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1/*
2 Vector font tool - Gaz Davidson December 2006-2012
3
4 I noticed bitmap fonts were taking massive amounts of video memory at reasonable sizes,
5 so I decided to make a vector font. I always wanted to try converting pixels to triangles...
6
7 And I failed! This is a collection of the ugliest, bloated, most inneficient algorithms
8 i've ever written, but its kinda working so I'm not changing it.
9*/
10
11#ifndef __VECTOR_FONT_TOOL_INCLUDED__
12#define __VECTOR_FONT_TOOL_INCLUDED__
13
14#include "irrlicht.h"
15#include "CFontTool.h"
16#include <assert.h>
17
18using namespace irr;
19using namespace video;
20
21struct STriangleList
22{
23 core::array<core::vector2df> positions;
24 core::array<u16> indexes;
25
26 // for adding one triangle list to another,
27 // these triangles share positions, but dont share triangles
28 STriangleList& operator+=(STriangleList &other)
29 {
30 core::matrix4 m;
31 core::array<s32> map;
32 map.set_used(other.positions.size());
33
34 for (u32 i=0; i<map.size(); ++i)
35 map[i]=-1;
36
37 for (u32 i=0; i<positions.size(); ++i)
38 for (u32 j=0; j<map.size(); ++j)
39 if ( positions[i] == other.positions[j] )
40 map[j] = i;
41
42 for (u32 i=0; i<map.size(); ++i)
43 if (map[i] == -1)
44 {
45 positions.push_back(other.positions[i]);
46 map[i] = positions.size()-1;
47 }
48
49 // add triangles
50 for (u32 i=0; i<other.indexes.size(); ++i)
51 indexes.push_back((u32)map[other.indexes[i]]);
52
53 return *this;
54 }
55
56 // functions for building triangles for shapes,
57 // each shape can't have duplicate triangles
58 bool hasTriangle(core::vector2df a, core::vector2df b, core::vector2df c)
59 {
60 // make sure the triangle is wound correctly
61 if (core::line2df(a,b).getPointOrientation(c) < 0)
62 { core::vector2df tmp=a; a=b; b=tmp; }
63
64 u32 ia=0xffffffff, ib=0xffffffff, ic=0xffffffff;
65 // Find each vertex
66 for (u32 i=0; i < positions.size() && (ia==(u32)-1||ib==(u32)-1||ic==(u32)-1) ; ++i)
67 {
68 if (positions[i] == a)
69 ia = i;
70 if (positions[i] == b)
71 ib = i;
72 if (positions[i] == c)
73 ic = i;
74 }
75
76 if (ia==0xffffffff)
77 {
78 return false;
79 }
80 if (ib==0xffffffff)
81 {
82 return false;
83 }
84 if (ic==0xffffffff)
85 {
86 return false;
87 }
88
89 for (u32 i=0; i<indexes.size(); i+=3)
90 if ( (indexes[i] == ia && indexes[i+1] == ib && indexes[i+2] == ic) ||
91 (indexes[i] == ic && indexes[i+1] == ia && indexes[i+2] == ib) ||
92 (indexes[i] == ib && indexes[i+1] == ic && indexes[i+2] == ia) )
93 return true;
94
95 return false;
96 }
97
98 void add(core::vector2df a, core::vector2df b, core::vector2df c)
99 {
100
101 // make sure the triangle is wound correctly
102 if (core::line2df(a,b).getPointOrientation(c) < 0)
103 {
104 core::vector2df tmp=a; a=b; b=tmp;
105 }
106
107 u32 ia=0xffffffff, ib=0xffffffff, ic=0xffffffff;
108 // no duplicate vertex positions allowed...
109 for (u32 i=0; i < positions.size() && (ia==-1||ib==-1||ic==-1) ; ++i)
110 {
111 if (positions[i] == a)
112 ia = i;
113 if (positions[i] == b)
114 ib = i;
115 if (positions[i] == c)
116 ic = i;
117 }
118 bool found=true;
119 if (ia==0xffffffff)
120 {
121 ia = positions.size();
122 positions.push_back(a);
123 found=false;
124 }
125 if (ib==0xffffffff)
126 {
127 ib = positions.size();
128 positions.push_back(b);
129 found=false;
130 }
131 if (ic==0xffffffff)
132 {
133 ic = positions.size();
134 positions.push_back(c);
135 found=false;
136 }
137
138 // no duplicate triangles allowed
139 if (found)
140 {
141 found=false;
142 for (u32 i=0; i<indexes.size(); i+=3)
143 {
144 if ( (indexes[i] == ia && indexes[i+1] == ib && indexes[i+2] == ic) ||
145 (indexes[i] == ic && indexes[i+1] == ia && indexes[i+2] == ib) ||
146 (indexes[i] == ib && indexes[i+1] == ic && indexes[i+2] == ia) )
147 {
148 found=true;
149 break;
150 }
151 }
152 }
153
154 if (!found)
155 {
156 indexes.push_back(ia);
157 indexes.push_back(ib);
158 indexes.push_back(ic);
159 }
160 }
161};
162
163// finds groups of pixels and triangulates them
164class CGroupFinder
165{
166public:
167 CGroupFinder(bool *memory, s32 w, s32 h, IrrlichtDevice *dev):
168 width(w), height(h), mem(memory), Device(dev)
169 {
