Improved the quality of sf::Text::Bold and made it more efficient

Made sf::Text::Underlined style more robust

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1310 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-12-14 21:26:30 +00:00
parent 3a34f81561
commit c72312f9a4
9 changed files with 98 additions and 127 deletions

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@ -67,11 +67,12 @@ CSFML_API void sfFont_Destroy(sfFont* font);
/// \param font : Source font
/// \param codePoint : Unicode code point of the character to get
/// \param characterSize : Character size, in pixels
/// \param bold Retrieve the bold version or the regular one?
///
/// \return The corresponding glyph
///
////////////////////////////////////////////////////////////
CSFML_API sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize);
CSFML_API sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize, sfBool bold);
////////////////////////////////////////////////////////////
/// Get the kerning value corresponding to a given pair of characters in a font

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@ -74,12 +74,12 @@ void sfFont_Destroy(sfFont* font)
////////////////////////////////////////////////////////////
/// Get a glyph in a font
////////////////////////////////////////////////////////////
sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize)
sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize, sfBool bold)
{
sfGlyph glyph = {0, {0, 0, 0, 0}, {0, 0, 0, 0}};
CSFML_CHECK_RETURN(font, glyph);
sf::Glyph SFMLGlyph = font->This.GetGlyph(codePoint, characterSize);
sf::Glyph SFMLGlyph = font->This.GetGlyph(codePoint, characterSize, bold);
glyph.Advance = SFMLGlyph.Advance;
glyph.Rectangle.Left = SFMLGlyph.Rectangle.Left;

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@ -80,11 +80,12 @@ namespace SFML
/// </summary>
/// <param name="codePoint">Unicode code point of the character to get</param>
/// <param name="characterSize">Character size</param>
/// <param name="bold">Retrieve the bold version or the regular one?</param>
/// <returns>The glyph corresponding to the character</returns>
////////////////////////////////////////////////////////////
public Glyph GetGlyph(uint codePoint, uint characterSize)
public Glyph GetGlyph(uint codePoint, uint characterSize, bool bold)
{
return sfFont_GetGlyph(This, codePoint, characterSize);
return sfFont_GetGlyph(This, codePoint, characterSize, bold);
}
////////////////////////////////////////////////////////////
@ -193,7 +194,7 @@ namespace SFML
static extern void sfFont_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Glyph sfFont_GetGlyph(IntPtr This, uint codePoint, uint characterSize);
static extern Glyph sfFont_GetGlyph(IntPtr This, uint codePoint, uint characterSize, bool bold);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern int sfFont_GetKerning(IntPtr This, uint first, uint second, uint characterSize);

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@ -115,11 +115,12 @@ public :
///
/// \param codePoint Unicode code point of the character to get
/// \param characterSize Reference character size
/// \param bold Retrieve the bold version or the regular one?
///
/// \return The glyph corresponding to \a codePoint and \a characterSize
///
////////////////////////////////////////////////////////////
const Glyph& GetGlyph(Uint32 codePoint, unsigned int characterSize) const;
const Glyph& GetGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const;
////////////////////////////////////////////////////////////
/// \brief Get the kerning offset of two glyphs
@ -246,11 +247,12 @@ private :
///
/// \param codePoint Unicode code point of the character to load
/// \param characterSize Reference character size
/// \param bold Retrieve the bold version or the regular one?
///
/// \return The glyph corresponding to \a codePoint and \a characterSize
///
////////////////////////////////////////////////////////////
GlyphInfo LoadGlyph(Uint32 codePoint, unsigned int characterSize) const;
GlyphInfo LoadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const;
////////////////////////////////////////////////////////////
/// \brief Find a suitable rectangle within the texture for a glyph

