如何正确处理渲染大小为 >= 2B 的 utf-8 字符?

How to handle rendering utf-8 characters with size >= 2B properly?

本文关键字:2B utf-8 字符 gt 正确处理 小为      更新时间:2023-10-16

我想渲染 utf-8 大小为>= 2 个字节的字符。我已经完成了所有工作。不过,有一个问题。当一个字符被绘制时,它的图像后面还有一个东西

为了获取字形数据,我使用 freetype。这是非常最小的实现,实际代码包含字距调整、SDF 等。

我认为需要的是地图集。方法"TextureAtlas::P ackTexture(data, w, h("打包纹理数据并返回位置,原点 - 左上角 - 在图集w和h范围内。因此,第一个字符的原点 = [0, 0],下一个带有宽度的字符50原点为 [50, 0]。简短地说。

enum
{
DPI = 72,
HIGHRES = 64
};
struct Glyph
{
uint32 codepoint = -1;
uint32 width = 0; 
uint32 height = 0;
Vector2<int> bearing = 0;
Vector2<float> advance = 0.0f;
float s0, t0, s1, t1;
};
class TextureFont
{
public:
TextureFont() = default;
bool Initialize();
void LoadFromFile(const std::string& filePath, float fontSize);
Glyph* getGlyph(const char8_t* codepoint);
Glyph* FindGlyph(const char8_t* codepoint);
uint32 LoadGlyph(const char8_t* codepoint);
int InitFreeType(float size);
char* filename;
vector<Glyph> glyphs;
TextureAtlas atlas;
FT_Library library;
FT_Face face;
float fontSize = 0.0f;
float ascender = 0.0f;
float descender = 0.0f;
float height = 0.0f;
};  
int CharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
{
unsigned int c = (unsigned int)-1;
const unsigned char* str = (const unsigned char*)in_text;
if (!(*str & 0x80)) {
c = (unsigned int)(*str++);
*out_char = c;
return 1;
}
if ((*str & 0xe0) == 0xc0) {
*out_char = 0xFFFD;
if (in_text_end && in_text_end - (const char*)str < 2) return 1;
if (*str < 0xc2) return 2;
c = (unsigned int)((*str++ & 0x1f) << 6);
if ((*str & 0xc0) != 0x80) return 2;
c += (*str++ & 0x3f);
*out_char = c;
return 2;
}
if ((*str & 0xf0) == 0xe0) {
*out_char = 0xFFFD;
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3;
c = (unsigned int)((*str++ & 0x0f) << 12);
if ((*str & 0xc0) != 0x80) return 3;
c += (unsigned int)((*str++ & 0x3f) << 6);
if ((*str & 0xc0) != 0x80) return 3;
c += (*str++ & 0x3f);
*out_char = c;
return 3;
}
if ((*str & 0xf8) == 0xf0) {
*out_char = 0xFFFD;
if (in_text_end && in_text_end - (const char*)str < 4) return 1;
if (*str > 0xf4) return 4;
if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
if (*str == 0xf4 && str[1] > 0x8f) return 4; 
c = (unsigned int)((*str++ & 0x07) << 18);
if ((*str & 0xc0) != 0x80) return 4;
c += (unsigned int)((*str++ & 0x3f) << 12);
if ((*str & 0xc0) != 0x80) return 4;
c += (unsigned int)((*str++ & 0x3f) << 6);
if ((*str & 0xc0) != 0x80) return 4;
c += (*str++ & 0x3f);
if ((c & 0xFFFFF800) == 0xD800) return 4;
*out_char = c;
return 4;
}
*out_char = 0;
return 0;
}
bool TextureFont::Initialize()
{
FT_Size_Metrics metrics;
if (!InitFreeType(fontSize * 100.0f)) {
return false;
}
metrics = face->size->metrics;
ascender = (metrics.ascender >> 6) / 100.0f;
descender = (metrics.descender >> 6) / 100.0f;
height = (metrics.height >> 6) / 100.0f;
FT_Done_Face(face);
FT_Done_FreeType(library);
return true;
}
int TextureFont::InitFreeType(float size)
{
FT_Matrix matrix = {
static_cast<int>((1.0 / HIGHRES) * 0x10000L),
static_cast<int>((0.0)           * 0x10000L),
static_cast<int>((0.0)           * 0x10000L),
static_cast<int>((1.0)           * 0x10000L)};
FT_Error error;
error = FT_Init_FreeType(&library);
if (error) {
EngineLogError("FREE_TYPE_ERROR: Could not Init FreeType!n");
FT_Done_FreeType(library);
