[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43876] trunk/blender/source: Fix for aliased fonts in the game engine.
Mitchell Stokes
mogurijin at gmail.com
Wed Feb 8 16:01:01 CET 2012
I think this broke the framerate and profile display in some cases:
http://www.pasteall.org/pic/26095
I haven't yet been able to find a simple case that shows this. That
screenshot is from this project:
https://code.google.com/p/conceptrpg2/
--Mitchell Stokes
On Fri, Feb 3, 2012 at 5:51 PM, Alex Fraser <alex at phatcore.com> wrote:
> Revision: 43876
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43876
> Author: z0r
> Date: 2012-02-04 01:51:59 +0000 (Sat, 04 Feb 2012)
> Log Message:
> -----------
> 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.
>
> Modified Paths:
> --------------
> trunk/blender/source/blender/blenfont/BLF_api.h
> trunk/blender/source/blender/blenfont/intern/blf_glyph.c
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
>
> Modified: trunk/blender/source/blender/blenfont/BLF_api.h
> ===================================================================
> --- trunk/blender/source/blender/blenfont/BLF_api.h 2012-02-04 00:36:55 UTC (rev 43875)
> +++ trunk/blender/source/blender/blenfont/BLF_api.h 2012-02-04 01:51:59 UTC (rev 43876)
> @@ -197,6 +197,7 @@
> #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
>
>
> Modified: trunk/blender/source/blender/blenfont/intern/blf_glyph.c
> ===================================================================
> --- trunk/blender/source/blender/blenfont/intern/blf_glyph.c 2012-02-04 00:36:55 UTC (rev 43875)
> +++ trunk/blender/source/blender/blenfont/intern/blf_glyph.c 2012-02-04 01:51:59 UTC (rev 43876)
> @@ -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 @@
> 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 @@
>
> 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 @@
>
> 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);
>
> Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp 2012-02-04 00:36:55 UTC (rev 43875)
> +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp 2012-02-04 01:51:59 UTC (rev 43876)
> @@ -136,8 +136,8 @@
> /* 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 @@
> 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)
>
> Modified: trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2012-02-04 00:36:55 UTC (rev 43875)
> +++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2012-02-04 01:51:59 UTC (rev 43876)
> @@ -294,8 +294,8 @@
> /* 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 @@
> 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);
> }
>
>
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