#define STBI_FAILURE_USERMSG #define STB_IMAGE_IMPLEMENTATION #include #define SBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #include #include "Dengine/Platform.h" #include "Dengine/AssetManager.h" Texture *asset_getTexture(AssetManager *assetManager, const enum TexList type) { if (type < texlist_count) return &assetManager->textures[type]; return NULL; } TexAtlas *asset_getTextureAtlas(AssetManager *assetManager, const enum TexList type) { if (type < texlist_count) return &assetManager->texAtlas[type]; return NULL; } const i32 asset_loadTextureImage(AssetManager *assetManager, const char *const path, const enum TexList type) { /* Open the texture image */ i32 imgWidth, imgHeight, bytesPerPixel; stbi_set_flip_vertically_on_load(TRUE); u8 *image = stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0); if (!image) { printf("stdbi_load() failed: %s\n", stbi_failure_reason()); return -1; } Texture tex = genTexture(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight), CAST(GLint)(bytesPerPixel), image); glCheckError(); stbi_image_free(image); assetManager->textures[type] = tex; return 0; } Shader *asset_getShader(AssetManager *assetManager, const enum ShaderList type) { if (type < shaderlist_count) return &assetManager->shaders[type]; return NULL; } INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype) { PlatformFileRead file = {0}; i32 status = platform_readFileToBuffer(path, &file); if (status) return status; const GLchar *source = CAST(char *)file.buffer; GLuint result = glCreateShader(shadertype); glShaderSource(result, 1, &source, NULL); glCompileShader(result); GLint success; GLchar infoLog[512]; glGetShaderiv(result, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(result, 512, NULL, infoLog); printf("glCompileShader() failed: %s\n", infoLog); } platform_closeFileRead(&file); return result; } const i32 asset_loadShaderFiles(AssetManager *assetManager, const char *const vertexPath, const char *const fragmentPath, const enum ShaderList type) { GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER); GLuint fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER); Shader shader; i32 result = shader_loadProgram(&shader, vertexShader, fragmentShader); if (result) return result; assetManager->shaders[type] = shader; return 0; } /* Individual glyph bitmap generated from STB used for creating a font sheet */ typedef struct GlyphBitmap { v2i dimensions; u32 *pixels; i32 codepoint; } GlyphBitmap; const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath) { PlatformFileRead fontFileRead = {0}; platform_readFileToBuffer(filePath, &fontFileRead); stbtt_fontinfo fontInfo = {0}; stbtt_InitFont(&fontInfo, fontFileRead.buffer, stbtt_GetFontOffsetForIndex(fontFileRead.buffer, 0)); assetManager->codepointRange = V2i(32, 127); v2i codepointRange = assetManager->codepointRange; const i32 numGlyphs = codepointRange.y - codepointRange.x; i32 glyphIndex = 0; GlyphBitmap *glyphBitmaps = CAST(GlyphBitmap *) calloc(numGlyphs, sizeof(GlyphBitmap)); v2i largestGlyphDimension = V2i(0, 0); const f32 targetFontHeight = 64.0f; f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight); /* Use STB_TrueType to generate a series of bitmap characters */ for (i32 codepoint = codepointRange.x; codepoint < codepointRange.y; codepoint++) { // NOTE(doyle): ScaleX if not specified, is then calculated based on the // ScaleY component i32 width, height, xOffset, yOffset; u8 *const monoBitmap = stbtt_GetCodepointBitmap(&fontInfo, 0, scaleY, codepoint, &width, &height, &xOffset, &yOffset); u8 *source = monoBitmap; u32 *colorBitmap = calloc(width * height, sizeof(u32)); u32 *dest = colorBitmap; // NOTE(doyle): STB generates 1 byte per pixel bitmaps, we use 4bpp, so // duplicate the alpha byte (essentially) for all RGBA components for (i32 y = 0; y < height; y++) { for (i32 x = 0; x < width; x++) { u8 monoByte = *source++; *dest++ = (monoByte << 24) | (monoByte << 16) | (monoByte << 8) | (monoByte << 0); } } stbtt_FreeBitmap(monoBitmap, NULL); glyphBitmaps[glyphIndex].dimensions = V2i(width, height); glyphBitmaps[glyphIndex].codepoint = codepoint; glyphBitmaps[glyphIndex++].pixels = colorBitmap; if (height > largestGlyphDimension.h) largestGlyphDimension.h = height; if (width > largestGlyphDimension.w) largestGlyphDimension.w = width; #ifdef WT_DEBUG if ((largestGlyphDimension.h - CAST(i32)targetFontHeight) >= 50) { printf( "asset_loadTTFont() warning: The loaded font file has a glyph " "considerably larger than our target .. font packing is " "unoptimal\n"); } #endif } /* * NOTE(doyle): Use rasterised TTF bitmap-characters combine them all into * one bitmap as an atlas. We determine how many glyphs we can fit per row * by determining the largest glyph size we have. Rounding it to the nearest * multiple of 2 and dividing by our target texture size. * * For the amount of glyphs we fit per row, we iterate through them and * write each row of the glyph adjacent to the next until we finish writing * all pixels for the glyphs, then move onto the next set of glyphs. */ if ((largestGlyphDimension.w & 1) == 1) largestGlyphDimension.w += 1; if ((largestGlyphDimension.h & 1) == 1) largestGlyphDimension.h += 1; i32 glyphsPerRow = (MAX_TEXTURE_SIZE / largestGlyphDimension.w) + 1; #ifdef WT_DEBUG i32 glyphsPerCol = MAX_TEXTURE_SIZE / largestGlyphDimension.h; if ((glyphsPerRow * glyphsPerCol) <= numGlyphs) { printf( "asset_loadTTFont() warning: The target font height creates a " "glyph sheet that exceeds the available space!"); ASSERT(1); } #endif #if 1 u32 *fontBitmap = CAST(u32 *)calloc( squared(TARGET_TEXTURE_SIZE) * TARGET_BYTES_PER_PIXEL, sizeof(u32)); const i32 pitch = MAX_TEXTURE_SIZE * TARGET_BYTES_PER_PIXEL; // Check value to determine when a row of glyphs is completely printed i32 verticalPixelsBlitted = 0; i32 startingGlyphIndex = 0; i32 glyphsRemaining = numGlyphs; i32 glyphsOnCurrRow = glyphsPerRow; i32 atlasIndex = 0; for (i32 row = 0; row < MAX_TEXTURE_SIZE; row++) { u32 *destRow = fontBitmap + (row * MAX_TEXTURE_SIZE); for (i32 glyphIndex = 0; glyphIndex < glyphsOnCurrRow; glyphIndex++) { i32 activeGlyphIndex = startingGlyphIndex + glyphIndex; GlyphBitmap activeGlyph = glyphBitmaps[activeGlyphIndex]; /* Store the location of glyph into atlas */ if (verticalPixelsBlitted == 0) { TexAtlas *fontAtlas = &assetManager->texAtlas[texlist_font]; #ifdef WT_DEBUG printf("codepoint: %d\n", activeGlyph.codepoint); printf("atlasIndex: %d\n", atlasIndex); ASSERT(activeGlyph.codepoint < ARRAY_COUNT(fontAtlas->texRect)); #endif v2 origin = V2(CAST(f32)(glyphIndex * largestGlyphDimension.w), CAST(f32) row); fontAtlas->texRect[atlasIndex++] = getRect(origin, V2(CAST(f32) largestGlyphDimension.w, CAST(f32) largestGlyphDimension.h)); } /* Copy over exactly one row of pixels */ i32 numPixelsToPad = largestGlyphDimension.w; if (verticalPixelsBlitted < activeGlyph.dimensions.h) { const i32 srcPitch = activeGlyph.dimensions.w * verticalPixelsBlitted; const u32 *src = activeGlyph.pixels + srcPitch; const i32 numPixelsToCopy = activeGlyph.dimensions.w; for (i32 count = 0; count < numPixelsToCopy; count++) *destRow++ = *src++; /* * NOTE(doyle): If the glyph is smaller than largest glyph * available size, don't advance src pointer any further * (NULL/mixes up rows), instead just advance the final bitmap * pointer by the remaining distance */ numPixelsToPad = largestGlyphDimension.w - activeGlyph.dimensions.w; } destRow += numPixelsToPad; } /* A row of glyphs has been fully formed on the atlas */ if (verticalPixelsBlitted++ >= largestGlyphDimension.h) { verticalPixelsBlitted = 0; startingGlyphIndex += glyphsPerRow; glyphsRemaining -= glyphsPerRow; if (glyphsRemaining <= 0) break; else if (glyphsRemaining <= glyphsPerRow) { // NOTE(doyle): This allows us to modify the glyph iterator to // prevent over-running of the available glyphs glyphsOnCurrRow = glyphsRemaining; } } } Texture tex = genTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 4, CAST(u8 *) fontBitmap); assetManager->textures[texlist_font] = tex; #else i32 letter = 1; Texture tex = genTexture(glyphBitmaps[letter].dimensions.w, glyphBitmaps[letter].dimensions.h, 4, CAST(u8 *)glyphBitmaps[letter].pixels); assetManager.textures[texlist_font] = tex; #endif for (i32 i = 0; i < numGlyphs; i++) free(glyphBitmaps[i].pixels); free(glyphBitmaps); platform_closeFileRead(&fontFileRead); return 0; }