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@ -29,6 +29,8 @@
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_GLYPH_H
#include FT_OUTLINE_H
#include FT_BITMAP_H
#include <iostream>
@ -148,13 +150,16 @@ bool Font::LoadFromMemory(const char* data, std::size_t sizeInBytes)
////////////////////////////////////////////////////////////
const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize) const
const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const
{
// Get the page corresponding to the character size
GlyphTable& glyphs = myPages[characterSize].Glyphs;
// Build the key by combining the code point and the bold flag
Uint32 key = ((bold ? 1 : 0) << 31) | codePoint;
// Search the glyph into the cache
GlyphTable::const_iterator it = glyphs.find(codePoint);
GlyphTable::const_iterator it = glyphs.find(key);
if (it != glyphs.end())
{
// Found: just return it
@ -163,8 +168,8 @@ const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize) const
else
{
// Not found: we have to load it
GlyphInfo glyph = LoadGlyph(codePoint, characterSize);
return glyphs.insert(std::make_pair(codePoint, glyph)).first->second.GlyphDesc;
GlyphInfo glyph = LoadGlyph(codePoint, characterSize, bold);
return glyphs.insert(std::make_pair(key, glyph)).first->second.GlyphDesc;
}
}
@ -291,7 +296,7 @@ void Font::Cleanup()
////////////////////////////////////////////////////////////
Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize) const
Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const
{
// The glyph to return
GlyphInfo glyphInfo;
@ -309,16 +314,35 @@ Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize) co
if (FT_Load_Char(face, codePoint, FT_LOAD_TARGET_NORMAL) != 0)
return glyphInfo;
// Convert the glyph to a bitmap (i.e. rasterize it)
// Retrieve the glyph
FT_Glyph glyphDesc;
if (FT_Get_Glyph(face->glyph, &glyphDesc) != 0)
return glyphInfo;
// Apply bold if necessary -- first technique using outline (highest quality)
FT_Pos weight = 2 << 6;
bool outline = (glyphDesc->format == FT_GLYPH_FORMAT_OUTLINE);
if (bold && outline)
{
FT_OutlineGlyph outlineGlyph = (FT_OutlineGlyph)glyphDesc;
FT_Outline_Embolden(&outlineGlyph->outline, weight);
}
// Convert the glyph to a bitmap (i.e. rasterize it)
FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
FT_BitmapGlyph bitmapGlyph = (FT_BitmapGlyph)glyphDesc;
FT_Bitmap& bitmap = bitmapGlyph->bitmap;
// Apply bold if necessary -- fallback technique using bitmap (lower quality)
if (bold && !outline)
{
FT_Bitmap_Embolden(static_cast<FT_Library>(myLibrary), &bitmap, weight, weight);
}
// Compute the glyph's advance offset
glyphInfo.GlyphDesc.Advance = bitmapGlyph->root.advance.x >> 16;
glyphInfo.GlyphDesc.Advance = glyphDesc->advance.x >> 16;
if (bold)
glyphInfo.GlyphDesc.Advance += weight >> 6;
if ((bitmap.width > 0) && (bitmap.rows > 0))
{
@ -468,10 +492,15 @@ bool Font::SetCurrentSize(unsigned int characterSize) const
////////////////////////////////////////////////////////////
Font::Page::Page() :
NextRow(0)
NextRow(2)
{
// Make sure that the texture is initialized by default
Texture.Create(128, 128, Color(255, 255, 255, 0));
// Reserve a 2x2 white square for texturing underlines
for (int x = 0; x < 2; ++x)
for (int y = 0; y < 2; ++y)
Texture.SetPixel(x, y, Color(255, 255, 255, 255));
}
} // namespace sf

