渲染后端加入

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2026-02-17 13:28:38 +08:00
commit a5379b3816
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#include <SDL.h>
#include <fostbite2D/render/opengl/gl_font_atlas.h>
#include <fstream>
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb/stb_truetype.h>
#define STB_RECT_PACK_IMPLEMENTATION
#include <algorithm>
#include <stb/stb_rect_pack.h>
namespace frostbite2D {
// ============================================================================
// 构造函数 - 初始化字体图集
// ============================================================================
/**
* @brief 构造函数,从字体文件初始化字体图集
* @param filepath 字体文件路径
* @param fontSize 字体大小(像素)
* @param useSDF 是否使用有符号距离场渲染
*/
GLFontAtlas::GLFontAtlas(const std::string &filepath, int fontSize, bool useSDF)
: fontSize_(fontSize), useSDF_(useSDF), currentY_(0), scale_(0.0f),
ascent_(0.0f), descent_(0.0f), lineGap_(0.0f) {
// 加载字体文件
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load font: %s",
filepath.c_str());
return;
}
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
fontData_.resize(size);
if (!file.read(reinterpret_cast<char *>(fontData_.data()), size)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read font file: %s",
filepath.c_str());
return;
}
// 初始化 stb_truetype
if (!stbtt_InitFont(&fontInfo_, fontData_.data(),
stbtt_GetFontOffsetForIndex(fontData_.data(), 0))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to init font: %s",
filepath.c_str());
return;
}
scale_ = stbtt_ScaleForPixelHeight(&fontInfo_, static_cast<float>(fontSize_));
int ascent, descent, lineGap;
stbtt_GetFontVMetrics(&fontInfo_, &ascent, &descent, &lineGap);
ascent_ = static_cast<float>(ascent) * scale_;
descent_ = static_cast<float>(descent) * scale_;
lineGap_ = static_cast<float>(lineGap) * scale_;
createAtlas();
}
// ============================================================================
// 析构函数
// ============================================================================
/**
* @brief 析构函数
*/
GLFontAtlas::~GLFontAtlas() = default;
// ============================================================================
// 获取字形 - 如果字形不存在则缓存它
// ============================================================================
/**
* @brief 获取字形信息,如果字形不存在则动态缓存
* @param codepoint Unicode码点
* @return 字形信息指针如果获取失败返回nullptr
*/
const Glyph *GLFontAtlas::getGlyph(char32_t codepoint) const {
auto it = glyphs_.find(codepoint);
if (it == glyphs_.end()) {
cacheGlyph(codepoint);
it = glyphs_.find(codepoint);
}
return (it != glyphs_.end()) ? &it->second : nullptr;
}
// ============================================================================
// 测量文本尺寸
// ============================================================================
/**
* @brief 测量文本渲染后的尺寸
* @param text 要测量的文本
* @return 文本的宽度和高度
*/
Vec2 GLFontAtlas::measureText(const std::string &text) {
float width = 0.0f;
float height = getAscent() - getDescent();
float currentWidth = 0.0f;
for (char c : text) {
char32_t codepoint = static_cast<char32_t>(static_cast<unsigned char>(c));