170 refbuffer.set_used(w*h);
171 for (u32 i=0; i<refbuffer.size(); ++i)
172 refbuffer[i]=0;
173 // find groups of pixels
174 findGroups();
175 removeGroups();
176
177 // triangulate
178 for (u32 i=0; i<groups.size(); ++i)
179 {
180 groups[i].triangulate();
181 }
182 }
183
184 // contains a clockwise edge line
185 struct SEdge
186 {
187 SEdge() : positions() { }
188
189 core::array<core::position2di> positions;
190
191 bool isMember(s32 x, s32 y)
192 {
193 for (u32 i=0; i<positions.size(); ++i)
194 if (positions[i].X == x && positions[i].Y == y)
195 return true;
196 return false;
197 }
198
199 // reduces the number of points in the edge
200 void reduce(s32 level=0)
201 {
202 // level 0- remove points on the same line
203 for (u32 i=1; i < positions.size()-1; ++i)
204 {
205 // same point as the last one?! shouldnt happen, dunno why it does :|
206 if (positions[i-1] == positions[i])
207 {
208 positions.erase(i--);
209 continue;
210 }
211
212 // get headings
213 core::vector2d<f32> h1((f32)(positions[i-1].X - positions[i].X),(f32)(positions[i-1].Y - positions[i].Y)),
214 h2((f32)(positions[i].X - positions[i+1].X),(f32)(positions[i].Y - positions[i+1].Y));
215 h1.normalize();
216 h2.normalize();
217
218 if (h1==h2) // erase the current point
219 positions.erase(i--);
220 }
221
222 // level 1- if point1 points at point3, we can skip point2
223 // level 2+ allow a deviation of level-1
224
225 }
226
227 };
228
229 // contains an array of lines for triangulation
230 struct SLineList
231 {
232 core::array<core::line2df> lines;
233 SLineList() : lines() { }
234 void addEdge(const SEdge &edge)
235 {
236 // adds lines to the buffer
237 for (u32 i=1; i<edge.positions.size(); ++i)
238 addLine(core::line2df((f32)edge.positions[i-1].X, (f32)edge.positions[i-1].Y,
239 (f32)edge.positions[i].X, (f32)edge.positions[i].Y ));
240 }
241 void addLine( const core::line2df &line )
242 {
243 // no dupes!
244 if (!hasLine(line))
245 lines.push_back(line);
246 }
247 bool hasLine( const core::line2df &line )
248 {
249 for (u32 i=0; i<lines.size(); ++i)
250 if (line == lines[i] || (line.start == lines[i].end && line.end == lines[i].start) )
251 return true;
252 return false;
253 }
254
255 bool crossesWith( core::line2df l, core::vector2df p)
256 {
257 // inside checks only work with clockwise triangles
258 if (l.getPointOrientation(p) < 0)
259 { core::vector2df tmp=l.start; l.start=l.end; l.end=tmp; }
260
261 // make the 3 triangle edges
262 core::line2df &la=l, lb(l.end,p), lc(p,l.start);
263
264 // test every line in the list
265 for (u32 i=0; i<lines.size(); ++i)
266 {
267 core::line2df &l2 = lines[i];
268
269 // the triangle isn't allowed to enclose any points
270 // triangles are clockwise, so if to the right of all 3 lines, it's enclosed
271 if (la.getPointOrientation(l2.start) > 0 &&
272 lb.getPointOrientation(l2.start) > 0 &&
273 lc.getPointOrientation(l2.start) > 0)
274 return true;
275 //if (la.getPointOrientation(l2.start) < 0 &&
276 // lb.getPointOrientation(l2.start) < 0 &&
277 // lc.getPointOrientation(l2.start) < 0)
278 // return true;
279
280 core::vector2df out;
281 //if (la.intersectWith(l2,out))
282 // if (out != la.start && out != la.end &&
283 // out != l2.start && out != l2.end)
284 // return true;
285 if (lb.intersectWith(l2,out))
286 if (!out.equals(lb.start) && !out.equals(lb.end) &&
287 !out.equals(l2.start) && !out.equals(l2.end))
288 return true;
289 if (lc.intersectWith(l2,out))
290 if (!out.equals(lc.start) && !out.equals(lc.end) &&
291 !out.equals(l2.start) && !out.equals(l2.end))
292 return true;
293
294 // my shit intersection code only works with lines in certain directions :(
295 if (l2.intersectWith(lb,out))
296 if (!out.equals(lb.start) && !out.equals(lb.end) &&
297 !out.equals(l2.start) && !out.equals(l2.end))
298 return true;
299 if (l2.intersectWith(lc,out))
300 if (!out.equals(lc.start) && !out.equals(lc.end) &&
301 !out.equals(l2.start) && !out.equals(l2.end))
302 return true;
303
304
305 if (lb.isPointOnLine(l2.start) && l2.start != lb.start && l2.start != lb.end)
306 return true;
307 if (lc.isPointOnLine(l2.start) && l2.start != lc.start && l2.start != lc.end)
308 return true;
309
310 }
311 return false;
312 }
313 };
314