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@ -160,7 +160,8 @@ Vector2f Text::GetCharacterPos(std::size_t index) const
index = myString.GetSize();
// We'll need this a lot
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
bool bold = (myStyle & Bold) != 0;
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
// Compute the position
sf::Vector2f position;
@ -184,7 +185,7 @@ Vector2f Text::GetCharacterPos(std::size_t index) const
}
// For regular characters, add the advance offset of the glyph
position.x += static_cast<float>(myFont->GetGlyph(curChar, myCharacterSize).Advance);
position.x += static_cast<float>(myFont->GetGlyph(curChar, myCharacterSize, bold).Advance);
}
return position;
@ -221,19 +222,20 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
// Bind the font texture
queue.SetTexture(&myFont->GetImage(myCharacterSize));
// Computes values related to the text style
bool bold = (myStyle & Bold) != 0;
bool underlined = (myStyle & Underlined) != 0;
float italicCoeff = (myStyle & Italic) ? 0.208f : 0.f; // 12 degrees
float outlineOffset = myCharacterSize * 0.1f;
float outlineThick = myCharacterSize * (bold ? 0.1f : 0.07f);
FloatRect outlineCoords = myFont->GetImage(myCharacterSize).GetTexCoords(IntRect(1, 1, 1, 1));
// Initialize the rendering coordinates
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
float lineSpacing = static_cast<float>(myFont->GetLineSpacing(myCharacterSize));
float x = 0.f;
float y = static_cast<float>(myCharacterSize);
// Holds the lines to draw later, for underlined style
std::vector<float> underlineCoords;
underlineCoords.reserve(16);
// Compute the shearing to apply if we're using the italic style
float italicCoeff = (myStyle & Italic) ? 0.208f : 0.f; // 12 degrees
// Draw one quad for each character
unsigned int index = 0;
Uint32 prevChar = 0;
@ -246,12 +248,19 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
x += static_cast<float>(myFont->GetKerning(prevChar, curChar, myCharacterSize));
prevChar = curChar;
// If we're using the underlined style and there's a new line,
// we keep track of the previous line to draw it later
if ((curChar == L'\n') && (myStyle & Underlined))
// If we're using the underlined style and there's a new line, draw a line
if (underlined && (curChar == L'\n'))
{
underlineCoords.push_back(x);
underlineCoords.push_back(y + 2);
float top = y + outlineOffset;
float bottom = top + outlineThick;
queue.AddVertex(0, top, outlineCoords.Left, outlineCoords.Top);
queue.AddVertex(0, bottom, outlineCoords.Left, outlineCoords.Bottom);
queue.AddVertex(x, bottom, outlineCoords.Right, outlineCoords.Bottom);
queue.AddVertex(x, top, outlineCoords.Right, outlineCoords.Top);
queue.AddTriangle(index + 0, index + 1, index + 3);
queue.AddTriangle(index + 3, index + 1, index + 2);
index += 4;
}
// Handle special characters
@ -264,7 +273,7 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
}
// Extract the current glyph's description
const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize, bold);
int advance = curGlyph.Advance;
const IntRect& rect = curGlyph.Rectangle;
const FloatRect& coord = curGlyph.TexCoords;
@ -283,86 +292,19 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
x += advance;
}
// If we're using the bold style, we must render the string 4 more times,
// slightly offseted, to simulate a higher weight
if (myStyle & Bold)
// If we're using the underlined style, add the last line
if (underlined)
{
float offset = myCharacterSize * 0.02f;
static const float offsetsX[] = {-offset, offset, 0.f, 0.f};
static const float offsetsY[] = {0.f, 0.f, -offset, offset};
float top = y + outlineOffset;
float bottom = top + outlineThick;
queue.AddVertex(0, top, outlineCoords.Left, outlineCoords.Top);
queue.AddVertex(0, bottom, outlineCoords.Left, outlineCoords.Bottom);
queue.AddVertex(x, bottom, outlineCoords.Right, outlineCoords.Bottom);
queue.AddVertex(x, top, outlineCoords.Right, outlineCoords.Top);
for (int j = 0; j < 4; ++j)
{
index = 0;
