(fc0a5b62d) Option to generate font atlases dynamically (rendering new symbols to the atlas as needed). WIP
This commit is contained in:
@@ -21,6 +21,15 @@ namespace Barotrauma
|
|||||||
private List<Texture2D> textures;
|
private List<Texture2D> textures;
|
||||||
private GraphicsDevice graphicsDevice;
|
private GraphicsDevice graphicsDevice;
|
||||||
|
|
||||||
|
private Vector2 currentDynamicAtlasCoords;
|
||||||
|
private int currentDynamicAtlasNextY;
|
||||||
|
|
||||||
|
public bool DynamicLoading
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
public uint Size
|
public uint Size
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -47,11 +56,11 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
|
|
||||||
public ScalableFont(XElement element, GraphicsDevice gd = null)
|
public ScalableFont(XElement element, GraphicsDevice gd = null)
|
||||||
: this (element.GetAttributeString("file", ""), (uint)element.GetAttributeInt("size", 14), gd)
|
: this (element.GetAttributeString("file", ""), (uint)element.GetAttributeInt("size", 14), gd, element.GetAttributeBool("dynamicloading", false))
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public ScalableFont(string filename, uint size, GraphicsDevice gd = null)
|
public ScalableFont(string filename, uint size, GraphicsDevice gd = null, bool dynamicLoading = false)
|
||||||
{
|
{
|
||||||
if (Lib == null) Lib = new Library();
|
if (Lib == null) Lib = new Library();
|
||||||
this.filename = filename;
|
this.filename = filename;
|
||||||
@@ -69,12 +78,15 @@ namespace Barotrauma
|
|||||||
this.face = new Face(Lib, filename);
|
this.face = new Face(Lib, filename);
|
||||||
}
|
}
|
||||||
this.size = size;
|
this.size = size;
|
||||||
|
|
||||||
this.textures = new List<Texture2D>();
|
this.textures = new List<Texture2D>();
|
||||||
|
|
||||||
this.texCoords = new Dictionary<uint, GlyphData>();
|
this.texCoords = new Dictionary<uint, GlyphData>();
|
||||||
|
this.DynamicLoading = dynamicLoading;
|
||||||
|
this.graphicsDevice = gd;
|
||||||
|
|
||||||
if (gd != null) RenderAtlas(gd);
|
if (gd != null && !dynamicLoading)
|
||||||
|
{
|
||||||
|
RenderAtlas(gd);
|
||||||
|
}
|
||||||
|
|
||||||
FontList.Add(this);
|
FontList.Add(this);
|
||||||
}
|
}
|
||||||
@@ -87,8 +99,10 @@ namespace Barotrauma
|
|||||||
/// <param name="charRanges">Character ranges between each even element with their corresponding odd element. Default is 0x20 to 0xFFFF.</param>
|
/// <param name="charRanges">Character ranges between each even element with their corresponding odd element. Default is 0x20 to 0xFFFF.</param>
|
||||||
/// <param name="texDims">Texture dimensions. Default is 512x512.</param>
|
/// <param name="texDims">Texture dimensions. Default is 512x512.</param>
|
||||||
/// <param name="baseChar">Base character used to shift all other characters downwards when rendering. Defaults to T.</param>
|
/// <param name="baseChar">Base character used to shift all other characters downwards when rendering. Defaults to T.</param>
|
||||||
public void RenderAtlas(GraphicsDevice gd, uint[] charRanges = null, int texDims = 512, uint baseChar = 0x54)
|
public void RenderAtlas(GraphicsDevice gd, uint[] charRanges = null, int texDims = 1024, uint baseChar = 0x54)
|
||||||
{
|
{
|
||||||
|
if (DynamicLoading) { return; }
|
||||||
|
|
||||||
if (charRanges == null)
|
if (charRanges == null)
|
||||||
{
|
{
|
||||||
charRanges = new uint[] { 0x20, 0xFFFF };
|
charRanges = new uint[] { 0x20, 0xFFFF };
|
||||||
@@ -172,11 +186,13 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
GlyphData newData = new GlyphData();
|
GlyphData newData = new GlyphData
|
||||||
newData.advance = (float)face.Glyph.Metrics.HorizontalAdvance;
|
{
|
||||||
newData.texIndex = texIndex;
|
advance = (float)face.Glyph.Metrics.HorizontalAdvance,
