Update to version 1.0.3

View CHANGELOG for full list of changes
This commit is contained in:
raysan5 2013-12-19 12:08:06 +01:00
parent 134dcd4a6a
commit 5bf9675d38
40 changed files with 472 additions and 149 deletions

View file

@ -65,9 +65,11 @@ static SpriteFont defaultFont; // Default font provided by raylib
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static bool PixelIsMagenta(Color p); // Check if a pixel is magenta
static bool PixelIsMagenta(Color p); // Check if a pixel is magenta
static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures
static int GetNextPOT(int num); // Calculate next power-of-two value for a given value
static int GetNextPOT(int num); // Calculate next power-of-two value for a given value
static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font)
static const char *GetExtension(const char *fileName);
//----------------------------------------------------------------------------------
// Module Functions Definition
@ -203,80 +205,90 @@ SpriteFont LoadSpriteFont(const char* fileName)
{
SpriteFont spriteFont;
// Use stb_image to load image data!
int imgWidth;
int imgHeight;
int imgBpp;
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); // Force loading to 4 components (RGBA)
// Convert array to pixel array for working convenience
Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
Color *imgDataPixelPOT = NULL;
int pix = 0;
for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
{
imgDataPixel[pix].r = imgData[i];
imgDataPixel[pix].g = imgData[i+1];
imgDataPixel[pix].b = imgData[i+2];
imgDataPixel[pix].a = imgData[i+3];
pix++;
}
stbi_image_free(imgData);
// At this point we have a pixel array with all the data...
// Process bitmap Font pixel data to get measures (Character array)
// spriteFont.charSet data is filled inside the function and memory is allocated!
int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet);
spriteFont.numChars = numChars;
// Convert image font to POT image before conversion to texture
// Just add the required amount of pixels at the right and bottom sides of image...
int potWidth = GetNextPOT(imgWidth);
int potHeight = GetNextPOT(imgHeight);
// Check if POT texture generation is required (if texture is not already POT)
if ((potWidth != imgWidth) || (potHeight != imgWidth))
{
// Generate POT array from NPOT data
imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
// Check file extension
if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName);
else
{
// Use stb_image to load image data!
int imgWidth;
int imgHeight;
int imgBpp;
for (int j = 0; j < potHeight; j++)
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); // Force loading to 4 components (RGBA)
// Convert array to pixel array for working convenience
Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
Color *imgDataPixelPOT = NULL;
int pix = 0;
for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
{
for (int i = 0; i < potWidth; i++)
{
if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i];
else imgDataPixelPOT[j*potWidth + i] = MAGENTA;
}
imgDataPixel[pix].r = imgData[i];
imgDataPixel[pix].g = imgData[i+1];
imgDataPixel[pix].b = imgData[i+2];
imgDataPixel[pix].a = imgData[i+3];
pix++;
}
stbi_image_free(imgData);
// At this point we have a pixel array with all the data...
// Process bitmap Font pixel data to get measures (Character array)
// spriteFont.charSet data is filled inside the function and memory is allocated!
int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet);
fprintf(stderr, "SpriteFont data parsed correctly!\n");
fprintf(stderr, "SpriteFont num chars: %i\n", numChars);
spriteFont.numChars = numChars;
// Convert image font to POT image before conversion to texture
// Just add the required amount of pixels at the right and bottom sides of image...
int potWidth = GetNextPOT(imgWidth);
int potHeight = GetNextPOT(imgHeight);
// Check if POT texture generation is required (if texture is not already POT)
if ((potWidth != imgWidth) || (potHeight != imgHeight))
{
// Generate POT array from NPOT data
imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
for (int j = 0; j < potHeight; j++)
{
for (int i = 0; i < potWidth; i++)
{
if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i];
else imgDataPixelPOT[j*potWidth + i] = MAGENTA;
}
}
fprintf(stderr, "SpriteFont texture converted to POT: %i %i\n", potWidth, potHeight);
}
free(imgDataPixel);
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
spriteFont.texture.glId = id;
spriteFont.texture.width = potWidth;
spriteFont.texture.height = potHeight;
}
free(imgDataPixel);
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
spriteFont.texture.glId = id;
spriteFont.texture.width = potWidth;
spriteFont.texture.height = potHeight;
return spriteFont;
}
@ -289,31 +301,23 @@ void UnloadSpriteFont(SpriteFont spriteFont)
// Draw text (using default font)
// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used
// NOTE: chars spacing is proportional to fontSize
void DrawText(const char* text, int posX, int posY, int fontSize, Color color)
{
Vector2 position = { (float)posX, (float)posY };
int defaultFontSize = 10; // Default Font chars height in pixel
DrawTextEx(defaultFont, text, position, fontSize, 1, color);
}
// Formatting of text with variables to 'embed'
const char *FormatText(const char *text, ...)
