irrlicht/tools/IrrFontTool/newFontTool/CVectorFontTool.h
cutealien 8310a3fbad Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-12-12 16:32:41 +00:00

1200 lines
32 KiB
C++

/*
Vector font tool - Gaz Davidson December 2006-2012
I noticed bitmap fonts were taking massive amounts of video memory at reasonable sizes,
so I decided to make a vector font. I always wanted to try converting pixels to triangles...
And I failed! This is a collection of the ugliest, bloated, most inneficient algorithms
i've ever written, but its kinda working so I'm not changing it.
*/
#ifndef __VECTOR_FONT_TOOL_INCLUDED__
#define __VECTOR_FONT_TOOL_INCLUDED__
#include "irrlicht.h"
#include "CFontTool.h"
#include <assert.h>
using namespace irr;
using namespace video;
struct STriangleList
{
core::array<core::vector2df> positions;
core::array<u16> indexes;
// for adding one triangle list to another,
// these triangles share positions, but dont share triangles
STriangleList& operator+=(STriangleList &other)
{
core::matrix4 m;
core::array<s32> map;
map.set_used(other.positions.size());
for (u32 i=0; i<map.size(); ++i)
map[i]=-1;
for (u32 i=0; i<positions.size(); ++i)
for (u32 j=0; j<map.size(); ++j)
if ( positions[i] == other.positions[j] )
map[j] = i;
for (u32 i=0; i<map.size(); ++i)
if (map[i] == -1)
{
positions.push_back(other.positions[i]);
map[i] = positions.size()-1;
}
// add triangles
for (u32 i=0; i<other.indexes.size(); ++i)
indexes.push_back((u32)map[other.indexes[i]]);
return *this;
}
// functions for building triangles for shapes,
// each shape can't have duplicate triangles
bool hasTriangle(core::vector2df a, core::vector2df b, core::vector2df c)
{
// make sure the triangle is wound correctly
if (core::line2df(a,b).getPointOrientation(c) < 0)
{ core::vector2df tmp=a; a=b; b=tmp; }
u32 ia=0xffffffff, ib=0xffffffff, ic=0xffffffff;
// Find each vertex
for (u32 i=0; i < positions.size() && (ia==(u32)-1||ib==(u32)-1||ic==(u32)-1) ; ++i)
{
if (positions[i] == a)
ia = i;
if (positions[i] == b)
ib = i;
if (positions[i] == c)
ic = i;
}
if (ia==0xffffffff)
{
return false;
}
if (ib==0xffffffff)
{
return false;
}
if (ic==0xffffffff)
{
return false;
}
for (u32 i=0; i<indexes.size(); i+=3)
if ( (indexes[i] == ia && indexes[i+1] == ib && indexes[i+2] == ic) ||
(indexes[i] == ic && indexes[i+1] == ia && indexes[i+2] == ib) ||
(indexes[i] == ib && indexes[i+1] == ic && indexes[i+2] == ia) )
return true;
return false;
}
void add(core::vector2df a, core::vector2df b, core::vector2df c)
{
// make sure the triangle is wound correctly
if (core::line2df(a,b).getPointOrientation(c) < 0)
{
core::vector2df tmp=a; a=b; b=tmp;
}
u32 ia=0xffffffff, ib=0xffffffff, ic=0xffffffff;
// no duplicate vertex positions allowed...