x = 0.f;
y = static_cast<float>(myCharacterSize);
Uint32 prevChar = 0;
queue.BeginBatch();
for (std::size_t i = 0; i < myString.GetSize(); ++i)
{
Uint32 curChar = myString[i];
// Apply the kerning offset
x += static_cast<float>(myFont->GetKerning(prevChar, curChar, myCharacterSize));
prevChar = curChar;
// Handle special characters
switch (curChar)
{
case L' ' : x += space; continue;
case L'\t' : x += space * 4; continue;
case L'\n' : y += lineSpacing; x = 0; continue;
case L'\v' : y += lineSpacing * 4; continue;
}
// Extract the current glyph's description
const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
int advance = curGlyph.Advance;
const IntRect& rect = curGlyph.Rectangle;
const FloatRect& coord = curGlyph.TexCoords;
// Draw a textured quad for the current character
queue.AddVertex(x + offsetsX[j] + rect.Left - italicCoeff * rect.Top, y + offsetsY[j] + rect.Top, coord.Left, coord.Top);
queue.AddVertex(x + offsetsX[j] + rect.Left - italicCoeff * rect.Bottom, y + offsetsY[j] + rect.Bottom, coord.Left, coord.Bottom);
queue.AddVertex(x + offsetsX[j] + rect.Right - italicCoeff * rect.Bottom, y + offsetsY[j] + rect.Bottom, coord.Right, coord.Bottom);
queue.AddVertex(x + offsetsX[j] + rect.Right - italicCoeff * rect.Top, y + offsetsY[j] + rect.Top, coord.Right, coord.Top);
queue.AddTriangle(index + 0, index + 1, index + 3);
queue.AddTriangle(index + 3, index + 1, index + 2);
index += 4;
// Advance to the next character
x += advance;
}
}
}
// Draw the underlines if needed
if (myStyle & Underlined)
{
// Compute the line thickness
float thickness = (myStyle & Bold) ? 3.f : 2.f;
// Add the last line (which was not finished with a \n)
underlineCoords.push_back(x);
underlineCoords.push_back(y + 2);
// Draw the underlines as quads
index = 0;
queue.SetTexture(NULL);
queue.BeginBatch();
for (std::size_t i = 0; i < underlineCoords.size(); i += 2)
{
queue.AddVertex(0, underlineCoords[i + 1]);
queue.AddVertex(0, underlineCoords[i + 1] + thickness);
queue.AddVertex(underlineCoords[i], underlineCoords[i + 1] + thickness);
queue.AddVertex(underlineCoords[i], underlineCoords[i + 1]);
queue.AddTriangle(index + 0, index + 1, index + 3);
queue.AddTriangle(index + 3, index + 1, index + 2);
index += 4;
}
queue.AddTriangle(index + 0, index + 1, index + 3);
queue.AddTriangle(index + 3, index + 1, index + 2);
index += 4;
}
}
@ -381,14 +323,17 @@ void Text::RecomputeRect()
return;
// Initial values
float charSize = static_cast<float>(myCharacterSize);
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
bool bold = (myStyle & Bold) != 0;
float outlineOffset = myCharacterSize * 0.1f;
float outlineThick = myCharacterSize * (bold ? 0.1f : 0.07f);
float charSize = static_cast<float>(myCharacterSize);
float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
float lineSpacing = static_cast<float>(myFont->GetLineSpacing(myCharacterSize));
float curWidth = 0;
float curHeight = 0;
float width = 0;
float height = 0;
Uint32 prevChar = 0;
float curWidth = 0;
float curHeight = 0;
float width = 0;
float height = 0;
Uint32 prevChar = 0;
// Go through each character
for (std::size_t i = 0; i < myString.GetSize(); ++i)
@ -425,7 +370,7 @@ void Text::RecomputeRect()
}
// Extract the current glyph's description
const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize, bold);
// Advance to the next character
curWidth += static_cast<float>(curGlyph.Advance);
@ -441,13 +386,6 @@ void Text::RecomputeRect()
width = curWidth;
height += curHeight;
// Add a slight width / height if we're using the bold style
if (myStyle & Bold)
{
width += 1.f;
height += 1.f;
}
// Add a slight width if we're using the italic style
if (myStyle & Italic)
{
@ -457,8 +395,8 @@ void Text::RecomputeRect()
// Add a slight height if we're using the underlined style
if (myStyle & Underlined)
{
if (curHeight < charSize + 4.f)
height += 4.f;
if (curHeight < charSize + outlineOffset + outlineThick)
height += outlineOffset + outlineThick;
}
// Finally update the rectangle