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4c3f7d1290
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
109 lines
4.6 KiB
C++
109 lines
4.6 KiB
C++
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#include "render-sdf.h"
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#include "arithmetics.hpp"
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#include "pixel-conversion.hpp"
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#include "bitmap-interpolation.hpp"
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namespace msdfgen {
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static float distVal(float dist, double pxRange, float midValue) {
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if (!pxRange)
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return (float) (dist > midValue);
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return (float) clamp((dist-midValue)*pxRange+.5);
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}
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void renderSDF(const BitmapRef<float, 1> &output, const BitmapConstRef<float, 1> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd;
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interpolate(&sd, sdf, scale*Point2(x+.5, y+.5));
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*output(x, y) = distVal(sd, pxRange, midValue);
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}
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}
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void renderSDF(const BitmapRef<float, 3> &output, const BitmapConstRef<float, 1> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd;
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interpolate(&sd, sdf, scale*Point2(x+.5, y+.5));
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float v = distVal(sd, pxRange, midValue);
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output(x, y)[0] = v;
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output(x, y)[1] = v;
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output(x, y)[2] = v;
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}
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}
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void renderSDF(const BitmapRef<float, 1> &output, const BitmapConstRef<float, 3> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd[3];
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interpolate(sd, sdf, scale*Point2(x+.5, y+.5));
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*output(x, y) = distVal(median(sd[0], sd[1], sd[2]), pxRange, midValue);
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}
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}
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void renderSDF(const BitmapRef<float, 3> &output, const BitmapConstRef<float, 3> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd[3];
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interpolate(sd, sdf, scale*Point2(x+.5, y+.5));
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output(x, y)[0] = distVal(sd[0], pxRange, midValue);
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output(x, y)[1] = distVal(sd[1], pxRange, midValue);
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output(x, y)[2] = distVal(sd[2], pxRange, midValue);
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}
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}
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void renderSDF(const BitmapRef<float, 1> &output, const BitmapConstRef<float, 4> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd[4];
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interpolate(sd, sdf, scale*Point2(x+.5, y+.5));
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*output(x, y) = distVal(median(sd[0], sd[1], sd[2]), pxRange, midValue);
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}
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}
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void renderSDF(const BitmapRef<float, 4> &output, const BitmapConstRef<float, 4> &sdf, double pxRange, float midValue) {
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Vector2 scale((double) sdf.width/output.width, (double) sdf.height/output.height);
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pxRange *= (double) (output.width+output.height)/(sdf.width+sdf.height);
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for (int y = 0; y < output.height; ++y)
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for (int x = 0; x < output.width; ++x) {
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float sd[4];
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interpolate(sd, sdf, scale*Point2(x+.5, y+.5));
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output(x, y)[0] = distVal(sd[0], pxRange, midValue);
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output(x, y)[1] = distVal(sd[1], pxRange, midValue);
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output(x, y)[2] = distVal(sd[2], pxRange, midValue);
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output(x, y)[3] = distVal(sd[3], pxRange, midValue);
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}
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}
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void simulate8bit(const BitmapRef<float, 1> &bitmap) {
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const float *end = bitmap.pixels+1*bitmap.width*bitmap.height;
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for (float *p = bitmap.pixels; p < end; ++p)
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*p = pixelByteToFloat(pixelFloatToByte(*p));
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}
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void simulate8bit(const BitmapRef<float, 3> &bitmap) {
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const float *end = bitmap.pixels+3*bitmap.width*bitmap.height;
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for (float *p = bitmap.pixels; p < end; ++p)
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*p = pixelByteToFloat(pixelFloatToByte(*p));
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}
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void simulate8bit(const BitmapRef<float, 4> &bitmap) {
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const float *end = bitmap.pixels+4*bitmap.width*bitmap.height;
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for (float *p = bitmap.pixels; p < end; ++p)
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*p = pixelByteToFloat(pixelFloatToByte(*p));
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}
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}
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