for (u32 i=0; i < positions.size() && (ia==-1||ib==-1||ic==-1) ; ++i)
{
if (positions[i] == a)
ia = i;
if (positions[i] == b)
ib = i;
if (positions[i] == c)
ic = i;
}
bool found=true;
if (ia==0xffffffff)
{
ia = positions.size();
positions.push_back(a);
found=false;
}
if (ib==0xffffffff)
{
ib = positions.size();
positions.push_back(b);
found=false;
}
if (ic==0xffffffff)
{
ic = positions.size();
positions.push_back(c);
found=false;
}
// no duplicate triangles allowed
if (found)
{
found=false;
for (u32 i=0; i<indexes.size(); i+=3)
{
if ( (indexes[i] == ia && indexes[i+1] == ib && indexes[i+2] == ic) ||
(indexes[i] == ic && indexes[i+1] == ia && indexes[i+2] == ib) ||
(indexes[i] == ib && indexes[i+1] == ic && indexes[i+2] == ia) )
{
found=true;
break;
}
}
}
if (!found)
{
indexes.push_back(ia);
indexes.push_back(ib);
indexes.push_back(ic);
}
}
};
// finds groups of pixels and triangulates them
class CGroupFinder
{
public:
CGroupFinder(bool *memory, s32 w, s32 h, IrrlichtDevice *dev):
width(w), height(h), mem(memory), Device(dev)
{
refbuffer.set_used(w*h);
for (u32 i=0; i<refbuffer.size(); ++i)
refbuffer[i]=0;
// find groups of pixels
findGroups();
removeGroups();
// triangulate
for (u32 i=0; i<groups.size(); ++i)
{
groups[i].triangulate();
}
}
// contains a clockwise edge line
struct SEdge
{
SEdge() : positions() { }
core::array<core::position2di> positions;
bool isMember(s32 x, s32 y)
{
for (u32 i=0; i<positions.size(); ++i)
if (positions[i].X == x && positions[i].Y == y)
return true;
return false;
}
// reduces the number of points in the edge
void reduce(s32 level=0)
{
// level 0- remove points on the same line
for (u32 i=1; i < positions.size()-1; ++i)
{
// same point as the last one?! shouldnt happen, dunno why it does :|
if (positions[i-1] == positions[i])
{
positions.erase(i--);
continue;
}
// get headings
core::vector2d<f32> h1((f32)(positions[i-1].X - positions[i].X),(f32)(positions[i-1].Y - positions[i].Y)),
h2((f32)(positions[i].X - positions[i+1].X),(f32)(positions[i].Y - positions[i+1].Y));
h1.normalize();
h2.normalize();
if (h1==h2) // erase the current point
positions.erase(i--);
}
// level 1- if point1 points at point3, we can skip point2
// level 2+ allow a deviation of level-1
}
};
// contains an array of lines for triangulation
struct SLineList
{
core::array<core::line2df> lines;
SLineList() : lines() { }
void addEdge(const SEdge &edge)
{
// adds lines to the buffer
for (u32 i=1; i<edge.positions.size(); ++i)
addLine(core::line2df((f32)edge.positions[i-1].X, (f32)edge.positions[i-1].Y,
(f32)edge.positions[i].X, (f32)edge.positions[i].Y ));
}
void addLine( const core::line2df &line )
{
// no dupes!
if (!hasLine(line))
lines.push_back(line);
}
bool hasLine( const core::line2df &line )
{
for (u32 i=0; i<lines.size(); ++i)
if (line == lines[i] || (line.start == lines[i].end && line.end == lines[i].start) )
return true;
return false;
}
bool crossesWith( core::line2df l, core::vector2df p)
{
// inside checks only work with clockwise triangles
if (l.getPointOrientation(p) < 0)
{ core::vector2df tmp=l.start; l.start=l.end; l.end=tmp; }
// make the 3 triangle edges
core::line2df &la=l, lb(l.end,p), lc(p,l.start);
// test every line in the list
for (u32 i=0; i<lines.size(); ++i)
{
core::line2df &l2 = lines[i];
// the triangle isn't allowed to enclose any points
// triangles are clockwise, so if to the right of all 3 lines, it's enclosed
if (la.getPointOrientation(l2.start) > 0 &&
lb.getPointOrientation(l2.start) > 0 &&
lc.getPointOrientation(l2.start) > 0)
return true;
//if (la.getPointOrientation(l2.start) < 0 &&
// lb.getPointOrientation(l2.start) < 0 &&
// lc.getPointOrientation(l2.start) < 0)
// return true;
core::vector2df out;
//if (la.intersectWith(l2,out))
// if (out != la.start && out != la.end &&
// out != l2.start && out != l2.end)
// return true;
if (lb.intersectWith(l2,out))
if (!out.equals(lb.start) && !out.equals(lb.end) &&
!out.equals(l2.start) && !out.equals(l2.end))
return true;
if (lc.intersectWith(l2,out))
if (!out.equals(lc.start) && !out.equals(lc.end) &&