315 // an area of adjacent pixels
316 struct SPixelGroup
317 {
318 SPixelGroup(IrrlichtDevice *device) : triangles(), pixelWidth(0), pixelHeight(0),
319 Device(device) {}
320
321 core::array<core::position2di> pixels;
322 core::array<SEdge> edges;
323 STriangleList triangles;
324 core::array<SLineList> ll;
325 core::array<bool> isMemberCache;
326 s32 pixelWidth;
327 s32 pixelHeight;
328 IrrlichtDevice *Device;
329
330 void triangulate()
331 {
332
333 // find edges in this group
334 makeEdges();
335
336 // triangulate the group
337 makeTriangles();
338
339 }
340
341 void drawTriangle( core::line2df line, core::vector2df point)
342 {
343 //const u32 endt = Device->getTimer()->getTime() + t;
344 f32 scale = 5;
345
346
347 //while(Device->getTimer()->getTime() < endt )
348 //{
349 Device->run();
350 Device->getVideoDriver()->beginScene(true,true,video::SColor(0,0,0,0));
351 for (u32 v=0;v<ll.size(); ++v)
352 for (u32 h=0;h<ll[v].lines.size(); ++h)
353 {
354 core::line2df &currentline = ll[v].lines[h];
355 core::position2di st = core::position2di((s32)(currentline.start.X*scale)+50, (s32)(currentline.start.Y*scale)+50);
356 core::position2di en = core::position2di((s32)(currentline.end.X*scale)+50, (s32)(currentline.end.Y*scale)+50);
357
358 Device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,255,255));
359 }
360 // draw this triangle
361 const core::position2di st((s32)(line.start.X*scale)+50, (s32)(line.start.Y*scale)+50);
362 const core::position2di en((s32)(line.end.X*scale)+50, (s32)(line.end.Y*scale)+50);
363 const core::position2di p((s32)(point.X*scale)+50, (s32)(point.Y*scale)+50);
364 Device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
365 Device->getVideoDriver()->draw2DLine(en,p, SColor(255,0,255,0));
366 Device->getVideoDriver()->draw2DLine(p,st, SColor(255,0,0,255));
367
368 Device->getVideoDriver()->endScene();
369 //}
370 }
371
372 void makeTriangles()
373 {
374 // make lines from edges, because they're easier to deal with
375 ll.clear();
376 for (u32 i=0; i < edges.size(); ++i)
377 {
378 SLineList l;
379 l.addEdge(edges[i]);
380 ll.push_back(l);
381 }
382 // add an extra one for inside edges
383 SLineList innerlines;
384 ll.push_back(innerlines);
385
386 // loop through each edge and make triangles
387 for (u32 i=0; i<ll.size(); ++i)
388 {
389 // loop through each line in the edge
390 for (u32 cl=0; cl<ll[i].lines.size(); ++cl)
391 {
392
393 core::line2df &currentLine = ll[i].lines[cl];
394 f32 bestScore = -10.0f;
395 s32 bestEdge = -1;
396 s32 bestPoint = -1;
397 // find the best scoring point to join to this line
398 for (u32 k=0; k<ll.size(); ++k)
399 for (u32 j=0; j< ll[k].lines.size(); ++j)
400 {
401 f32 score = 0.0f;
402 core::vector2df point(ll[k].lines[j].start.X,
403 ll[k].lines[j].start.Y);
404 core::line2df line1(point,currentLine.start);
405 core::line2df line2(currentLine.end,point);
406
407 // can't be part of the current line
408 if (point == currentLine.start || point == currentLine.end)
409 continue;
410
411 // must be to the right hand side (triangles are wound clockwise)
412 // unless its part of the inside...
413 f32 side1 = currentLine.getPointOrientation(point);
414 f32 side2 = core::line2df(point,currentLine.start).getPointOrientation(currentLine.end);
415 f32 side3 = core::line2df(currentLine.end,point).getPointOrientation(currentLine.start);
416 if (i<ll.size()-1)
417 if (side1 <= 0 || side2 <= 0 || side3 <=0)
418 continue;
419
420 // can't already have this triangle
421 if (triangles.hasTriangle(currentLine.start,currentLine.end,point))
422 continue;
423
424 // must not cross any other lines or enclose any points
425 bool itCrossed = false;
426 for (u32 v=0; v<ll.size(); ++v)
427 if (ll[v].crossesWith(currentLine, point))
428 {
429 itCrossed = true;
430 break;
431 }
432 if (itCrossed)
433 continue;
434
435
436 // so, we like this triangle, but how much?
437 // is it better than all the others?
438
439 // we prefer points from other edges, unless its on the inside
440 if (k==i && i != ll.size()-1)
441 score = 1;
442 else
443 score = 2;
444
445 // we prefer evenly shaped triangles
446
447 // we prefer triangles with a large area
448
449 // do we like this one more than the others?
