplicateString(name);
const auto* glowMaterialName = builder->getAllocator()->duplicateString(Utils::String::VA("%s_glow", name.data()));
auto* image = builder->getAllocator()->allocate<Game::GfxImage>();
std::memcpy(image, Game::DB_FindXAssetHeader(Game::ASSET_TYPE_IMAGE, "gamefonts_pc").image, sizeof(Game::GfxImage));
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image->name = texName;
auto* material = builder->getAllocator()->allocate<Game::Material>();
std::memcpy(material, Game::DB_FindXAssetHeader(Game::ASSET_TYPE_MATERIAL, "fonts/gamefonts_pc").material, sizeof(Game::Material));
auto textureTable = builder->getAllocator()->allocate<Game::MaterialTextureDef>();
std::memcpy(textureTable, material->textureTable, sizeof(Game::MaterialTextureDef));
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material->textureTable = textureTable;
material->textureTable->u.image = image;
material->info.name = fontName;
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auto* glowMaterial = builder->getAllocator()->allocate<Game::Material>();
std::memcpy(glowMaterial, Game::DB_FindXAssetHeader(Game::ASSET_TYPE_MATERIAL, "fonts/gamefonts_pc_glow").material, sizeof(Game::Material));
glowMaterial->textureTable = material->textureTable;
glowMaterial->info.name = glowMaterialName;
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std::vector<std::uint16_t> charset;
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if (fontDef["charset"].is_array())
{
nlohmann::json::array_t charsetArray = fontDef["charset"];
for (auto& ch : charsetArray)
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{
charset.push_back(static_cast<std::uint16_t>(ch.get<int>()));
}
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// order matters
std::ranges::sort(charset);
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for (std::uint16_t i = 32; i < 128; i++)
{
if (std::ranges::find(charset, i) == charset.end())
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{
Components::Logger::Error(Game::ERR_FATAL, "Font {} missing codepoint {}", name.data(), i);
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}
}
}
else
{
for (std::uint16_t i = 32; i < 128; i++)
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{
charset.push_back(i);
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}
}
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auto* font = builder->getAllocator()->allocate<Game::Font_s>();
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font->fontName = fontName;
font->pixelHeight = size;
font->material = material;
font->glowMaterial = glowMaterial;
font->glyphCount = static_cast<int>(charset.size());
font->glyphs = builder->getAllocator()->allocateArray<Game::Glyph>(charset.size());
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// 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);
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if (result == -1)
{
Components::Logger::Error(Game::ERR_FATAL, "Truetype font {} is broken", name);
}
else if (result < 0)
{
Components::Logger::Error(Game::ERR_FATAL, "Texture size of font {} is not enough", name);
}
else if(h - result > size)
{
Components::Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "Texture of font {} have too much left over space: {}\n", name, h - result);
}
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header->font = font;
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// Save generated materials
Game::XAssetHeader tmpHeader;
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tmpHeader.image = image;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_IMAGE, tmpHeader);
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tmpHeader.material = material;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_MATERIAL, tmpHeader);
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tmpHeader.material = glowMaterial;
Components::AssetHandler::StoreTemporaryAsset(Game::ASSET_TYPE_MATERIAL, tmpHeader);
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// Save generated image
Utils::IO::CreateDir("userraw\\images");
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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 (auto 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(std::format("userraw\\images\\{}.iwi", texName), outIwi);
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}
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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();
}
}