!out.equals(l2.start) && !out.equals(l2.end))
return true;
// my shit intersection code only works with lines in certain directions :(
if (l2.intersectWith(lb,out))
if (!out.equals(lb.start) && !out.equals(lb.end) &&
!out.equals(l2.start) && !out.equals(l2.end))
return true;
if (l2.intersectWith(lc,out))
if (!out.equals(lc.start) && !out.equals(lc.end) &&
!out.equals(l2.start) && !out.equals(l2.end))
return true;
if (lb.isPointOnLine(l2.start) && l2.start != lb.start && l2.start != lb.end)
return true;
if (lc.isPointOnLine(l2.start) && l2.start != lc.start && l2.start != lc.end)
return true;
}
return false;
}
};
// an area of adjacent pixels
struct SPixelGroup
{
SPixelGroup(IrrlichtDevice *device) : triangles(), pixelWidth(0), pixelHeight(0),
Device(device) {}
core::array<core::position2di> pixels;
core::array<SEdge> edges;
STriangleList triangles;
core::array<SLineList> ll;
core::array<bool> isMemberCache;
s32 pixelWidth;
s32 pixelHeight;
IrrlichtDevice *Device;
void triangulate()
{
// find edges in this group
makeEdges();
// triangulate the group
makeTriangles();
}
void drawTriangle( core::line2df line, core::vector2df point)
{
//const u32 endt = Device->getTimer()->getTime() + t;
f32 scale = 5;
//while(Device->getTimer()->getTime() < endt )
//{
Device->run();
Device->getVideoDriver()->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,0));
for (u32 v=0;v<ll.size(); ++v)
for (u32 h=0;h<ll[v].lines.size(); ++h)
{
core::line2df &currentline = ll[v].lines[h];
core::position2di st = core::position2di((s32)(currentline.start.X*scale)+50, (s32)(currentline.start.Y*scale)+50);
core::position2di en = core::position2di((s32)(currentline.end.X*scale)+50, (s32)(currentline.end.Y*scale)+50);
Device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,255,255));
}
// draw this triangle
const core::position2di st((s32)(line.start.X*scale)+50, (s32)(line.start.Y*scale)+50);
const core::position2di en((s32)(line.end.X*scale)+50, (s32)(line.end.Y*scale)+50);
const core::position2di p((s32)(point.X*scale)+50, (s32)(point.Y*scale)+50);
Device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
Device->getVideoDriver()->draw2DLine(en,p, SColor(255,0,255,0));
Device->getVideoDriver()->draw2DLine(p,st, SColor(255,0,0,255));
Device->getVideoDriver()->endScene();
//}
}
void makeTriangles()
{
// make lines from edges, because they're easier to deal with
ll.clear();
for (u32 i=0; i < edges.size(); ++i)
{
SLineList l;
l.addEdge(edges[i]);
ll.push_back(l);
}
// add an extra one for inside edges
SLineList innerlines;
ll.push_back(innerlines);
// loop through each edge and make triangles
for (u32 i=0; i<ll.size(); ++i)
{
// loop through each line in the edge
for (u32 cl=0; cl<ll[i].lines.size(); ++cl)
{
core::line2df &currentLine = ll[i].lines[cl];
f32 bestScore = -10.0f;
s32 bestEdge = -1;
s32 bestPoint = -1;
// find the best scoring point to join to this line
for (u32 k=0; k<ll.size(); ++k)
for (u32 j=0; j< ll[k].lines.size(); ++j)
{
f32 score = 0.0f;
core::vector2df point(ll[k].lines[j].start.X,
ll[k].lines[j].start.Y);
core::line2df line1(point,currentLine.start);
core::line2df line2(currentLine.end,point);
// can't be part of the current line
if (point == currentLine.start || point == currentLine.end)
continue;
// must be to the right hand side (triangles are wound clockwise)
// unless its part of the inside...
f32 side1 = currentLine.getPointOrientation(point);
f32 side2 = core::line2df(point,currentLine.start).getPointOrientation(currentLine.end);
f32 side3 = core::line2df(currentLine.end,point).getPointOrientation(currentLine.start);
if (i<ll.size()-1)
if (side1 <= 0 || side2 <= 0 || side3 <=0)
continue;
// can't already have this triangle
if (triangles.hasTriangle(currentLine.start,currentLine.end,point))
continue;
// must not cross any other lines or enclose any points
bool itCrossed = false;
for (u32 v=0; v<ll.size(); ++v)
if (ll[v].crossesWith(currentLine, point))
{
itCrossed = true;
break;
}
if (itCrossed)
continue;
// so, we like this triangle, but how much?
// is it better than all the others?
