raze-gles/source/common/fonts/hexfont.cpp
2021-05-31 21:20:32 +02:00

417 lines
11 KiB
C++

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