450 if (score>bestScore)
451 {
452 bestScore = score;
453 bestEdge = k;
454 bestPoint = j;
455 }
456 }
457 // hopefully we found one
458 if (bestEdge >= 0 && bestPoint >= 0 && bestScore >= 0.0f)
459 {
460 //assert(bestEdge >= 0 && bestPoint >= 0);
461 //assert(bestScore >= 0.0f);
462
463 core::vector2df point(ll[bestEdge].lines[bestPoint].start.X, ll[bestEdge].lines[bestPoint].start.Y);
464
465 // add it to the triangles list
466 triangles.add(currentLine.start, currentLine.end, point);
467
468 // add inner lines to the line buffer, but only if they arent in others
469
470 core::line2df la(point,currentLine.start);
471 core::line2df lb(currentLine.end,point);
472
473 bool found = false;
474 for (u32 lineno=0;lineno<ll.size()-1; ++lineno)
475 if (ll[lineno].hasLine(la))
476 { found=true; break; }
477 if (!found)
478 ll[ll.size()-1].addLine(la);
479
480 for (u32 lineno=0;lineno<ll.size()-1; ++lineno)
481 if (ll[lineno].hasLine(lb))
482 { found=true; break; }
483 if (!found)
484 ll[ll.size()-1].addLine(lb);
485
486 //drawTriangle(currentLine, point);
487
488 }
489
490 }
491 }
492 }
493
494 // finds the edges
495 void makeEdges()
496 {
497
498 // speed it up
499 refreshIsMemberCache();
500
501 // clear the edges
502 edges.clear();
503
504 // loop through each pixel
505 for (u32 i=0; i < pixels.size(); ++i)
506 {
507 core::position2di &p = pixels[i];
508 s32 &x=p.X, &y=p.Y;
509 bool ul = isMember(p.X-1,p.Y-1);
510 bool u = isMember(p.X,p.Y-1);
511 bool ur = isMember(p.X+1,p.Y-1);
512 bool l = isMember(p.X-1,p.Y);
513 bool r = isMember(p.X+1,p.Y);
514 bool bl = isMember(p.X-1,p.Y+1);
515 bool b = isMember(p.X,p.Y+1);
516 bool br = isMember(p.X+1,p.Y+1);
517
518 // walls already added?
519 bool top=u, bottom=b, left=l, right=r;
520
521 if (!(ul | u | ur | l | r | bl | b | br))
522 {
523 // lone square
524 SEdge a;
525 a.positions.push_back( core::position2di(x,y));
526 a.positions.push_back( core::position2di(x+1,y));
527 a.positions.push_back( core::position2di(x+1,y+1));
528 a.positions.push_back( core::position2di(x,y+1));
529 a.positions.push_back( core::position2di(x,y));
530 edges.push_back(a);
531 top=bottom=left=right=true;
532 }
533 else
534 {
535 if (!(ul|u|l) && (b&r) )
536 {
537 // upper outer diagonal "/"
538 addToEdges(x,y+1,x+1,y);
539 top=left=true;
540 } else if ( !(u|ur|r) && (b&l) )
541 {
542 // upper outer diagonal "\"
543 addToEdges(x,y,x+1,y+1);
544 top=right=true;
545 } else if ( !(l|bl|b) && (r&u) )
546 {
547 // lower outer diagonal "\"
548 addToEdges(x+1,y+1,x,y);
549 left=bottom=true;
550 } else if ( !(r|br|b) && (l&u) )
551 {
552 // lower outer diagonal "/"
553 addToEdges(x+1,y,x,y+1);
554 right=bottom=true;
555 }/* else if (!(b) && (l&bl) )
556 {
557 // upper inner diagonal "/"
558 addToEdges(x+1,y+1,x,y+2);
559 //bottom=true;
560 } else if ( !(b) && (r&br) )
561 {
562 // upper inner diagonal "\"
563 addToEdges(x+1,y+2,x,y+1);
564 //bottom=true;
565 } else if ( !(r) && (b&br) )
566 {
567 // lower inner diagonal "\"
568 addToEdges(x+1,y,x+2,y+1);
569 //right=true;
570 } else if ( !(l) && (b&bl) )
571 {
572 // lower inner diagonal "/"
573 addToEdges(x-1,y+1,x,y);
574 //left=true;
575 }*/
576
577 // add flat edges
578 if (!left /*&& !( (u&ul) || (b&bl)) */) addToEdges(x,y+1,x,y);
579 if (!top /*&& !( (l&ul) || (r&ur)) */) addToEdges(x,y,x+1,y);
580 if (!right /*&& !( (u&ur) || (b&br)) */) addToEdges(x+1,y,x+1,y+1);
581 if (!bottom /*&& !( (l&bl) || (r&br)) */) addToEdges(x+1,y+1,x,y+1);
582 } // lone square
583 } // for
584
585 // reduce the number of points in each edge
586 for (u32 i=0; i<edges.size(); ++i)
587 {
588 edges[i].reduce(1);
589
590 // all edges should have at least 3 points
591 assert(edges[i].positions.size() >= 3);
592
593 // all edges should be closed
594 assert(edges[i].positions[0] == edges[i].positions[edges[i].positions.size()-1] );
595 }
596 }
597
598 // adds a line to the edges arrays
599 void addToEdges(s32 x1, s32 y1, s32 x2, s32 y2)
600 {
601 bool found=false;
602 // loop through each edge