// we prefer points from other edges, unless its on the inside
if (k==i && i != ll.size()-1)
score = 1;
else
score = 2;
// we prefer evenly shaped triangles
// we prefer triangles with a large area
// do we like this one more than the others?
if (score>bestScore)
{
bestScore = score;
bestEdge = k;
bestPoint = j;
}
}
// hopefully we found one
if (bestEdge >= 0 && bestPoint >= 0 && bestScore >= 0.0f)
{
//assert(bestEdge >= 0 && bestPoint >= 0);
//assert(bestScore >= 0.0f);
core::vector2df point(ll[bestEdge].lines[bestPoint].start.X, ll[bestEdge].lines[bestPoint].start.Y);
// add it to the triangles list
triangles.add(currentLine.start, currentLine.end, point);
// add inner lines to the line buffer, but only if they arent in others
core::line2df la(point,currentLine.start);
core::line2df lb(currentLine.end,point);
bool found = false;
for (u32 lineno=0;lineno<ll.size()-1; ++lineno)
if (ll[lineno].hasLine(la))
{ found=true; break; }
if (!found)
ll[ll.size()-1].addLine(la);
for (u32 lineno=0;lineno<ll.size()-1; ++lineno)
if (ll[lineno].hasLine(lb))
{ found=true; break; }
if (!found)
ll[ll.size()-1].addLine(lb);
//drawTriangle(currentLine, point);
}
}
}
}
// finds the edges
void makeEdges()
{
// speed it up
refreshIsMemberCache();
// clear the edges
edges.clear();
// loop through each pixel
for (u32 i=0; i < pixels.size(); ++i)
{
core::position2di &p = pixels[i];
s32 &x=p.X, &y=p.Y;
bool ul = isMember(p.X-1,p.Y-1);
bool u = isMember(p.X,p.Y-1);
bool ur = isMember(p.X+1,p.Y-1);
bool l = isMember(p.X-1,p.Y);
bool r = isMember(p.X+1,p.Y);
bool bl = isMember(p.X-1,p.Y+1);
bool b = isMember(p.X,p.Y+1);
bool br = isMember(p.X+1,p.Y+1);
// walls already added?
bool top=u, bottom=b, left=l, right=r;
if (!(ul | u | ur | l | r | bl | b | br))
{
// lone square
SEdge a;
a.positions.push_back( core::position2di(x,y));
a.positions.push_back( core::position2di(x+1,y));
a.positions.push_back( core::position2di(x+1,y+1));
a.positions.push_back( core::position2di(x,y+1));
a.positions.push_back( core::position2di(x,y));
edges.push_back(a);
top=bottom=left=right=true;
}
else
{
if (!(ul|u|l) && (b&r) )
{
// upper outer diagonal "/"
addToEdges(x,y+1,x+1,y);
top=left=true;
} else if ( !(u|ur|r) && (b&l) )
{
// upper outer diagonal "\"
addToEdges(x,y,x+1,y+1);
top=right=true;
} else if ( !(l|bl|b) && (r&u) )
{
// lower outer diagonal "\"
addToEdges(x+1,y+1,x,y);
left=bottom=true;
} else if ( !(r|br|b) && (l&u) )
{
// lower outer diagonal "/"
addToEdges(x+1,y,x,y+1);
right=bottom=true;
}/* else if (!(b) && (l&bl) )
{
// upper inner diagonal "/"
addToEdges(x+1,y+1,x,y+2);
//bottom=true;
} else if ( !(b) && (r&br) )
{
// upper inner diagonal "\"
addToEdges(x+1,y+2,x,y+1);
//bottom=true;
} else if ( !(r) && (b&br) )
{
// lower inner diagonal "\"
addToEdges(x+1,y,x+2,y+1);
//right=true;
} else if ( !(l) && (b&bl) )
{
// lower inner diagonal "/"
addToEdges(x-1,y+1,x,y);
//left=true;
}*/
// add flat edges
if (!left /*&& !( (u&ul) || (b&bl)) */) addToEdges(x,y+1,x,y);
if (!top /*&& !( (l&ul) || (r&ur)) */) addToEdges(x,y,x+1,y);
if (!right /*&& !( (u&ur) || (b&br)) */) addToEdges(x+1,y,x+1,y+1);
if (!bottom /*&& !( (l&bl) || (r&br)) */) addToEdges(x+1,y+1,x,y+1);
} // lone square
} // for
// reduce the number of points in each edge