if (codepoint == '\n') {
width = std::max(width, currentWidth);
currentWidth = 0.0f;
height += getLineHeight();
continue;
}
const Glyph *glyph = getGlyph(codepoint);
if (glyph) {
currentWidth += glyph->advance;
}
}
width = std::max(width, currentWidth);
return Vec2(width, height);
}
// ============================================================================
// 创建图集纹理 - 初始化空白纹理和矩形打包上下文
// ============================================================================
/**
* @brief 创建字体图集纹理,初始化空白纹理和矩形打包上下文
*/
void GLFontAtlas::createAtlas() {
// 统一使用 4 通道格式
int channels = 4;
std::vector<uint8_t> emptyData(ATLAS_WIDTH * ATLAS_HEIGHT * channels, 0);
texture_ = std::make_unique<GLTexture>(ATLAS_WIDTH, ATLAS_HEIGHT,
emptyData.data(), channels);
texture_->setFilter(true);
// 初始化矩形打包上下文
packNodes_.resize(ATLAS_WIDTH);
stbrp_init_target(&packContext_, ATLAS_WIDTH, ATLAS_HEIGHT, packNodes_.data(),
ATLAS_WIDTH);
// 预分配字形缓冲区
// 假设最大字形尺寸为 fontSize * fontSize * 4 (RGBA)
size_t maxGlyphSize = static_cast<size_t>(fontSize_ * fontSize_ * 4 * 4);
glyphBitmapCache_.reserve(maxGlyphSize);
glyphRgbaCache_.reserve(maxGlyphSize);
}
// ============================================================================
// 缓存字形 - 渲染字形到图集并存储信息
// 使用 stb_rect_pack 进行矩形打包
// ============================================================================
/**
* @brief 缓存字形到图集,渲染字形位图并存储字形信息
* @param codepoint Unicode码点
*/
void GLFontAtlas::cacheGlyph(char32_t codepoint) const {
int advance = 0;
stbtt_GetCodepointHMetrics(&fontInfo_, static_cast<int>(codepoint), &advance,
nullptr);
float advancePx = advance * scale_;
if (useSDF_) {
constexpr int SDF_PADDING = 8;
constexpr unsigned char ONEDGE_VALUE = 128;
constexpr float PIXEL_DIST_SCALE = 64.0f;
int w = 0, h = 0, xoff = 0, yoff = 0;
unsigned char *sdf = stbtt_GetCodepointSDF(
&fontInfo_, scale_, static_cast<int>(codepoint), SDF_PADDING,
ONEDGE_VALUE, PIXEL_DIST_SCALE, &w, &h, &xoff, &yoff);
if (!sdf || w <= 0 || h <= 0) {
if (sdf)
stbtt_FreeSDF(sdf, nullptr);
Glyph glyph{};
glyph.advance = advancePx;
glyphs_[codepoint] = glyph;
return;
}
stbrp_rect rect;
rect.id = static_cast<int>(codepoint);
rect.w = w + PADDING * 2;
rect.h = h + PADDING * 2;
stbrp_pack_rects(&packContext_, &rect, 1);
if (!rect.was_packed) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Font atlas is full, cannot cache codepoint: %d",
static_cast<int>(codepoint));
stbtt_FreeSDF(sdf, nullptr);
return;
}
int atlasX = rect.x + PADDING;
int atlasY = rect.y + PADDING;
Glyph glyph;
glyph.width = static_cast<float>(w);
glyph.height = static_cast<float>(h);
glyph.bearingX = static_cast<float>(xoff);
glyph.bearingY = static_cast<float>(yoff);
glyph.advance = advancePx;
// stb_rect_pack 使用左上角为原点OpenGL纹理使用左下角为原点
// 需要翻转V坐标
float v0 = static_cast<float>(atlasY) / ATLAS_HEIGHT;
float v1 = static_cast<float>(atlasY + h) / ATLAS_HEIGHT;
glyph.u0 = static_cast<float>(atlasX) / ATLAS_WIDTH;
glyph.v0 = 1.0f - v1; // 翻转V坐标
glyph.u1 = static_cast<float>(atlasX + w) / ATLAS_WIDTH;