return 0;
}
error = FT_New_Face(library, filename, 0, &face);
if (error) {
EngineLogError("FREE_TYPE_ERROR: Could not create a new face!n");
FT_Done_FreeType(library);
return 0;
}
error = FT_Select_Charmap(face, FT_ENCODING_UNICODE);
if (error) {
EngineLogError("FREE_TYPE_ERROR: Could not select charmap!n");
FT_Done_Face(face);
return 0;
}
error = FT_Set_Char_Size(face, static_cast<ulong>(size * HIGHRES), 0, DPI * HIGHRES, DPI);
if (error) {
EngineLogError("FREE_TYPE_ERROR: Could not set char size!n");
FT_Done_Face(face);
return 0;
}
FT_Set_Transform(face, &matrix, NULL);
return 1;
}
void TextureFont::LoadFromFile(const std::string& filePath, float fontSize)
{
atlas.Create(512, 1);
std::fill(atlas.buffer.begin(), atlas.buffer.end(), 0);
this->fontSize = fontSize;  
this->filename = strdup(filePath.c_str());
Initialize();
}
Glyph* TextureFont::getGlyph(const char8_t* codepoint)
{
if (Glyph* glyph = FindGlyph(codepoint)) {
return glyph;
}
if (LoadGlyph(codepoint)) {
return FindGlyph(codepoint);
}
return nullptr;
}
Glyph* TextureFont::FindGlyph(const char8_t* codepoint)
{
Glyph* glyph = nullptr;
uint32 ucodepoint;
CharFromUtf8(&ucodepoint, (char*)codepoint, NULL);
for (uint32 i = 0; i < glyphs.size(); ++i) {
glyph = &glyphs[i];
if (glyph->codepoint == ucodepoint) {
return glyph;
}
}
return nullptr;
}
uint32 TextureFont::LoadGlyph(const char8_t* codepoint)
{
FT_Error error = NULL;
FT_Glyph ftGlyph = nullptr;
FT_GlyphSlot slot = nullptr;
FT_Bitmap bitmap;
if (!InitFreeType(fontSize)) {
return 0;
}
if (FindGlyph(codepoint)) {
FT_Done_Face(face);
FT_Done_FreeType(library);
return 1;
}
unsigned int cp;
CharFromUtf8(&cp, (char*)codepoint, NULL);
uint32 glyphIndex = FT_Get_Char_Index(face, cp);
int flag = 0;
flag |= FT_LOAD_RENDER;
flag |= FT_LOAD_FORCE_AUTOHINT;
error = FT_Load_Glyph(face, glyphIndex, flag);
if (error) {
EngineLogError("FREE_TYPE_ERROR: Could not load the glyph (line {})!n", __LINE__);
FT_Done_Face(face);
FT_Done_FreeType(library);
return 0;
}
slot = face->glyph;
bitmap = slot->bitmap;
int glyphTop = slot->bitmap_top;
int glyphLeft = slot->bitmap_left;
uint32 srcWidth = bitmap.width / atlas.bytesPerPixel;
uint32 srcHeight = bitmap.rows;
uint32 tgtWidth = srcWidth;
uint32 tgtHeight = srcHeight;
auto buffer = std::make_unique<uchar[]>(tgtWidth * tgtHeight * atlas.bytesPerPixel);
uchar* destPointer = buffer.get();
uchar* srcPointer = bitmap.buffer;
for (uint32 i = 0; i < srcHeight; ++i) {
memcpy(destPointer, srcPointer, bitmap.width);
destPointer += tgtWidth * atlas.bytesPerPixel;
srcPointer += bitmap.pitch;
}
auto origin = atlas.PackTexture(buffer.get(), { tgtWidth, tgtHeight });
float x = origin.x;
float y = origin.y;
Glyph current;
current.codepoint = cp;
current.width = tgtWidth;
current.height = tgtHeight;
current.bearing.x = glyphLeft;
current.bearing.y = glyphTop;
current.s0 = x / (float)atlas.textureSize.w;
current.t0 = y / (float)atlas.textureSize.h;
current.s1 = (x + tgtWidth) / (float)atlas.textureSize.w;
current.t1 = (y + tgtHeight) / (float)atlas.textureSize.h;
current.advance.x = slot->advance.x / (float)HIGHRES;
current.advance.y = slot->advance.y / (float)HIGHRES;
glyphs.push_back(current);
FT_Done_Glyph(ftGlyph);
FT_Done_Face(face);
FT_Done_FreeType(library);
return 1;
} 