for (u32 i=0; i<edges.size(); ++i)
{
edges[i].reduce(1);
// all edges should have at least 3 points
assert(edges[i].positions.size() >= 3);
// all edges should be closed
assert(edges[i].positions[0] == edges[i].positions[edges[i].positions.size()-1] );
}
}
// adds a line to the edges arrays
void addToEdges(s32 x1, s32 y1, s32 x2, s32 y2)
{
bool found=false;
// loop through each edge
for (u32 i=0; i<edges.size(); ++i)
{
// if this line starts at the end of an edge
if ( edges[i].positions[edges[i].positions.size()-1] == core::position2di(x1,y1))
{
// add it to the end
edges[i].positions.push_back(core::position2di(x2,y2));
found=true;
break;
}
// if the line ends at the start of the edge
if ( edges[i].positions[0]== core::position2di(x2,y2))
{
// add it to the front
edges[i].positions.push_front(core::position2di(x1,y1));
found=true;
break;
}
}
if (!found)
{
// we make a new edge
SEdge n;
n.positions.push_back(core::position2di(x1,y1));
n.positions.push_back(core::position2di(x2,y2));
edges.push_back(n);
}
joinEdges();
}
void joinEdges()
{
// touching edges are joined
for (u32 i=0; i < edges.size(); ++i)
for (u32 j=0; j < edges.size(); ++j)
{
if (i != j && edges[j].positions.size() && edges[i].positions.size())
{
if (edges[j].positions[0] == edges[i].positions[edges[i].positions.size()-1])
{
for (u32 k=0; k < edges[j].positions.size(); ++k)
edges[i].positions.push_back(edges[j].positions[k]);
edges[j].positions.clear();
}
}
}
// remove empty edges
for (u32 i=0; i<edges.size(); ++i)
if (edges[i].positions.size() == 0)
edges.erase(i--);
}
// tells if this x,y position is a member of this group
bool isMember(s32 x, s32 y)
{
//for (u32 i=0; i<pixels.size(); ++i)
// if (pixels[i].X == x && pixels[i].Y == y)
// return true;
if (x>pixelWidth || y>pixelHeight || x<0 || y<0)
return false;
else
return isMemberCache[pixelWidth*y + x];
}
void refreshIsMemberCache()
{
isMemberCache.clear();
pixelWidth=0; pixelHeight=0;
for (u32 i=0; i<pixels.size(); ++i)
{
if (pixels[i].X>pixelWidth) pixelWidth=pixels[i].X;
if (pixels[i].Y>pixelHeight) pixelHeight=pixels[i].Y;
}
pixelWidth+=2; pixelHeight+=2;
isMemberCache.set_used(pixelWidth*pixelHeight+1);
for (u32 i=0; i<isMemberCache.size(); ++i)
isMemberCache[i] = false;
for (u32 i=0; i<pixels.size(); ++i)
isMemberCache[pixelWidth*pixels[i].Y + pixels[i].X] = true;
}
};
void drawEdges(IrrlichtDevice *device, u32 t, s32 scale)
{
const u32 stt = device->getTimer()->getTime();
const u32 endt = stt + t;
while(device->getTimer()->getTime() < endt )
{
const f32 phase = f32((device->getTimer()->getTime()-stt) % 500) / 500.0f;
device->run();
device->getVideoDriver()->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,0));
for (u32 g=0;g<groups.size(); ++g)
for (u32 v=0;v<groups[g].edges.size(); ++v)
for (u32 p=1;p<groups[g].edges[v].positions.size(); ++p)
{
core::position2di st = core::position2di(groups[g].edges[v].positions[p-1].X*scale+50, groups[g].edges[v].positions[p-1].Y*scale+50) ;
core::position2di en = core::position2di(groups[g].edges[v].positions[p].X*scale+50, groups[g].edges[v].positions[p].Y*scale+50) ;
core::position2di ep = en-st;
ep = st + core::position2di((s32)(ep.X*phase), (s32)(ep.Y*phase));
device->getVideoDriver()->draw2DLine(st,en);
device->getVideoDriver()->draw2DLine(st,ep,video::SColor(255,255,0,0) );
