Fix for aliased fonts in the game engine.

- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
 - Texture filtering is turned on for in-game text.
 - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
This commit is contained in:
Alex Fraser
2012-02-04 01:51:59 +00:00
parent dc97e07134
commit a05fdb837b
4 changed files with 28 additions and 8 deletions

View File

@@ -197,6 +197,7 @@ void BLF_dir_free(char **dirs, int count);
#define BLF_KERNING_DEFAULT (1<<3)
#define BLF_MATRIX (1<<4)
#define BLF_ASPECT (1<<5)
#define BLF_TEXFILTER (1<<6)
#define BLF_DRAW_STR_DUMMY_MAX 1024

View File

@@ -54,6 +54,8 @@
#include "blf_internal_types.h"
#include "blf_internal.h"
#define _BLF_PADDING 3
#define _BLF_MIPMAP_LEVELS 3
GlyphCacheBLF *blf_glyph_cache_find(FontBLF *font, int size, int dpi)
{
@@ -87,7 +89,11 @@ GlyphCacheBLF *blf_glyph_cache_new(FontBLF *font)
gc->cur_tex= -1;
gc->x_offs= 0;
gc->y_offs= 0;
gc->pad= 3;
/* Increase padding for each mipmap level: 0->3, 1->4, 2->6, 3->10, ... */
if (font->flags & BLF_TEXFILTER)
gc->pad= pow(2, _BLF_MIPMAP_LEVELS) + 2;
else
gc->pad= _BLF_PADDING;
gc->num_glyphs= font->face->num_glyphs;
gc->rem_glyphs= font->face->num_glyphs;
@@ -296,13 +302,17 @@ void blf_glyph_free(GlyphBLF *g)
static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
{
/* When a string is being rendered as individual glyphs (as in the game
* engine), the leading edge needs to be raised a fraction to prevent
* z-fighting for kerned characters. - z0r */
float twist = (dx1 - dx) * 0.0002;
glBegin(GL_QUADS);
glTexCoord2f(uv[0][0], uv[0][1]);
glVertex2f(dx, y1);
glVertex3f(dx, y1, twist);
glTexCoord2f(uv[0][0], uv[1][1]);
glVertex2f(dx, y2);
glVertex3f(dx, y2, twist);
glTexCoord2f(uv[1][0], uv[1][1]);
glVertex2f(dx1, y2);
@@ -405,6 +415,15 @@ int blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
glBindTexture(GL_TEXTURE_2D, g->tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, g->xoff, g->yoff, g->width, g->height, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap);
if (font->flags & BLF_TEXFILTER) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,
_BLF_MIPMAP_LEVELS);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
}
glPopClientAttrib();
g->uv[0][0]= ((float)g->xoff) / ((float)gc->p2_width);

View File

@@ -136,8 +136,8 @@ void BL_print_game_line(int fontid, const char* text, int size, int dpi, float*
/* the actual drawing */
glColor4fv(color);
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT|BLF_TEXFILTER);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
@@ -149,7 +149,7 @@ void BL_print_game_line(int fontid, const char* text, int size, int dpi, float*
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, (char *)text, 65535);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT|BLF_TEXFILTER);
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)

View File

@@ -294,8 +294,8 @@ void GPC_RenderTools::RenderText3D( int fontid,
/* the actual drawing */
glColor3fv(color);
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT|BLF_TEXFILTER);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
@@ -307,7 +307,7 @@ void GPC_RenderTools::RenderText3D( int fontid,
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, text, 65535);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT|BLF_TEXFILTER);
glEnable(GL_DEPTH_TEST);
}