|
||||||
newData.texCoords = new Rectangle((int)currentCoords.X, (int)currentCoords.Y, glyphWidth, glyphHeight);
|
texIndex = texIndex,
|
||||||
newData.drawOffset = new Vector2(face.Glyph.BitmapLeft, baseHeight*14/10 - face.Glyph.BitmapTop);
|
texCoords = new Rectangle((int)currentCoords.X, (int)currentCoords.Y, glyphWidth, glyphHeight),
|
||||||
|
drawOffset = new Vector2(face.Glyph.BitmapLeft, baseHeight * 14 / 10 - face.Glyph.BitmapTop)
|
||||||
|
};
|
||||||
texCoords.Add(j, newData);
|
texCoords.Add(j, newData);
|
||||||
|
|
||||||
for (int y = 0; y < glyphHeight; y++)
|
for (int y = 0; y < glyphHeight; y++)
|
||||||
@@ -192,14 +208,99 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
textures[texIndex].SetData<uint>(pixelBuffer);
|
textures[texIndex].SetData<uint>(pixelBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
graphicsDevice = gd;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DynamicRenderAtlas(GraphicsDevice gd, uint character, int texDims = 1024, uint baseChar = 0x54)
|
||||||
|
{
|
||||||
|
if (textures.Count == 0)
|
||||||
|
{
|
||||||
|
this.texDims = texDims;
|
||||||
|
this.baseChar = baseChar;
|
||||||
|
face.LoadGlyph(face.GetCharIndex(baseChar), LoadFlags.Default, LoadTarget.Normal);
|
||||||
|
baseHeight = face.Glyph.Metrics.Height.ToInt32();
|
||||||
|
textures.Add(new Texture2D(gd, texDims, texDims, false, SurfaceFormat.Color));
|
||||||
|
}
|
||||||
|
|
||||||
|
uint glyphIndex = face.GetCharIndex(character);
|
||||||
|
if (glyphIndex == 0) { return; }
|
||||||
|
|
||||||
|
face.LoadGlyph(glyphIndex, LoadFlags.Default, LoadTarget.Normal);
|
||||||
|
if (face.Glyph.Metrics.Width == 0 || face.Glyph.Metrics.Height == 0)
|
||||||
|
{
|
||||||
|
if (face.Glyph.Metrics.HorizontalAdvance > 0)
|
||||||
|
{
|
||||||
|
//glyph is empty, but char still applies advance
|
||||||
|
GlyphData blankData = new GlyphData();
|
||||||
|
blankData.advance = (float)face.Glyph.Metrics.HorizontalAdvance;
|
||||||
|
blankData.texIndex = -1; //indicates no texture because the glyph is empty
|
||||||
|
texCoords.Add(character, blankData);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//stacktrace doesn't really work that well when RenderGlyph throws an exception
|
||||||
|
face.Glyph.RenderGlyph(RenderMode.Normal);
|
||||||
|
byte[] bitmap = face.Glyph.Bitmap.BufferData;
|
||||||
|
int glyphWidth = face.Glyph.Bitmap.Width;
|
||||||
|
int glyphHeight = bitmap.Length / glyphWidth;
|
||||||
|
|
||||||
|
if (glyphWidth > texDims - 1 || glyphHeight > texDims - 1)
|
||||||
|
{
|
||||||
|
throw new Exception(filename + ", " + size.ToString() + ", " + (char)character + "; Glyph dimensions exceed texture atlas dimensions");
|
||||||
|
}
|
||||||
|
|
||||||
|
//no more room in current texture atlas, create a new one
|
||||||
|
if (currentDynamicAtlasCoords.Y + glyphHeight + 2 > texDims - 1)
|
||||||
|
{
|
||||||
|
currentDynamicAtlasCoords.X = 0;
|
||||||
|
currentDynamicAtlasCoords.Y = 0;
|
||||||
|
textures.Add(new Texture2D(gd, texDims, texDims, false, SurfaceFormat.Color));
|
||||||
|
}
|
||||||
|
|
||||||
|
currentDynamicAtlasNextY = Math.Max(currentDynamicAtlasNextY, glyphHeight + 2);
|
||||||
|
if (currentDynamicAtlasCoords.X + glyphWidth + 2 > texDims - 1)
|
||||||
|
{
|
||||||
|
currentDynamicAtlasCoords.X = 0;
|
||||||
|
currentDynamicAtlasCoords.Y += currentDynamicAtlasNextY;
|
||||||
|
currentDynamicAtlasNextY = 0;
|
||||||
|
}
|
||||||
|
//no more room in current texture atlas, create a new one
|
||||||
|
if (currentDynamicAtlasCoords.Y + glyphHeight + 2 > texDims - 1)
|
||||||
|
{
|
||||||
|
currentDynamicAtlasCoords.X = 0;
|
||||||
|
currentDynamicAtlasCoords.Y = 0;
|
||||||
|
textures.Add(new Texture2D(gd, texDims, texDims, false, SurfaceFormat.Color));
|
||||||
|
}
|
||||||
|
|