{
int length = strlen(text);
char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
va_list args;
va_start(args, text);
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
va_end(args);
if (fontSize < defaultFontSize) fontSize = defaultFontSize;
//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
int spacing = fontSize / defaultFontSize;
return buffer;
DrawTextEx(defaultFont, text, position, fontSize, spacing, color);
}
// Draw text using SpriteFont
// NOTE: If font size is lower than base size, base size is used
// NOTE: chars spacing is NOT proportional to fontSize
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint)
{
int length = strlen(text);
@ -345,7 +349,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
positionX += (spriteFont.charSet[(int)text[i] - FIRST_CHAR].w + spacing) * scaleFactor;
positionX += ((spriteFont.charSet[(int)text[i] - FIRST_CHAR].w) * scaleFactor + spacing);
}
glEnd();
@ -354,6 +358,22 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
glDisable(GL_TEXTURE_2D);
}
// Formatting of text with variables to 'embed'
const char *FormatText(const char *text, ...)
{
int length = strlen(text);
char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
va_list args;
va_start(args, text);
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
va_end(args);
//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
return buffer;
}
// Measure string width for default font
int MeasureText(const char *text, int fontSize)
{
@ -517,4 +537,132 @@ static int GetNextPOT(int num)
}
return num;
}
// Load a rBMF font file (raylib BitMap Font)
static SpriteFont LoadRBMF(const char *fileName)
{
// rBMF Info Header (16 bytes)
typedef struct {
char id[4]; // rBMF file identifier
char version; // rBMF file version
// 4 MSB --> main version
// 4 LSB --> subversion
char firstChar; // First character in the font
// NOTE: Depending on charDataType, it could be useless
short imgWidth; // Image width - always POT (power-of-two)
short imgHeight; // Image height - always POT (power-of-two)
short numChars; // Number of characters contained
short charHeight; // Characters height - the same for all characters
char compType; // Compression type:
// 4 MSB --> image data compression
// 4 LSB --> chars data compression
char charsDataType; // Char data type provided
} rbmfInfoHeader;
SpriteFont spriteFont;
Image image;
rbmfInfoHeader rbmfHeader;
unsigned int *rbmfFileData;
unsigned char *rbmfCharWidthData;
int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically
FILE *rbmfFile = fopen(fileName, "rb"); // Define a pointer to bitmap file and open it in read-binary mode
fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile);
//printf("rBMF info: %i %i %i %i\n", rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);
spriteFont.numChars = (int)rbmfHeader.numChars;
image.width = (int)rbmfHeader.imgWidth;
image.height = (int)rbmfHeader.imgHeight;
int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32;
rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int));
for(int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile);
rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars * sizeof(unsigned char));
for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile);
printf("Just read image data and width data... Starting image reconstruction...");
// Re-construct image from rbmfFileData
//-----------------------------------------
image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color));
for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill image data (convert from bit to pixel!)
for (int i = 0; i < image.width * image.height; i += 32)
{
for (int j = 31; j >= 0; j--)
{
if (BIT_CHECK(rbmfFileData[counter], j)) image.pixels[i+j] = WHITE;
}
counter++;
}
printf("Image reconstructed correctly... now converting it to texture...");
spriteFont.texture = CreateTexture2D(image);
UnloadImage(image); // Unload image data
printf("Starting charSet reconstruction...\n");
// Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data
int currentLine = 0;
int currentPosX = charsDivisor;
int testPosX = charsDivisor;
for (int i = 0; i < spriteFont.numChars; i++)
{
spriteFont.charSet[i].value = (int)rbmfHeader.firstChar + i;
spriteFont.charSet[i].x = currentPosX;
spriteFont.charSet[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor);
spriteFont.charSet[i].w = (int)rbmfCharWidthData[i];
spriteFont.charSet[i].h = (int)rbmfHeader.charHeight;
testPosX += (spriteFont.charSet[i].w + charsDivisor);
if (testPosX > spriteFont.texture.width)
{
currentLine++;
currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i];
testPosX = currentPosX;
spriteFont.charSet[i].x = charsDivisor;
spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor);
}
else currentPosX = testPosX;
//printf("Char %i data: %i %i %i %i\n", spriteFont.charSet[i].value, spriteFont.charSet[i].x, spriteFont.charSet[i].y, spriteFont.charSet[i].w, spriteFont.charSet[i].h);
}
printf("CharSet reconstructed correctly... Data should be ready...\n");
fclose(rbmfFile);
free(rbmfFileData); // Now we can free loaded data from RAM memory
free(rbmfCharWidthData);
return spriteFont;
}
static const char *GetExtension(const char *fileName)
{
const char *dot = strrchr(fileName, '.');
if(!dot || dot == fileName) return "";
return dot + 1;
}