603 for (u32 i=0; i<edges.size(); ++i)
604 {
605 // if this line starts at the end of an edge
606 if ( edges[i].positions[edges[i].positions.size()-1] == core::position2di(x1,y1))
607 {
608 // add it to the end
609 edges[i].positions.push_back(core::position2di(x2,y2));
610 found=true;
611 break;
612 }
613 // if the line ends at the start of the edge
614 if ( edges[i].positions[0]== core::position2di(x2,y2))
615 {
616 // add it to the front
617 edges[i].positions.push_front(core::position2di(x1,y1));
618 found=true;
619 break;
620 }
621 }
622 if (!found)
623 {
624 // we make a new edge
625 SEdge n;
626 n.positions.push_back(core::position2di(x1,y1));
627 n.positions.push_back(core::position2di(x2,y2));
628 edges.push_back(n);
629 }
630
631 joinEdges();
632 }
633
634 void joinEdges()
635 {
636 // touching edges are joined
637
638 for (u32 i=0; i < edges.size(); ++i)
639 for (u32 j=0; j < edges.size(); ++j)
640 {
641 if (i != j && edges[j].positions.size() && edges[i].positions.size())
642 {
643 if (edges[j].positions[0] == edges[i].positions[edges[i].positions.size()-1])
644 {
645 for (u32 k=0; k < edges[j].positions.size(); ++k)
646 edges[i].positions.push_back(edges[j].positions[k]);
647 edges[j].positions.clear();
648 }
649 }
650 }
651
652 // remove empty edges
653 for (u32 i=0; i<edges.size(); ++i)
654 if (edges[i].positions.size() == 0)
655 edges.erase(i--);
656 }
657
658 // tells if this x,y position is a member of this group
659 bool isMember(s32 x, s32 y)
660 {
661 //for (u32 i=0; i<pixels.size(); ++i)
662 // if (pixels[i].X == x && pixels[i].Y == y)
663 // return true;
664 if (x>pixelWidth || y>pixelHeight || x<0 || y<0)
665 return false;
666 else
667 return isMemberCache[pixelWidth*y + x];
668 }
669
670 void refreshIsMemberCache()
671 {
672 isMemberCache.clear();
673 pixelWidth=0; pixelHeight=0;
674 for (u32 i=0; i<pixels.size(); ++i)
675 {
676 if (pixels[i].X>pixelWidth) pixelWidth=pixels[i].X;
677 if (pixels[i].Y>pixelHeight) pixelHeight=pixels[i].Y;
678 }
679 pixelWidth+=2; pixelHeight+=2;
680 isMemberCache.set_used(pixelWidth*pixelHeight+1);
681 for (u32 i=0; i<isMemberCache.size(); ++i)
682 isMemberCache[i] = false;
683 for (u32 i=0; i<pixels.size(); ++i)
684 isMemberCache[pixelWidth*pixels[i].Y + pixels[i].X] = true;
685 }
686 };
687
688
689 void drawEdges(IrrlichtDevice *device, u32 t, s32 scale)
690 {
691 const u32 stt = device->getTimer()->getTime();
692 const u32 endt = stt + t;
693
694 while(device->getTimer()->getTime() < endt )
695 {
696 const f32 phase = f32((device->getTimer()->getTime()-stt) % 500) / 500.0f;
697
698 device->run();
699 device->getVideoDriver()->beginScene(true,true,video::SColor(0,0,0,0));
700 for (u32 g=0;g<groups.size(); ++g)
701 for (u32 v=0;v<groups[g].edges.size(); ++v)
702 for (u32 p=1;p<groups[g].edges[v].positions.size(); ++p)
703 {
704 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) ;
705 core::position2di en = core::position2di(groups[g].edges[v].positions[p].X*scale+50, groups[g].edges[v].positions[p].Y*scale+50) ;
706 core::position2di ep = en-st;
707 ep = st + core::position2di((s32)(ep.X*phase), (s32)(ep.Y*phase));
708 device->getVideoDriver()->draw2DLine(st,en);
709 device->getVideoDriver()->draw2DLine(st,ep,video::SColor(255,255,0,0) );
710 }
711 device->getVideoDriver()->endScene();
712 }
713 }
714
715 void drawTriangles(IrrlichtDevice *device, u32 t, s32 scale)
716 {
717 const u32 stt = device->getTimer()->getTime();
718 const u32 endt = stt + t;
719
720 while(device->getTimer()->getTime() < endt )
721 {
722 const f32 phase = f32((device->getTimer()->getTime()-stt) % 500) / 500.0f;
723
724 device->run();
725 device->getVideoDriver()->beginScene(true,true,video::SColor(0,0,0,0));
726 for (u32 g=0;g<groups.size(); ++g)
727 for (u32 v=0;v<groups[g].triangles.indexes.size()*phase; v+=3)
728 {
729 STriangleList &t = groups[g].triangles;
730 core::position2di st((s32)(t.positions[t.indexes[v+0]].X*scale)+50,(s32)(t.positions[t.indexes[v+0]].Y*scale)+50);
