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Color fonts support #1799

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@saurtron saurtron commented Dec 4, 2024

Work done

  • Add support for color fonts
  • Add support for rescaling non scalable fonts
  • Functional, but still needs a bit of work for minor issues

Remarks

It's based on another branch, so here is a direct link to code comparison between lua-fallback-fonts-with-atlasclear and colored-fonts.

  • For now this is on top of lua-fallback-fonts-with-atlasclear since its a draft, has conflicts with that branch and hopefully that will be merged earlier. Otherwise I'll sort it out.
  • Presenting this so ppl can voice remarks while I finish some details.
  • Also intend to add support to force grayscale for specific fonts, and possibly a general switch in case some games just don't want colors ever.
    • Also maybe a config option to force colored backend for everything, since that might help for certain brands (ie, AMD).
  • Will probably need to check for freetype version, but I think 2.10 already supported colors and that's pretty ancient already. Older linux build likely won't have it but newer yes, also depends if the build uses a static lib I guess. (18.04 is 2.8.1 and 20.04 is 2.10.1 according to this)
  • Need to check how the shadow is working well with colored glyphs.

Implementation

  • Since font textures are not grayscale, I have to switch textures and atlases on the fly to color as soon as any colored glyph is to be loaded.
  • Added another shader at fontRenderer so we can draw both with grayscale and colored textures independently.
  • Could have one shader with two textures instead and have some way to signal which to use for every pixel.
    • This would save a bit of memory, but since not all available fonts are expected to include colored glyphs it shouldn't be too bad.
  • Will need testing/fixes for AMD I guess
  • Since my test case font is Noto Color, that's also non scalable, so besides color I had to add support for scaling glyphs. There might be a way to signal freetype to do some of the calculations I'm doing but shouldn't be too bad.
  • Easy to force everything to always use colored textures by setting isColor and needsColor to true at CFontTexture constructor.

Testing

After

colorfonts2

@saurtron saurtron changed the title Colored fonts Color fonts support Dec 4, 2024
// set render size
if ((error = FT_Set_Pixel_Sizes(face, 0, size)) != 0) {
if (!FT_IS_SCALABLE(facePtr->face) && facePtr->face->num_fixed_sizes >= 1)
size = static_cast<unsigned int>(facePtr->face->available_sizes[0].y_ppem / 64.0);
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what does the magic 64 represent, and do we need double precision (i.e. 64.0 instead of 64.0f) if it gets cast to int afterwards? consider static constexpr auto SOME_DESCRIPTIVE_NAME = 64.0f

@@ -575,10 +638,18 @@ CFontTexture::CFontTexture(const std::string& fontfile, int size, int _outlinesi

static constexpr int FT_INTERNAL_DPI = 64;
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perhaps the magic constant in the review comment above is actually FT_INTERNAL_DPI?

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yes it's that same one, i'll move that somewhere else so I can also use it

Comment on lines +693 to +694
// don't preload for non alphanumeric
if (!FT_Get_Char_Index(face, 65))
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The comment sounds a bit like we didn't want to preload alphanumeric glyphs, which reverses the meaning (as far as i understand). Also could use an alphanumeric char explicitly:

Suggested change
// don't preload for non alphanumeric
if (!FT_Get_Char_Index(face, 65))
// if given face doesn't contain alphanumerics, don't preload it
if (!FT_Get_Char_Index(face, 'a'))

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@saurtron saurtron Dec 7, 2024

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you're right, wanted to say dont preload for non-alphanumeric fonts, but it can be misintrepreted

also, sorry this sneaked in... didn't really mean to add this part inside this PR, I think I'll move that to a separate PR ... I think that'd be great to have for next release, while color fonts don't think will make it.

in any case I'll follow your suggestion

rts/Rendering/Fonts/CFontTexture.cpp Show resolved Hide resolved
glyphs.clear();

// clear atlases
ClearAtlases(32, 32);
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why 32?

