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- optimized sheet font texture generation.
Instead of reloading the base image over and over again, let's cache it so that less time is needed for each single character.
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parent
4c751db489
commit
aceafecce6
4 changed files with 35 additions and 9 deletions
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@ -59,6 +59,7 @@
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#include "fontinternals.h"
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TArray<FBitmap> sheetBitmaps;
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//==========================================================================
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@ -367,10 +368,32 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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}
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}
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class FSheetTexture : public FImageSource
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{
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unsigned baseSheet;
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int X, Y;
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public:
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FSheetTexture(unsigned source, int x, int y, int width, int height)
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{
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baseSheet = source;
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Width = width;
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Height = height;
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X = x;
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Y = y;
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}
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int CopyPixels(FBitmap* dest, int conversion)
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{
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auto& pic = sheetBitmaps[baseSheet];
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dest->CopyPixelDataRGB(0, 0, pic.GetPixels() + 4 * (X + pic.GetWidth() * Y), Width, Height, 4, pic.GetWidth() * 4, 0, CF_BGRA);
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return 0;
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}
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};
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void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
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{
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// all valid lumps must be named with a hex number that represents the Unicode character index for its first character,
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TArray<TexPartBuild> part(1, true);
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TMap<int, FGameTexture*> charMap;
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int minchar = INT_MAX;
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int maxchar = INT_MIN;
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@ -391,14 +414,15 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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if (minchar > position) minchar = int(position);
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if (maxchar < maxinsheet) maxchar = maxinsheet;
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FBitmap* sheetimg = &sheetBitmaps[sheetBitmaps.Reserve(1)];
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sheetimg->Create(tex->GetTexelWidth(), tex->GetTexelHeight());
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tex->GetTexture()->GetImage()->CopyPixels(sheetimg, FImageSource::normal);
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for (int y = 0; y < numtex_y; y++)
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{
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for (int x = 0; x < numtex_x; x++)
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{
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part[0].OriginX = -width * x;
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part[0].OriginY = -height * y;
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part[0].TexImage = static_cast<FImageTexture*>(tex->GetTexture());
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FMultiPatchTexture *image = new FMultiPatchTexture(width, height, part, false, false);
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auto image = new FSheetTexture(sheetBitmaps.Size() - 1, x * width, y * width, width, height);
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FImageTexture *imgtex = new FImageTexture(image);
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auto gtex = MakeGameTexture(imgtex, nullptr, ETextureType::FontChar);
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gtex->SetWorldPanning(true);
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@ -73,6 +73,7 @@ static int TranslationMapCompare (const void *a, const void *b);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern int PrintColors[];
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extern TArray<FBitmap> sheetBitmaps;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont,
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@ -863,6 +864,7 @@ EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int
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void V_InitFonts()
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{
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sheetBitmaps.Clear();
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CreateLuminosityTranslationRanges();
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V_InitCustomFonts();
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@ -929,6 +931,7 @@ void V_ClearFonts()
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}
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FFont::FirstFont = nullptr;
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AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr;
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sheetBitmaps.Clear();
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}
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//==========================================================================
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@ -208,7 +208,6 @@ protected:
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friend void V_InitFonts();
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};
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extern FFont *SmallFont, *SmallFont2, *BigFont, *BigUpper, *ConFont, *IntermissionFont, *NewConsoleFont, *NewSmallFont, *CurrentConsoleFont, *OriginalSmallFont, *AlternativeSmallFont, *OriginalBigFont, *AlternativeBigFont;
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void V_InitFonts();
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@ -72,7 +72,6 @@ protected:
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// so that all code can benefit from future improvements to that.
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virtual PalettedPixels CreatePalettedPixels(int conversion);
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virtual int CopyPixels(FBitmap *bmp, int conversion); // This will always ignore 'luminance'.
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int CopyTranslatedPixels(FBitmap *bmp, const PalEntry *remap);
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@ -107,7 +106,8 @@ public:
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// tries to get a buffer from the cache. If not available, create a new one. If further references are pending, create a copy.
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TArray<uint8_t> GetPalettedPixels(int conversion);
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// Unlile for paletted images there is no variant here that returns a persistent bitmap, because all users have to process the returned image into another format.
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virtual int CopyPixels(FBitmap* bmp, int conversion);
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FBitmap GetCachedBitmap(const PalEntry *remap, int conversion, int *trans = nullptr);
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static void ClearImages() { ImageArena.FreeAll(); ImageForLump.Clear(); NextID = 0; }
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