731 core::position2di en((s32)(t.positions[t.indexes[v+1]].X*scale)+50,(s32)(t.positions[t.indexes[v+1]].Y*scale)+50);
732 device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
733 st = core::position2di((s32)(t.positions[t.indexes[v+1]].X*scale)+50,(s32)(t.positions[t.indexes[v+1]].Y*scale)+50);
734 en = core::position2di((s32)(t.positions[t.indexes[v+2]].X*scale)+50,(s32)(t.positions[t.indexes[v+2]].Y*scale)+50);
735 device->getVideoDriver()->draw2DLine(st,en, SColor(255,0,255,0));
736 st = core::position2di((s32)(t.positions[t.indexes[v+2]].X*scale)+50,(s32)(t.positions[t.indexes[v+2]].Y*scale)+50);
737 en = core::position2di((s32)(t.positions[t.indexes[v+0]].X*scale)+50,(s32)(t.positions[t.indexes[v+0]].Y*scale)+50);
738 device->getVideoDriver()->draw2DLine(st,en, SColor(255,0,0,255));
739 }
740 device->getVideoDriver()->endScene();
741 }
742 }
743
744 void drawTriLines(IrrlichtDevice *device, u32 t, s32 scale)
745 {
746 const u32 endt = device->getTimer()->getTime() + t;
747
748 while(device->getTimer()->getTime() < endt )
749 {
750 device->run();
751 device->getVideoDriver()->beginScene(true,true,video::SColor(0,0,0,0));
752 for (u32 g=0;g<groups.size(); ++g)
753 for (u32 v=0;v<groups[g].ll.size()-1; ++v)
754 for (u32 h=0;h<groups[g].ll[v].lines.size(); ++h)
755 {
756 core::line2df &currentline = groups[g].ll[v].lines[h];
757 const core::position2di st((s32)(currentline.start.X*scale)+50, (s32)(currentline.start.Y*scale)+50);
758 const core::position2di en((s32)(currentline.end.X*scale)+50, (s32)(currentline.end.Y*scale)+50);
759 device->getVideoDriver()->draw2DLine(st,en, SColor(255,255,0,0));
760 }
761
762 device->getVideoDriver()->endScene();
763 }
764 }
765 void drawTri3D(IrrlichtDevice *device, u32 t)
766 {
767 for (u32 g=0;g<groups.size(); ++g)
768 {
769 STriangleList &t = groups[g].triangles;
770 core::array<S3DVertex> verts;
771 verts.clear();
772 for(u32 v=0; v< t.positions.size(); ++v)
773 {
774 verts.push_back(S3DVertex(
775 -t.positions[v].X, -t.positions[v].Y, -100,
776 0,0,1,SColor(255,255,255,255),0,0));
777 }
778
779 device->getVideoDriver()->drawIndexedTriangleList(verts.pointer(),verts.size(),t.indexes.pointer(), t.indexes.size()/3 );
780 }
781 }
782
783
784 // process all pixels
785 void findGroups()
786 {
787 for (int y=0; y<height; ++y)
788 for (int x=0; x<width; ++x)
789 processPixel(x,y);
790
791 }
792
793 // remove groups with no pixels
794 void removeGroups()
795 {
796 for (u32 i=0; i<groups.size(); ++i)
797 if (groups[i].pixels.size() == 0)
798 groups.erase(i--);
799
800 /*for (s32 y=0; y <height; ++y)
801 {
802 printf("\n");
803 for (s32 x=0; x <width; ++x)
804 {
805 s32 i;
806 for (i=0; i<groups.size(); ++i)
807 {
808 bool k = groups[i].isMember(x,y);
809 if (k)
810 break;
811 }
812 printf("%d",i);
813 }
814 }*/
815
816
817 }
818
819 // adds a pixel to its area, merging touching areas
820 void processPixel(s32 x, s32 y)
821 {
822 // solid?
823 if (getPixel(x,y))
824 {
825 s32 g=0, grp=0;
826
827 bool found=false;
828 if (x>0) // look one behind
829 {
830 grp = getRef(x-1,y);
831 if (grp) found=true;
832 }
833 if (y>0) // look above
834 {
835 if (x>0) // top left
836 {
837 g = getRef(x-1,y-1);
838
839 if (g)
840 {
841 if (found)
842 {
843 mergeGroups(grp, g);
844 }
845 else
846 {
847 grp = g;
848 found = true;
849 }
850 }
851 }
852
853 if (x<width-1) // top right
854 {
855 g = getRef(x+1,y-1);
856
857 if (g)
858 {
859 if (found)
860 {
861 mergeGroups(grp, g);
862 }
863 else
864 {
865 grp = g;
866 found = true;
867 }
868 }
869 }
870
871 // top
872
873 g = getRef(x,y-1);
874
875 if (g)
876 {
877 if (found)
878 {
879 mergeGroups(grp, g);
880 }
881 else
882 {
883 grp = g;
884 found = true;
885 }
886 }
887
888 }
889
890 // didn't find a group for this pixel, so we add one
891 if (!found)
892 {
893 SPixelGroup p(Device);
894 p.pixels.push_back(core::position2di(x,y));
895 groups.push_back(p);
896 groupRefs.push_back(groups.size());
897 grp=groups.size();
898 }
899 else
900 {
901 groups[groupRefs[grp-1]-1].pixels.push_back(core::position2di(x,y));