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@saurtron saurtron Dec 7, 2024

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it's the same values initialization uses for CreateTexture

rts/Rendering/Fonts/CFontTexture.cpp Outdated Show resolved Hide resolved
}
} else if (src.channels == 1 && channels == 4 && dts == 1 && src.GetDataTypeSize() == 1) {
// set rgb to 255 and alpha to src tex value
constexpr uint32_t baseColor = ((255<<16)|(255<<8)|(255));
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Won't this depend on the color format? e.g. with RGBA vs ARGB you'd have <<24, <<16 and <<8 instead

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right, will check for that as well

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@lhog lhog Dec 7, 2024

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  • This should become a generic BitmapAction.
  • I don't think we need to support anything but RGBA in CBitmap, if it's ARGB or other abracadabra then it's up for a caller to normalize it, or do another Bitmap/BitmapAction routine to shuffle.

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@saurtron saurtron Dec 9, 2024

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@lhog we can introduce more actions for this (like CopyConvertSubImage), and have CopySubImage work only for same format bitmaps. But using several actions when you can use one I'm not so sure it's best, in many cases if you can do it in just one action it's going to be more direct and likely more efficient.

For example when copying RGBA to BGRA or ARGB, you can shuffle first and then CopySubImage, but with the right algo it can be done in one go.

Likewise, in this case we're doing Grayscale to RGBA/BGRA where something similar happens, the Grayscale can be converted first to color, but here it's converted and the result placed directly at destination.

Let me know your final decision and I'll resolve this.

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@saurtron saurtron Dec 9, 2024

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I see what's the problem here, CBitmap doesn't have a pixel format field :P, so it knows nothing of RGBA vs ARGB (or RGBA vs BGRA, but that's not really an issue here).

Also, the CBitmap class has other actions/methods expecting alpha in the same place.

It does support 4 and 1 channels, so imo it should be fine to allow CBitmap(4channels).CopySubimage(cbitmap(1channel)) like I'm doing, at least while a more comprehensive solution for this is developed (I think an action system supporting two bitmaps with specific pixel formats could be designed so we can select the right action when two bitmaps are combined with different pixel formats).

So, supporting ARGB probably atm not worth it since CBitmap is RGBA only, and since destination is usually opengl, the channels can always be swizzled there. Maybe the need arises later on, but for now just RGBA/BGRA can be supported implicitly as is now and call it a day.

Co-authored-by: sprunk <spr.ng@o2.pl>
if (slot->bitmap.pitch != width) {
LOG_L(L_ERROR, "invalid pitch");
if (slot->bitmap.pitch != width*channels) {
LOG_L(L_ERROR, "invalid pitch %d (width %d channels %d)", slot->bitmap.pitch, width, channels);
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Hmm two concerns:

  • pitch | its absolute value is the number of bytes per bitmap line; it can be either positive or negative depending on the bitmap's vertical orientation;
  • To speed up memory access, pitch is in most cases a multiple of 16bit, 32bit, or even 64bit. It often happens that the pitch is thus larger than the necessary bits (or bytes) for a bitmap or pixmap row; in such cases, unused bits (or bytes) are at the very right (i.e., the end) of a row.

https://freetype.org/freetype2/docs/glyphs/glyphs-7.html

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@saurtron saurtron Dec 9, 2024

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@lhog, you're right, but also I think the test we're doing here holds, since in those cases it will complain about the non-matching pitch.

Maybe in that case we could bail out instead of just continuing, but just continue is the same logic we had here before, so I just adapted the test to also work on the four channels case similarly, but otherwise didn't change it. As I understood, the test is an alert in case we even encounter that issue, but it's also an issue that didn't pop up yet.

Personally, would rather keep as-is and later work on this to make it bail out in a separate PR if we want to have that, or see that's an issue, or even support the negative pitch or pitch!=width*channels cases (to not complicate this PR further).

Also note the case where pitch!=width*channels is easy to support although maybe not optimal through FT_Bitmap_Convert

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lhog commented Dec 7, 2024

Will need to test on AMD/Windows in various Recoil games.

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saurtron commented Dec 9, 2024

Will need to test on AMD/Windows in various Recoil games.

Indeed, also windows in general since it's yet untested there so even with nvidia there could be some unforeseen problem.

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