要呈现一个字符串(在本例中为单个字符(,我遍历字符串大小,获取字形,更新图集并设置渲染数据。

文本是一个简单的四边形,带有适当的 UV 纹理。 我认为没有必要解释AddVertexData里面有什么,因为它不会引起问题。

void DrawString(const std::u8string& string, float x, float y)
{
for (const auto& c : string) {
auto glyph = textureFont.getGlyph(&c);
auto& t = *(Texture2D*)texture.get();
t.UpdateData(textureFont.atlas.buffer.data());
float x0 = x + static_cast<float>(glyph->bearing.x);
float y0 = y + (textureFont.ascender + textureFont.descender - static_cast<float>(glyph->bearing.y));
float x1 = x0 + static_cast<float>(glyph->width);
float y1 = y0 + static_cast<float>(glyph->height);
float u0 = glyph->s0;
float v0 = glyph->t0;
float u1 = glyph->s1;
float v1 = glyph->t1;
//            position                uv                      color
AddVertexData(Vector2<float>(x0, y0), Vector2<float>(u0, v0), 0xff0000ff);
AddVertexData(Vector2<float>(x0, y1), Vector2<float>(u0, v1), 0xff0000ff);
AddVertexData(Vector2<float>(x1, y1), Vector2<float>(u1, v1), 0xff0000ff);
AddVertexData(Vector2<float>(x1, y0), Vector2<float>(u1, v0), 0xff0000ff);
// indices for DrawElements() call
// 0, 1, 2, 2, 3, 0
AddRectElements();
x += glyph->advance.x;
}
}

ę是 utf-8 大小 == 2,所以循环运行两次,但只渲染 1 个字符并且不知道第二个字符(因为没有任何第二个字符(,所以它渲染空的四边形。

如何摆脱跟随我要渲染的角色的四边形?

在你的DrawString函数中,你有循环

for (const auto& c : string)

该循环将逐字节遍历字符串。因此,如果字符串包含双字节"ę"字符,则第一次迭代将获得第一个字节,第二次迭代将获得第二个字节。

您不能在此处使用基于范围的for循环,因为您需要跳过字符串中的字节。使用基于迭代器的循环或基于索引的循环。

例如

for (size_t i = 0; i < string.size(); /* nothing */) {
// Here you need to get the number of bytes for the current character
// Then you should increment the index by that amount
i += byte_count_for_current_character;
// ... rest of code
}

您的问题与for (const auto& c : string)DrawString

您应该跳过用于编码先前字形的额外字符,这些字符与0b10......匹配:

for (const auto& c : string) {
if ((c & 0b1100'0000) == 0b1000'0000) {
continue;
}
// ...
}

或前进到最后一个字形读取的字节数。

对实际 UTF-8 解码函数的两次调用CharFromUtf8忽略其返回值,即字符串指针应前进的字节数。而不是for (const auto& c : string),你应该有一个指针,你在每次迭代时按返回值前进。

此外,由于您将在该循环中使用CharFromUtf8函数,因此您将知道 Unicode 代码点和要前进的字节数。然后,您可以重构TextureFont,将unsigned int(即代码点(作为参数,而不是让它执行 UTF-8 解码。这将是更好的关注点分离。

其他答案已经确定了直接将基于范围的 for 循环与std::u8string变量一起使用的问题。 假设基于代码点的枚举是您想要的(可能不是,因为通常,正确的字形选择取决于周围的代码点;您可能希望迭代扩展的字形簇(,您可以使用像text_view这样的库为代码点的迭代提供基于范围的支持。 然后,该环形缠绕看起来像:

auto tv = make_text_view<utf8_encoding>(string);
for (const auto& cp : tv) {
...
}