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Implement shadowed text rendering.

Intended to make KI text (player list and chat) better readable on light and patterned backgrounds. In this WIP, all text on GUI controls is rendered shadowed.
textrendering
Christian Walther 13 years ago
parent
commit
b343e389ab
  1. 80
      MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plGImage/plFont.cpp
  2. 7
      MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plGImage/plFont.h

80
MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plGImage/plFont.cpp

@ -346,7 +346,12 @@ void plFont::IRenderString( plMipmap *mip, UInt16 x, UInt16 y, const wchar_t *st
if( fRenderInfo.fFlags & kRenderIntoAlpha ) if( fRenderInfo.fFlags & kRenderIntoAlpha )
{ {
if( fRenderInfo.fFlags & kRenderAlphaPremultiplied ) if( fRenderInfo.fFlags & kRenderAlphaPremultiplied )
{
if (1)//( ( fRenderInfo.fColor & 0x00ffffff ) == 0x00ffffff ) //FIXME
fRenderInfo.fRenderFunc = &plFont::IRenderChar8To32AlphaPremShadow;
else
fRenderInfo.fRenderFunc = &plFont::IRenderChar8To32AlphaPremultiplied; fRenderInfo.fRenderFunc = &plFont::IRenderChar8To32AlphaPremultiplied;
}
else if( ( fRenderInfo.fColor & 0xff000000 ) != 0xff000000 ) else if( ( fRenderInfo.fColor & 0xff000000 ) != 0xff000000 )
fRenderInfo.fRenderFunc = &plFont::IRenderChar8To32Alpha; fRenderInfo.fRenderFunc = &plFont::IRenderChar8To32Alpha;
else else
@ -1093,6 +1098,81 @@ void plFont::IRenderChar8To32AlphaPremultiplied( const plFont::plCharacter &c )
} }
} }
void plFont::IRenderChar8To32AlphaPremShadow( const plFont::plCharacter &c )
{
UInt32 *destPtr, *destBasePtr = (UInt32 *)( fRenderInfo.fDestPtr - c.fBaseline * fRenderInfo.fDestStride );
Int16 x, y, thisHeight, xstart, thisWidth;
UInt8 srcA, srcR, srcG, srcB;
// Unfortunately for some fonts, their right kern value actually is
// farther left than the right edge of the bitmap (think of overlapping
// script fonts). Ideally, we should store the actual width of each char's
// bitmap and use that here. However, it really shouldn't make too big of a
// difference, especially since the dest pixels that we end up overlapping
// should already be in the cache. If it does, time to upgrade the font
// format (again)
thisWidth = fWidth + 2;// + (Int32)c.fRightKern;
if( thisWidth >= fRenderInfo.fMaxWidth )
thisWidth = fRenderInfo.fMaxWidth;
xstart = fRenderInfo.fClipRect.fX - fRenderInfo.fX;
if( xstart < -2 )
xstart = -2;
srcA = (UInt8)(( fRenderInfo.fColor >> 24 ) & 0x000000ff);
srcR = (UInt8)(( fRenderInfo.fColor >> 16 ) & 0x000000ff);
srcG = (UInt8)(( fRenderInfo.fColor >> 8 ) & 0x000000ff);
srcB = (UInt8)(( fRenderInfo.fColor ) & 0x000000ff);
static const UInt32 kernel[5][5] = {
{1, 2, 2, 2, 1},
{1, 13, 13, 13, 1},
{1, 10, 10, 10, 1},
{1, 7, 7, 7, 1},
{1, 1, 1, 1, 1}
};
UInt32 clamp = 220 - ((2 * srcR + 4 * srcG + srcB) >> 4);
y = fRenderInfo.fClipRect.fY - fRenderInfo.fY + (Int16)c.fBaseline;
if( y < -2 )
y = -2;
destBasePtr = (UInt32 *)( (UInt8 *)destBasePtr + y*fRenderInfo.fDestStride );
thisHeight = fRenderInfo.fMaxHeight + (Int16)c.fBaseline;
if( thisHeight > (Int16)c.fHeight + 2 )
thisHeight = (Int16)c.fHeight + 2;
for( ; y < thisHeight; y++ )
{
destPtr = destBasePtr;
for( x = xstart; x < thisWidth; x++ )
{
UInt32 sa = 0;
for (Int32 i = -2; i <= 2; i++) {
for (Int32 j = -2; j <= 2; j++) {
UInt32 m = kernel[j+2][i+2];
if (m != 0)
sa += m * IGetCharPixel(c, x+i, y+j);
}
}
sa = (sa * clamp) >> 13;
if (sa > clamp)
sa = clamp;
UInt32 a = IGetCharPixel(c, x, y);
if (srcA != 0xff)
a = (srcA * a + 127) / 255;
UInt32 ta = a + sa - ((a*sa + 127) / 255);
if (ta > (destPtr[ x ] >> 24))
destPtr[ x ] = ( ta << 24 ) | (((srcR * a + 127) / 255) << 16) |
(((srcG * a + 127) / 255) << 8) |
(((srcB * a + 127) / 255) << 0);
}
destBasePtr = (UInt32 *)( (UInt8 *)destBasePtr + fRenderInfo.fDestStride );
}
}
void plFont::IRenderCharNull( const plCharacter &c ) void plFont::IRenderCharNull( const plCharacter &c )
{ {

7
MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plGImage/plFont.h

@ -233,8 +233,15 @@ class plFont : public hsKeyedObject
void IRenderChar8To32Alpha( const plCharacter &c ); void IRenderChar8To32Alpha( const plCharacter &c );
void IRenderChar8To32FullAlpha( const plCharacter &c ); void IRenderChar8To32FullAlpha( const plCharacter &c );
void IRenderChar8To32AlphaPremultiplied( const plCharacter &c ); void IRenderChar8To32AlphaPremultiplied( const plCharacter &c );
void IRenderChar8To32AlphaPremShadow( const plCharacter &c );
void IRenderCharNull( const plCharacter &c ); void IRenderCharNull( const plCharacter &c );
UInt32 IGetCharPixel( const plCharacter &c, Int32 x, Int32 y )
{
// only for 8-bit characters
return (x < 0 || y < 0 || (UInt32)x >= fWidth || (UInt32)y >= c.fHeight) ? 0 : *(fBMapData + c.fBitmapOff + y*fWidth + x);
}
public: public:
plFont(); plFont();

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