}
device->getVideoDriver()->endScene();
}
}
void drawTriangles(IrrlichtDevice *device, u32 t, s32 scale)
{
const u32 stt = device->getTimer()->getTime();
const u32 endt = stt + t;
while(device->getTimer()->getTime() < endt )
{
const f32 phase = f32((device->getTimer()->getTime()-stt) % 500) / 500.0f;
device->run();
device->getVideoDriver()->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,0));
for (u32 g=0;g<groups.size(); ++g)
for (u32 v=0;v<groups[g].triangles.indexes.size()*phase; v+=3)
{
STriangleList &t = groups[g].triangles;
core::position2di st((s32)(t.positions[t.indexes[v+0]].X*scale)+50,(s32)(t.positions[t.indexes[v+0]].Y*scale)+50);
core::position2di en((s32)(t.positions[t.indexes[v+1]].X*scale)+50,(s32)(t.positions[t.indexes[v+1]].Y*scale)+50);
device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
st = core::position2di((s32)(t.positions[t.indexes[v+1]].X*scale)+50,(s32)(t.positions[t.indexes[v+1]].Y*scale)+50);
en = core::position2di((s32)(t.positions[t.indexes[v+2]].X*scale)+50,(s32)(t.positions[t.indexes[v+2]].Y*scale)+50);
device->getVideoDriver()->draw2DLine(st,en, SColor(255,0,255,0));
st = core::position2di((s32)(t.positions[t.indexes[v+2]].X*scale)+50,(s32)(t.positions[t.indexes[v+2]].Y*scale)+50);
en = core::position2di((s32)(t.positions[t.indexes[v+0]].X*scale)+50,(s32)(t.positions[t.indexes[v+0]].Y*scale)+50);
device->getVideoDriver()->draw2DLine(st,en, SColor(255,0,0,255));
}
device->getVideoDriver()->endScene();
}
}
void drawTriLines(IrrlichtDevice *device, u32 t, s32 scale)
{
const u32 endt = device->getTimer()->getTime() + t;
while(device->getTimer()->getTime() < endt )
{
device->run();
device->getVideoDriver()->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,0));
for (u32 g=0;g<groups.size(); ++g)
for (u32 v=0;v<groups[g].ll.size()-1; ++v)
for (u32 h=0;h<groups[g].ll[v].lines.size(); ++h)
{
core::line2df &currentline = groups[g].ll[v].lines[h];
const core::position2di st((s32)(currentline.start.X*scale)+50, (s32)(currentline.start.Y*scale)+50);
const core::position2di en((s32)(currentline.end.X*scale)+50, (s32)(currentline.end.Y*scale)+50);
device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
}
device->getVideoDriver()->endScene();
}
}
void drawTri3D(IrrlichtDevice *device, u32 t)
{
for (u32 g=0;g<groups.size(); ++g)
{
STriangleList &t = groups[g].triangles;
core::array<S3DVertex> verts;
verts.clear();
for(u32 v=0; v< t.positions.size(); ++v)
{
verts.push_back(S3DVertex(
-t.positions[v].X, -t.positions[v].Y, -100,
0,0,1,SColor(255,255,255,255),0,0));
}
device->getVideoDriver()->drawIndexedTriangleList(verts.pointer(),verts.size(),t.indexes.pointer(), t.indexes.size()/3 );
}
}
// process all pixels
void findGroups()
{
for (int y=0; y<height; ++y)
for (int x=0; x<width; ++x)
processPixel(x,y);
}
// remove groups with no pixels
void removeGroups()
{
for (u32 i=0; i<groups.size(); ++i)
if (groups[i].pixels.size() == 0)
groups.erase(i--);
/*for (s32 y=0; y <height; ++y)
{
printf("\n");
for (s32 x=0; x <width; ++x)
{
s32 i;
for (i=0; i<groups.size(); ++i)
{
bool k = groups[i].isMember(x,y);
if (k)
break;
}
printf("%d",i);
}
}*/
}
// adds a pixel to its area, merging touching areas
void processPixel(s32 x, s32 y)
{
// solid?