glyph.v1 = 1.0f - v0; // 翻转V坐标
glyphs_[codepoint] = glyph;
// 将 SDF 单通道数据转换为 RGBA 格式(统一格式)
size_t pixelCount = static_cast<size_t>(w) * static_cast<size_t>(h);
glyphRgbaCache_.resize(pixelCount * 4);
for (size_t i = 0; i < pixelCount; ++i) {
uint8_t alpha = sdf[i];
glyphRgbaCache_[i * 4 + 0] = 255; // R
glyphRgbaCache_[i * 4 + 1] = 255; // G
glyphRgbaCache_[i * 4 + 2] = 255; // B
glyphRgbaCache_[i * 4 + 3] = alpha; // A - SDF 值存储在 Alpha 通道
}
// 直接设置像素对齐为 4无需查询当前状态
glBindTexture(GL_TEXTURE_2D, texture_->getTextureID());
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// OpenGL纹理坐标原点在左下角需要将Y坐标翻转
glTexSubImage2D(GL_TEXTURE_2D, 0, atlasX, ATLAS_HEIGHT - atlasY - h, w, h,
GL_RGBA, GL_UNSIGNED_BYTE, glyphRgbaCache_.data());
stbtt_FreeSDF(sdf, nullptr);
return;
}
int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
stbtt_GetCodepointBitmapBox(&fontInfo_, static_cast<int>(codepoint), scale_,
scale_, &x0, &y0, &x1, &y1);
int w = x1 - x0;
int h = y1 - y0;
int xoff = x0;
int yoff = y0;
if (w <= 0 || h <= 0) {
Glyph glyph{};
glyph.advance = advancePx;
glyphs_[codepoint] = glyph;
return;
}
// 使用预分配缓冲区
size_t pixelCount = static_cast<size_t>(w) * static_cast<size_t>(h);
glyphBitmapCache_.resize(pixelCount);
stbtt_MakeCodepointBitmap(&fontInfo_, glyphBitmapCache_.data(), w, h, w,
scale_, scale_, static_cast<int>(codepoint));
// 使用 stb_rect_pack 打包矩形
stbrp_rect rect;
rect.id = static_cast<int>(codepoint);
rect.w = w + PADDING * 2;
rect.h = h + PADDING * 2;
stbrp_pack_rects(&packContext_, &rect, 1);
if (!rect.was_packed) {
// 图集已满,无法缓存更多字形
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Font atlas is full, cannot cache codepoint: %d",
static_cast<int>(codepoint));
return;
}
int atlasX = rect.x + PADDING;
int atlasY = rect.y + PADDING;
// 创建字形信息
Glyph glyph;
glyph.width = static_cast<float>(w);
glyph.height = static_cast<float>(h);
glyph.bearingX = static_cast<float>(xoff);
glyph.bearingY = static_cast<float>(yoff);
glyph.advance = advancePx;
// 计算纹理坐标(相对于图集)
// stb_rect_pack 使用左上角为原点OpenGL纹理使用左下角为原点
// 需要翻转V坐标
float v0 = static_cast<float>(atlasY) / ATLAS_HEIGHT;
float v1 = static_cast<float>(atlasY + h) / ATLAS_HEIGHT;
glyph.u0 = static_cast<float>(atlasX) / ATLAS_WIDTH;
glyph.v0 = 1.0f - v1; // 翻转V坐标
glyph.u1 = static_cast<float>(atlasX + w) / ATLAS_WIDTH;
glyph.v1 = 1.0f - v0; // 翻转V坐标
// 存储字形
glyphs_[codepoint] = glyph;
// 将单通道字形数据转换为 RGBA 格式白色字形Alpha 通道存储灰度)
glyphRgbaCache_.resize(pixelCount * 4);
for (size_t i = 0; i < pixelCount; ++i) {
uint8_t alpha = glyphBitmapCache_[i];
glyphRgbaCache_[i * 4 + 0] = 255; // R
glyphRgbaCache_[i * 4 + 1] = 255; // G
glyphRgbaCache_[i * 4 + 2] = 255; // B
glyphRgbaCache_[i * 4 + 3] = alpha; // A
}
// 更新纹理 - 将字形数据上传到图集的指定位置
// 直接设置像素对齐为 4无需查询当前状态
glBindTexture(GL_TEXTURE_2D, texture_->getTextureID());
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// OpenGL纹理坐标原点在左下角需要将Y坐标翻转
glTexSubImage2D(GL_TEXTURE_2D, 0, atlasX, ATLAS_HEIGHT - atlasY - h, w, h,
GL_RGBA, GL_UNSIGNED_BYTE, glyphRgbaCache_.data());
}
} // namespace frostbite2D