902 }
903 setRef(x,y,groupRefs[grp-1]);
904 }
905 }
906
907 bool& getPixel(s32 x, s32 y) { return mem[y*width +x]; }
908 s32& getRef(s32 x, s32 y) { return refbuffer[y*width +x]; }
909 void setRef(s32 x, s32 y, s32 g) { refbuffer[y*width +x] = g; }
910
911 void mergeGroups(s32 g1, s32 g2)
912 {
913 if (g1==g2)
914 return;
915 // joins two groups together
916 for (u32 i=0; i<groups[g2-1].pixels.size(); ++i)
917 groups[g1-1].pixels.push_back(groups[g2-1].pixels[i]);
918 groups[g2-1].pixels.clear();
919 groupRefs[g2-1] = g1;
920 }
921
922 s32 width, height;
923 core::array<SPixelGroup> groups;
924 core::array<s32> groupRefs;
925 core::array<s32> refbuffer;
926 bool *mem;
927 IrrlichtDevice *Device;
928};
929
930// creates a simple vector font from a bitmap from the font tool
931class CVectorFontTool
932{
933public:
934 CVectorFontTool(CFontTool *fonttool) :
935 triangulator(0), FontTool(fonttool),
936 letterHeight(0), letterWidth(0), triangles()
937 {
938 core::map<wchar_t, u32>::Iterator it = FontTool->CharMap.getIterator();
939
940 while(!it.atEnd())
941 {
942 CFontTool::SFontArea &fa = FontTool->Areas[(*it).getValue()];
943
944 if (fa.rectangle.getWidth() > letterWidth)
945 letterWidth = fa.rectangle.getWidth();
946 if (fa.rectangle.getHeight() > letterHeight)
947 letterHeight = fa.rectangle.getHeight();
948
949 it++;
950 }
951
952 // number of verts is one more than number of pixels because it's a grid of squares
953 letterWidth++;
954 letterHeight++;
955
956 // create image memory
957 imagedata.set_used(letterWidth*letterHeight);
958
959 // create vertex list, set position etc
960 verts.set_used(letterWidth*letterHeight);
961 for (s32 y=0; y<letterHeight; ++y)
962 {
963 for (s32 x=0; x<letterWidth; ++x)
964 {
965 S3DVertex &v = getVert(x,y);
966 v.Pos = core::vector3df((f32)x,(f32)y,0.0f);
967 v.TCoords.X = (f32)letterWidth / (f32)x;
968 v.TCoords.Y = (f32)letterHeight / (f32)y;
969 v.Normal = core::vector3df(0,0,-1);
970 v.Color = SColor(255,255,255,255);
971 }
972 }
973 // clear index list
974 inds.clear();
975
976 // create each char in the font...
977 it = FontTool->CharMap.getIterator();
978 while(!it.atEnd())
979 {
980 addChar((*it).getKey());
981 it++;
982 }
983 }
984
985 ~CVectorFontTool()
986 {
987 if (triangulator)
988 delete triangulator;
989 }
990
991 void addChar(wchar_t thischar)
992 {
993 const s32 area = FontTool->CharMap[thischar];
994 const CFontTool::SFontArea &fa = FontTool->Areas[area];
995
996 const s32 img = fa.sourceimage;
997 const core::rect<s32>& r = fa.rectangle;
998
999 // init image memory
1000 IImage *image = FontTool->currentImages[img];
1001 for (u32 i=0; i < imagedata.size(); ++i)
1002 imagedata[i] = false;
1003 for (s32 y=r.UpperLeftCorner.Y; y < r.LowerRightCorner.Y; ++y)
1004 {
1005 for (s32 x=r.UpperLeftCorner.X; x < r.LowerRightCorner.X ; ++x)
1006 if (image->getPixel(x,y).getBlue() > 0)
1007 {
1008 imagedata[letterWidth*(y-r.UpperLeftCorner.Y) +(x-r.UpperLeftCorner.X)] = true;
1009 }
1010 }
1011
1012 // get shape areas
1013 triangulator = new CGroupFinder(imagedata.pointer(), letterWidth, letterHeight, FontTool->Device );
1014
1015 wprintf(L"Created character '%c' in texture %d\n", thischar, img );
1016
1017 //floodfill->drawEdges(FontTool->Device, 500, 3);
1018 //floodfill->drawTriangles(FontTool->Device, 500,30);
1019 //floodfill->drawTriLines(FontTool->Device, 200,3);
1020
1021 /*
1022 if (area==32 && map == 0)
1023 {
1024 scene::ISceneManager *smgr = FontTool->Device->getSceneManager();
1025 smgr->addCameraSceneNodeFPS();
1026 while(FontTool->Device->run())
1027 {
1028 //floodfill->drawEdges(FontTool->Device, 100, 30);
1029 FontTool->Device->getVideoDriver()->beginScene(true, true, video::SColor(0,200,200,200));
1030 smgr->drawAll();
1031 floodfill->drawTri3D(FontTool->Device, 100);
1032 FontTool->Device->getVideoDriver()->endScene();
1033 }
1034 }*/
1035
1036 u32 lastind = triangles.indexes.size();
1037
1038 // loop through each shape and add it to the current character...