if (getPixel(x,y))
{
s32 g=0, grp=0;
bool found=false;
if (x>0) // look one behind
{
grp = getRef(x-1,y);
if (grp) found=true;
}
if (y>0) // look above
{
if (x>0) // top left
{
g = getRef(x-1,y-1);
if (g)
{
if (found)
{
mergeGroups(grp, g);
}
else
{
grp = g;
found = true;
}
}
}
if (x<width-1) // top right
{
g = getRef(x+1,y-1);
if (g)
{
if (found)
{
mergeGroups(grp, g);
}
else
{
grp = g;
found = true;
}
}
}
// top
g = getRef(x,y-1);
if (g)
{
if (found)
{
mergeGroups(grp, g);
}
else
{
grp = g;
found = true;
}
}
}
// didn't find a group for this pixel, so we add one
if (!found)
{
SPixelGroup p(Device);
p.pixels.push_back(core::position2di(x,y));
groups.push_back(p);
groupRefs.push_back(groups.size());
grp=groups.size();
}
else
{
groups[groupRefs[grp-1]-1].pixels.push_back(core::position2di(x,y));
}
setRef(x,y,groupRefs[grp-1]);
}
}
bool& getPixel(s32 x, s32 y) { return mem[y*width +x]; }
s32& getRef(s32 x, s32 y) { return refbuffer[y*width +x]; }
void setRef(s32 x, s32 y, s32 g) { refbuffer[y*width +x] = g; }
void mergeGroups(s32 g1, s32 g2)
{
if (g1==g2)
return;
// joins two groups together
for (u32 i=0; i<groups[g2-1].pixels.size(); ++i)
groups[g1-1].pixels.push_back(groups[g2-1].pixels[i]);
groups[g2-1].pixels.clear();
groupRefs[g2-1] = g1;
}
s32 width, height;
core::array<SPixelGroup> groups;
core::array<s32> groupRefs;
core::array<s32> refbuffer;
bool *mem;
IrrlichtDevice *Device;
};
// creates a simple vector font from a bitmap from the font tool
class CVectorFontTool
{
public:
CVectorFontTool(CFontTool *fonttool) :
triangulator(0), FontTool(fonttool),
letterHeight(0), letterWidth(0), triangles()
{
core::map<wchar_t, u32>::Iterator it = FontTool->CharMap.getIterator();
while(!it.atEnd())
{
CFontTool::SFontArea &fa = FontTool->Areas[(*it).getValue()];
if (fa.rectangle.getWidth() > letterWidth)
letterWidth = fa.rectangle.getWidth();
if (fa.rectangle.getHeight() > letterHeight)
letterHeight = fa.rectangle.getHeight();
it++;
}
// number of verts is one more than number of pixels because it's a grid of squares
letterWidth++;
letterHeight++;
// create image memory
imagedata.set_used(letterWidth*letterHeight);
// create vertex list, set position etc
verts.set_used(letterWidth*letterHeight);
for (s32 y=0; y<letterHeight; ++y)
{
for (s32 x=0; x<letterWidth; ++x)
{
S3DVertex &v = getVert(x,y);
v.Pos = core::vector3df((f32)x,(f32)y,0.0f);
v.TCoords.X = (f32)letterWidth / (f32)x;
v.TCoords.Y = (f32)letterHeight / (f32)y;
v.Normal = core::vector3df(0,0,-1);
v.Color = SColor(255,255,255,255);
}
}
// clear index list
inds.clear();
// create each char in the font...
it = FontTool->CharMap.getIterator();
while(!it.atEnd())
{
addChar((*it).getKey());
it++;
}
}
~CVectorFontTool()
{
if (triangulator)
delete triangulator;
}
void addChar(wchar_t thischar)
{
const s32 area = FontTool->CharMap[thischar];
const CFontTool::SFontArea &fa = FontTool->Areas[area];
const s32 img = fa.sourceimage;
const core::rect<s32>& r = fa.rectangle;
// init image memory
IImage *image = FontTool->currentImages[img];
for (u32 i=0; i < imagedata.size(); ++i)
imagedata[i] = false;
for (s32 y=r.UpperLeftCorner.Y; y < r.LowerRightCorner.Y; ++y)
{
for (s32 x=r.UpperLeftCorner.X; x < r.LowerRightCorner.X ; ++x)
if (image->getPixel(x,y).getBlue() > 0)
{
imagedata[letterWidth*(y-r.UpperLeftCorner.Y) +(x-r.UpperLeftCorner.X)] = true;
}
}
// get shape areas
triangulator = new CGroupFinder(imagedata.pointer(), letterWidth, letterHeight, FontTool->Device );
wprintf(L"Created character '%c' in texture %d\n", thischar, img );
//floodfill->drawEdges(FontTool->Device, 500, 3);
//floodfill->drawTriangles(FontTool->Device, 500,30);
//floodfill->drawTriLines(FontTool->Device, 200,3);
/*
if (area==32 && map == 0)
{
scene::ISceneManager *smgr = FontTool->Device->getSceneManager();
smgr->addCameraSceneNodeFPS();
while(FontTool->Device->run())
{
//floodfill->drawEdges(FontTool->Device, 100, 30);
FontTool->Device->getVideoDriver()->beginScene(true, true, video::SColor(0,200,200,200));
smgr->drawAll();
floodfill->drawTri3D(FontTool->Device, 100);
FontTool->Device->getVideoDriver()->endScene();
}
}*/
u32 lastind = triangles.indexes.size();
// loop through each shape and add it to the current character...
