mirror of
https://github.com/ZDoom/raze-gles.git
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417 lines
11 KiB
C++
417 lines
11 KiB
C++
/*
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** bdffont.cpp
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** Management for the VGA consolefont
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "engineerrors.h"
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#include "textures.h"
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#include "image.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "utf8.h"
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#include "sc_man.h"
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#include "texturemanager.h"
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#include "fontinternals.h"
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struct HexDataSource
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{
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int FirstChar = INT_MAX, LastChar = INT_MIN;
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TArray<uint8_t> glyphdata;
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unsigned glyphmap[65536] = {};
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PalEntry ConsolePal[18], SmallPal[18];
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//==========================================================================
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//
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// parse a HEX font
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//
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//==========================================================================
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void ParseDefinition(int lumpnum)
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{
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FScanner sc;
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sc.OpenLumpNum(lumpnum);
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sc.SetCMode(true);
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glyphdata.Push(0); // ensure that index 0 can be used as 'not present'.
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while (sc.GetString())
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{
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int codepoint = (int)strtoull(sc.String, nullptr, 16);
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sc.MustGetStringName(":");
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sc.MustGetString();
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if (codepoint >= 0 && codepoint < 65536 && !sc.Compare("00000000000000000000000000000000")) // don't set up empty glyphs.
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{
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unsigned size = (unsigned)strlen(sc.String);
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unsigned offset = glyphdata.Reserve(size / 2 + 1);
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glyphmap[codepoint] = offset;
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glyphdata[offset++] = size / 2;
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for (unsigned i = 0; i < size; i += 2)
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{
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char hex[] = { sc.String[i], sc.String[i + 1], 0 };
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glyphdata[offset++] = (uint8_t)strtoull(hex, nullptr, 16);
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}
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if (codepoint < FirstChar) FirstChar = codepoint;
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if (codepoint > LastChar) LastChar = codepoint;
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}
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}
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ConsolePal[0] = SmallPal[0] = 0;
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for (int i = 1; i < 18; i++)
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{
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double lum = i == 1 ? 0.01 : 0.5 + (i - 2) * (0.5 / 17.);
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uint8_t lumb = (uint8_t(lum * 255));
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ConsolePal[i] = PalEntry(255, lumb, lumb, lumb);
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lumb = i * 255 / 17;
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SmallPal[i] = PalEntry(255, lumb, lumb, lumb);
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}
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}
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};
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static HexDataSource hexdata;
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// This is a font character that reads RLE compressed data.
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class FHexFontChar : public FImageSource
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{
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public:
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FHexFontChar(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap* bmp, int conversion);
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protected:
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int SourceWidth;
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const uint8_t *SourceData;
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar::FHexFontChar (uint8_t *sourcedata, int swidth, int width, int height)
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: SourceData (sourcedata)
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{
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SourceWidth = swidth;
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Width = width;
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Height = height;
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LeftOffset = 0;
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TopOffset = 0;
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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const uint8_t *src_p = SourceData;
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memset(dest_p, 0, destSize);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + 8 * x * Height + y;
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = y+2;
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// Add a shadow at the bottom right, similar to the old console font.
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if (y != Height - 1)
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{
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pixelstart[bit*Height + Height + 1] = 1;
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}
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}
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}
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}
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}
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return Pixels;
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}
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int FHexFontChar::CopyPixels(FBitmap* bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry* palette = hexdata.ConsolePal;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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class FHexFontChar2 : public FHexFontChar
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{
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public:
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FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap* bmp, int conversion);
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar2::FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height)
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: FHexFontChar(sourcedata, swidth, width, height)
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{
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar2::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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assert(SourceData);
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if (SourceData)
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{
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auto drawLayer = [&](int ix, int iy, int color)
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{
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const uint8_t *src_p = SourceData;
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for (int y = 0; y < Height - 2; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + (ix + 8 * x) * Height + (iy + y);
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = color;
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}
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}
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}
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}
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};
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memset(dest_p, 0, destSize);
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const int darkcolor = 1;
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const int brightcolor = 14;
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for (int xx = 0; xx < 3; xx++) for (int yy = 0; yy < 3; yy++) if (xx != 1 || yy != 1)
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drawLayer(xx, yy, darkcolor);
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drawLayer(1, 1, brightcolor);
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}
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return Pixels;
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}
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int FHexFontChar2::CopyPixels(FBitmap* bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry* palette = hexdata.SmallPal;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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class FHexFont : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont (const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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FontHeight = 16;
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SpaceWidth = 9;
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GlobalKerning = 0;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations()
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{
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int minlum = hexdata.ConsolePal[1].r;
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int maxlum = hexdata.ConsolePal[17].r;
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Translations.Resize(NumTextColors);
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for (int i = 0; i < NumTextColors; i++)
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{
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if (i == CR_UNTRANSLATED) Translations[i] = 0;
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else Translations[i] = LuminosityTranslation(i * 2 + 1, minlum, maxlum);
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}
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}
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};
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class FHexFont2 : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont2(const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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FontHeight = 18;
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SpaceWidth = 9;
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GlobalKerning = -1;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations() override
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{
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int minlum = hexdata.SmallPal[1].r;
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int maxlum = hexdata.SmallPal[17].r;
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Translations.Resize(NumTextColors);
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for (int i = 0; i < NumTextColors; i++)
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{
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if (i == CR_UNTRANSLATED) Translations[i] = 0;
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else Translations[i] = LuminosityTranslation(i * 2, minlum, maxlum);
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}
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont (const char *fontname, int lump)
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{
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if (hexdata.FirstChar == INT_MAX) hexdata.ParseDefinition(lump);
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return new FHexFont(fontname, lump);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont2(const char *fontname, int lump)
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{
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if (hexdata.FirstChar == INT_MAX) hexdata.ParseDefinition(lump);
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return new FHexFont2(fontname, lump);
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}
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