1039 for (u32 i=0; i < triangulator->groups.size(); ++i)
1040 triangles += triangulator->groups[i].triangles;
1041
1042 // add character details
1043 charstarts.push_back(lastind);
1044 charlengths.push_back(triangles.indexes.size() - lastind);
1045 chars.push_back(thischar);
1046 }
1047
1048 bool saveVectorFont(const c8 *filename, const c8 *formatname)
1049 {
1050 IrrlichtDevice *Device = FontTool->Device;
1051
1052 if (triangles.indexes.size() == 0)
1053 {
1054 Device->getLogger()->log("No vector data to write, aborting.");
1055 return false;
1056 }
1057
1058 core::stringc fn = filename;
1059
1060 if (core::stringc(formatname) == core::stringc("xml"))
1061 {
1062 fn += ".xml";
1063 io::IXMLWriter *writer = FontTool->Device->getFileSystem()->createXMLWriter(fn.c_str());
1064
1065 // header and line breaks
1066 writer->writeXMLHeader();
1067 writer->writeLineBreak();
1068
1069 // write info header
1070 writer->writeElement(L"font", false, L"type", L"vector");
1071 writer->writeLineBreak();
1072 writer->writeLineBreak();
1073
1074 // write each letter
1075
1076 for (u32 n=0; n<chars.size(); ++n)
1077 {
1078 u32 i = FontTool->CharMap[chars[n]];
1079 CFontTool::SFontArea &fa = FontTool->Areas[i];
1080 wchar_t c[2];
1081 c[0] = chars[n];
1082 c[1] = L'\0';
1083 core::stringw area, under, over;
1084 area = core::stringw(fa.rectangle.LowerRightCorner.X-
1085 fa.rectangle.UpperLeftCorner.X);
1086 area += L", ";
1087 area += fa.rectangle.LowerRightCorner.Y-
1088 fa.rectangle.UpperLeftCorner.Y;
1089
1090
1091 core::array<core::stringw> names;
1092 core::array<core::stringw> values;
1093 names.clear();
1094 values.clear();
1095 // char
1096 names.push_back(core::stringw(L"c"));
1097 values.push_back(core::stringw(c));
1098
1099 // width+height
1100 names.push_back(core::stringw(L"wh"));
1101 values.push_back(area);
1102
1103 // start
1104 names.push_back(core::stringw(L"st"));
1105 values.push_back(core::stringw(charstarts[n]));
1106 // length
1107 names.push_back(core::stringw(L"len"));
1108 values.push_back(core::stringw(charlengths[n]));
1109
1110 if (fa.underhang != 0)
1111 {
1112 under = core::stringw(fa.underhang);
1113 names.push_back(core::stringw(L"u"));
1114 values.push_back(under);
1115 }
1116 if (fa.overhang != 0)
1117 {
1118 over = core::stringw(fa.overhang);
1119 names.push_back(core::stringw(L"o"));
1120 values.push_back(over);
1121 }
1122 writer->writeElement(L"c", true, names, values);
1123
1124 writer->writeLineBreak();
1125 }
1126
1127 // write vertex data
1128 core::stringw data, count;
1129 data = L"";
1130 count = core::stringw(triangles.positions.size());
1131 for (u32 i=0; i<triangles.positions.size(); ++i)
1132 {
1133 if (i!=0)
1134 data += L", ";
1135 data += (s32)triangles.positions[i].X;
1136 data += L",";
1137 data += (s32)triangles.positions[i].Y;
1138 }
1139 writer->writeElement(L"Vertices", true, L"count", count.c_str(), L"data", data.c_str());
1140 writer->writeLineBreak();
1141
1142 // write index list
1143 data = L"";
1144 count = core::stringw(triangles.indexes.size());
1145 for (u32 i=0; i<triangles.indexes.size(); i+=3)
1146 {
1147 if (i!=0)
1148 data += L", ";
1149 data += triangles.indexes[i+0];
1150 data += L",";
1151 data += triangles.indexes[i+1],
1152 data += L",";
1153 data += triangles.indexes[i+2];
1154 }
1155
1156 writer->writeElement(L"Indices", true, L"count", count.c_str(), L"data", data.c_str());
1157 writer->writeLineBreak();
1158
1159 writer->writeClosingTag(L"font");
1160
1161 writer->drop();
1162
1163 Device->getLogger()->log("Font saved.");
1164 return true;
1165
1166 }
1167 else if (core::stringc(formatname) == core::stringc("bin"))
1168 {
1169 FontTool->Device->getLogger()->log("binary fonts not supported yet, sorry");
1170 return false;
1171 }
1172 else
1173 {
1174 FontTool->Device->getLogger()->log("unsupported file format, unable to save vector font");
1175 return false;
1176 }
1177 }
1178
1179 S3DVertex& getVert(s32 x, s32 y) { return verts[letterWidth*y +x]; }
1180
1181 core::array<S3DVertex> verts;
1182 core::array<u16> inds;
1183 core::array<bool> imagedata;
1184
1185 core::array<s32> charstarts; // start position of each char
1186 core::array<s32> charlengths; // index count
1187 core::array<wchar_t> chars; // letters
1188
1189 CGroupFinder* triangulator;
1190 CFontTool* FontTool;
1191
1192 s32 letterHeight;
1193 s32 letterWidth;
1194
1195 STriangleList triangles;
1196};
1197
1198#endif // __VECTOR_FONT_TOOL_INCLUDED__
1199