for (u32 i=0; i < triangulator->groups.size(); ++i)
triangles += triangulator->groups[i].triangles;
// add character details
charstarts.push_back(lastind);
charlengths.push_back(triangles.indexes.size() - lastind);
chars.push_back(thischar);
}
bool saveVectorFont(const c8 *filename, const c8 *formatname)
{
IrrlichtDevice *Device = FontTool->Device;
if (triangles.indexes.size() == 0)
{
Device->getLogger()->log("No vector data to write, aborting.");
return false;
}
core::stringc fn = filename;
if (core::stringc(formatname) == core::stringc("xml"))
{
fn += ".xml";
io::IXMLWriter *writer = FontTool->Device->getFileSystem()->createXMLWriter(fn.c_str());
// header and line breaks
writer->writeXMLHeader();
writer->writeLineBreak();
// write info header
writer->writeElement(L"font", false, L"type", L"vector");
writer->writeLineBreak();
writer->writeLineBreak();
// write each letter
for (u32 n=0; n<chars.size(); ++n)
{
u32 i = FontTool->CharMap[chars[n]];
CFontTool::SFontArea &fa = FontTool->Areas[i];
wchar_t c[2];
c[0] = chars[n];
c[1] = L'\0';
core::stringw area, under, over;
area = core::stringw(fa.rectangle.LowerRightCorner.X-
fa.rectangle.UpperLeftCorner.X);
area += L", ";
area += fa.rectangle.LowerRightCorner.Y-
fa.rectangle.UpperLeftCorner.Y;
core::array<core::stringw> names;
core::array<core::stringw> values;
names.clear();
values.clear();
// char
names.push_back(core::stringw(L"c"));
values.push_back(core::stringw(c));
// width+height
names.push_back(core::stringw(L"wh"));
values.push_back(area);
// start
names.push_back(core::stringw(L"st"));
values.push_back(core::stringw(charstarts[n]));
// length
names.push_back(core::stringw(L"len"));
values.push_back(core::stringw(charlengths[n]));
if (fa.underhang != 0)
{
under = core::stringw(fa.underhang);
names.push_back(core::stringw(L"u"));
values.push_back(under);
}
if (fa.overhang != 0)
{
over = core::stringw(fa.overhang);
names.push_back(core::stringw(L"o"));
values.push_back(over);
}
writer->writeElement(L"c", true, names, values);
writer->writeLineBreak();
}
// write vertex data
core::stringw data, count;
data = L"";
count = core::stringw(triangles.positions.size());
for (u32 i=0; i<triangles.positions.size(); ++i)
{
if (i!=0)
data += L", ";
data += (s32)triangles.positions[i].X;
data += L",";
data += (s32)triangles.positions[i].Y;
}
writer->writeElement(L"Vertices", true, L"count", count.c_str(), L"data", data.c_str());
writer->writeLineBreak();
// write index list
data = L"";
count = core::stringw(triangles.indexes.size());
for (u32 i=0; i<triangles.indexes.size(); i+=3)
{
if (i!=0)
data += L", ";
data += triangles.indexes[i+0];
data += L",";
data += triangles.indexes[i+1],
data += L",";
data += triangles.indexes[i+2];
}
writer->writeElement(L"Indices", true, L"count", count.c_str(), L"data", data.c_str());
writer->writeLineBreak();
writer->writeClosingTag(L"font");
writer->drop();
Device->getLogger()->log("Font saved.");
return true;
}
else if (core::stringc(formatname) == core::stringc("bin"))
{
FontTool->Device->getLogger()->log("binary fonts not supported yet, sorry");
return false;
}
else
{
FontTool->Device->getLogger()->log("unsupported file format, unable to save vector font");
return false;
}
}
S3DVertex& getVert(s32 x, s32 y) { return verts[letterWidth*y +x]; }
core::array<S3DVertex> verts;
core::array<u16> inds;
core::array<bool> imagedata;
core::array<s32> charstarts; // start position of each char
core::array<s32> charlengths; // index count
core::array<wchar_t> chars; // letters
CGroupFinder* triangulator;
CFontTool* FontTool;
s32 letterHeight;
s32 letterWidth;
STriangleList triangles;
};
#endif // __VECTOR_FONT_TOOL_INCLUDED__