Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
#define STB_DEFINE
#include "stb.h"
#define STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
// used both to compute SDF and in 'shader'
float sdf_size = 32.0; // the larger this is, the better large font sizes look
float pixel_dist_scale = 64.0; // trades off precision w/ ability to handle *smaller* sizes
int onedge_value = 128;
int padding = 3; // not used in shader
typedef struct
{
float advance;
signed char xoff;
signed char yoff;
unsigned char w,h;
unsigned char *data;
} fontchar;
fontchar fdata[128];
#define BITMAP_W 1200
#define BITMAP_H 800
unsigned char bitmap[BITMAP_H][BITMAP_W][3];
char *sample = "This is goofy text, size %d!";
char *small_sample = "This is goofy text, size %d! Really needs in-shader supersampling to look good.";
void blend_pixel(int x, int y, int color, float alpha)
{
int i;
for (i=0; i < 3; ++i)
bitmap[y][x][i] = (unsigned char) (stb_lerp(alpha, bitmap[y][x][i], color)+0.5); // round
}
void draw_char(float px, float py, char c, float relative_scale)
{
int x,y;
fontchar *fc = &fdata[c];
float fx0 = px + fc->xoff*relative_scale;
float fy0 = py + fc->yoff*relative_scale;
float fx1 = fx0 + fc->w*relative_scale;
float fy1 = fy0 + fc->h*relative_scale;
int ix0 = (int) floor(fx0);
int iy0 = (int) floor(fy0);
int ix1 = (int) ceil(fx1);
int iy1 = (int) ceil(fy1);
// clamp to viewport
if (ix0 < 0) ix0 = 0;
if (iy0 < 0) iy0 = 0;
if (ix1 > BITMAP_W) ix1 = BITMAP_W;
if (iy1 > BITMAP_H) iy1 = BITMAP_H;
for (y=iy0; y < iy1; ++y) {
for (x=ix0; x < ix1; ++x) {
float sdf_dist, pix_dist;
float bmx = stb_linear_remap(x, fx0, fx1, 0, fc->w);
float bmy = stb_linear_remap(y, fy0, fy1, 0, fc->h);
int v00,v01,v10,v11;
float v0,v1,v;
int sx0 = (int) bmx;
int sx1 = sx0+1;
int sy0 = (int) bmy;
int sy1 = sy0+1;
// compute lerp weights
bmx = bmx - sx0;
bmy = bmy - sy0;
// clamp to edge
sx0 = stb_clamp(sx0, 0, fc->w-1);
sx1 = stb_clamp(sx1, 0, fc->w-1);
sy0 = stb_clamp(sy0, 0, fc->h-1);
sy1 = stb_clamp(sy1, 0, fc->h-1);
// bilinear texture sample
v00 = fc->data[sy0*fc->w+sx0];
v01 = fc->data[sy0*fc->w+sx1];
v10 = fc->data[sy1*fc->w+sx0];
v11 = fc->data[sy1*fc->w+sx1];
v0 = stb_lerp(bmx,v00,v01);
v1 = stb_lerp(bmx,v10,v11);
v = stb_lerp(bmy,v0 ,v1 );
#if 0
// non-anti-aliased
if (v > onedge_value)
blend_pixel(x,y,0,1.0);
#else
// Following math can be greatly simplified
// convert distance in SDF value to distance in SDF bitmap
sdf_dist = stb_linear_remap(v, onedge_value, onedge_value+pixel_dist_scale, 0, 1);
// convert distance in SDF bitmap to distance in output bitmap
pix_dist = sdf_dist * relative_scale;
// anti-alias by mapping 1/2 pixel around contour from 0..1 alpha
v = stb_linear_remap(pix_dist, -0.5f, 0.5f, 0, 1);
if (v > 1) v = 1;
if (v > 0)
blend_pixel(x,y,0,v);
#endif
}
}
}
void print_text(float x, float y, char *text, float scale)
{
int i;
for (i=0; text[i]; ++i) {
if (fdata[text[i]].data)
draw_char(x,y,text[i],scale);
x += fdata[text[i]].advance * scale;
}
}
int main(int argc, char **argv)
{
int ch;
float scale, ypos;
stbtt_fontinfo font;
void *data = stb_file("c:/windows/fonts/times.ttf", NULL);
stbtt_InitFont(&font, data, 0);
scale = stbtt_ScaleForPixelHeight(&font, sdf_size);
for (ch=32; ch < 127; ++ch) {
fontchar fc;
int xoff,yoff,w,h, advance;
fc.data = stbtt_GetCodepointSDF(&font, scale, ch, padding, onedge_value, pixel_dist_scale, &w, &h, &xoff, &yoff);
fc.xoff = xoff;
fc.yoff = yoff;
fc.w = w;
fc.h = h;
stbtt_GetCodepointHMetrics(&font, ch, &advance, NULL);
fc.advance = advance * scale;
fdata[ch] = fc;
}
ypos = 60;
memset(bitmap, 255, sizeof(bitmap));
print_text(400, ypos+30, stb_sprintf("sdf bitmap height %d", (int) sdf_size), 30/sdf_size);
ypos += 80;
for (scale = 8.0; scale < 120.0; scale *= 1.33f) {
print_text(80, ypos+scale, stb_sprintf(scale == 8.0 ? small_sample : sample, (int) scale), scale / sdf_size);
ypos += scale*1.05f + 20;
}
stbi_write_png("sdf_test.png", BITMAP_W, BITMAP_H, 3, bitmap, 0);
return 0;
}