||||||
|
GlyphData newData = new GlyphData
|
||||||
|
{
|
||||||
|
advance = (float)face.Glyph.Metrics.HorizontalAdvance,
|
||||||
|
texIndex = textures.Count - 1,
|
||||||
|
texCoords = new Rectangle((int)currentDynamicAtlasCoords.X, (int)currentDynamicAtlasCoords.Y, glyphWidth, glyphHeight),
|
||||||
|
drawOffset = new Vector2(face.Glyph.BitmapLeft, baseHeight * 14 / 10 - face.Glyph.BitmapTop)
|
||||||
|
};
|
||||||
|
texCoords.Add(character, newData);
|
||||||
|
|
||||||
|
uint[] pixelBuffer = new uint[texDims * texDims];
|
||||||
|
textures[newData.texIndex].GetData<uint>(pixelBuffer, 0, texDims * texDims);
|
||||||
|
|
||||||
|
for (int y = 0; y < glyphHeight; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < glyphWidth; x++)
|
||||||
|
{
|
||||||
|
byte byteColor = bitmap[x + y * glyphWidth];
|
||||||
|
pixelBuffer[((int)currentDynamicAtlasCoords.X + x) + ((int)currentDynamicAtlasCoords.Y + y) * texDims] = (uint)(byteColor << 24 | byteColor << 16 | byteColor << 8 | byteColor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
textures[newData.texIndex].SetData<uint>(pixelBuffer);
|
||||||
|
|
||||||
|
currentDynamicAtlasCoords.X += glyphWidth + 2;
|
||||||
|
}
|
||||||
|
|
||||||
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects se, float layerDepth)
|
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects se, float layerDepth)
|
||||||
{
|
{
|
||||||
if (textures.Count == 0) return;
|
if (textures.Count == 0 && !DynamicLoading) { return; }
|
||||||
|
|
||||||
int lineNum = 0;
|
int lineNum = 0;
|
||||||
Vector2 currentPos = position;
|
Vector2 currentPos = position;
|
||||||
Vector2 advanceUnit = rotation == 0.0f ? Vector2.UnitX : new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
|
Vector2 advanceUnit = rotation == 0.0f ? Vector2.UnitX : new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
|
||||||
@@ -213,7 +314,13 @@ namespace Barotrauma
|
|||||||
currentPos.Y += baseHeight * 1.8f * lineNum * advanceUnit.X * scale.Y;
|
currentPos.Y += baseHeight * 1.8f * lineNum * advanceUnit.X * scale.Y;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint charIndex = text[i];
|
uint charIndex = text[i];
|
||||||
|
if (DynamicLoading && !texCoords.ContainsKey(charIndex))
|
||||||
|
{
|
||||||
|
DynamicRenderAtlas(graphicsDevice, charIndex);
|
||||||
|
}
|
||||||
|
|
||||||
if (texCoords.TryGetValue(charIndex, out GlyphData gd) || texCoords.TryGetValue(9633, out gd)) //9633 = white square
|
if (texCoords.TryGetValue(charIndex, out GlyphData gd) || texCoords.TryGetValue(9633, out gd)) //9633 = white square
|
||||||
{
|
{
|
||||||
if (gd.texIndex >= 0)
|
if (gd.texIndex >= 0)
|
||||||
@@ -223,7 +330,6 @@ namespace Barotrauma
|
|||||||
drawOffset.X = gd.drawOffset.X * advanceUnit.X * scale.X - gd.drawOffset.Y * advanceUnit.Y * scale.Y;
|
drawOffset.X = gd.drawOffset.X * advanceUnit.X * scale.X - gd.drawOffset.Y * advanceUnit.Y * scale.Y;
|
||||||
drawOffset.Y = gd.drawOffset.X * advanceUnit.Y * scale.Y + gd.drawOffset.Y * advanceUnit.X * scale.X;
|
drawOffset.Y = gd.drawOffset.X * advanceUnit.Y * scale.Y + gd.drawOffset.Y * advanceUnit.X * scale.X;
|
||||||
|
|
||||||
|
|
||||||
sb.Draw(tex, currentPos + drawOffset, gd.texCoords, color, rotation, origin, scale, se, layerDepth);
|
sb.Draw(tex, currentPos + drawOffset, gd.texCoords, color, rotation, origin, scale, se, layerDepth);
|
||||||
}
|
}
|
||||||
currentPos += gd.advance * advanceUnit * scale.X;
|
currentPos += gd.advance * advanceUnit * scale.X;
|
||||||
@@ -238,7 +344,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color)
|
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color)
|
||||||
{
|
{
|
||||||
if (textures.Count == 0) return;
|
if (textures.Count == 0 && !DynamicLoading) { return; }
|
||||||
|
|
||||||
Vector2 currentPos = position;
|
Vector2 currentPos = position;
|
||||||
for (int i = 0; i < text.Length; i++)
|
for (int i = 0; i < text.Length; i++)
|
||||||
@@ -249,7 +355,13 @@ namespace Barotrauma
|
|||||||
currentPos.Y += baseHeight * 1.8f;
|
currentPos.Y += baseHeight * 1.8f;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
uint charIndex = text[i];
|
|
||||||
|
uint charIndex = text[i];
|
||||||
|
if (DynamicLoading && !texCoords.ContainsKey(charIndex))
|
||||||
|
{
|
||||||
|
DynamicRenderAtlas(graphicsDevice, charIndex);
|
||||||
|
}
|
||||||
|
|
||||||
if (texCoords.TryGetValue(charIndex, out GlyphData gd) || texCoords.TryGetValue(9633, out gd)) //9633 = white square
|
if (texCoords.TryGetValue(charIndex, out GlyphData gd) || texCoords.TryGetValue(9633, out gd)) //9633 = white square
|
||||||
{
|
{
|
||||||
if (gd.texIndex >= 0)
|
if (gd.texIndex >= 0)
|
||||||
@@ -281,6 +393,10 @@ namespace Barotrauma
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
uint charIndex = text[i];
|
uint charIndex = text[i];
|
||||||
|
if (DynamicLoading && !texCoords.ContainsKey(charIndex))
|
||||||
|
{
|
||||||
|
DynamicRenderAtlas(graphicsDevice, charIndex);
|
||||||
|
}
|
||||||
if (texCoords.TryGetValue(charIndex, out GlyphData gd))
|
if (texCoords.TryGetValue(charIndex, out GlyphData gd))
|
||||||
{
|
{
|
||||||
currentLineX += gd.advance;
|
currentLineX += gd.advance;
|
||||||
@@ -294,6 +410,10 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
Vector2 retVal = Vector2.Zero;
|
Vector2 retVal = Vector2.Zero;
|
||||||
retVal.Y = baseHeight * 1.8f;
|
retVal.Y = baseHeight * 1.8f;
|
||||||
|
if (DynamicLoading && !texCoords.ContainsKey(c))
|
||||||
|
{
|
||||||
|
DynamicRenderAtlas(graphicsDevice, c);
|
||||||
|
}
|
||||||
if (texCoords.TryGetValue(c, out GlyphData gd))
|
if (texCoords.TryGetValue(c, out GlyphData gd))
|
||||||
{
|
{
|
||||||
retVal.X = gd.advance;
|
retVal.X = gd.advance;
|
||||||
|
|||||||
@@ -137,9 +137,10 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private ScalableFont LoadFont(XElement element, GraphicsDevice graphicsDevice)
|
private ScalableFont LoadFont(XElement element, GraphicsDevice graphicsDevice)
|
||||||
{
|
{
|
||||||
string file = GetFontFilePath(element);
|
string file = GetFontFilePath(element);
|
||||||
uint size = GetFontSize(element);
|
uint size = GetFontSize(element);
|
||||||
return new ScalableFont(file, size, graphicsDevice);
|
bool dynamicLoading = GetFontDynamicLoading(element);
|
||||||
|
return new ScalableFont(file, size, graphicsDevice, dynamicLoading);
|
||||||
}
|
}
|
||||||
|
|
||||||
private uint GetFontSize(XElement element)
|
private uint GetFontSize(XElement element)
|
||||||
@@ -170,6 +171,20 @@ namespace Barotrauma
|
|||||||
return element.GetAttributeString("file", "");
|
return element.GetAttributeString("file", "");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool GetFontDynamicLoading(XElement element)
|
||||||
|
{
|
||||||
|
foreach (XElement subElement in element.Elements())
|
||||||
|
{
|
||||||
|
if (subElement.Name.ToString().ToLowerInvariant() != "override") { continue; }
|
||||||
|
string language = subElement.GetAttributeString("language", "").ToLowerInvariant();
|
||||||
|
if (GameMain.Config.Language.ToLowerInvariant() == language)
|
||||||
|
{
|
||||||
|
return subElement.GetAttributeBool("dynamicloading", false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return element.GetAttributeBool("dynamicloading", false);
|
||||||
|
}
|
||||||
|
|
||||||
public GUIComponentStyle GetComponentStyle(string name)
|
public GUIComponentStyle GetComponentStyle(string name)
|
||||||
{
|
{
|
||||||
componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
|
componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
|
||||||
|
|||||||
Reference in New Issue
Block a user