1143 lines
36 KiB
C++
1143 lines
36 KiB
C++
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/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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#include "test_asset_builder.h"
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#pragma pack(push, 1)
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struct bitmap_header
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{
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uint16 FileType;
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uint32 FileSize;
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uint16 Reserved1;
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uint16 Reserved2;
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uint32 BitmapOffset;
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uint32 Size;
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int32 Width;
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int32 Height;
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uint16 Planes;
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uint16 BitsPerPixel;
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uint32 Compression;
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uint32 SizeOfBitmap;
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int32 HorzResolution;
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int32 VertResolution;
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uint32 ColorsUsed;
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uint32 ColorsImportant;
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uint32 RedMask;
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uint32 GreenMask;
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uint32 BlueMask;
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};
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struct WAVE_header
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{
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uint32 RIFFID;
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uint32 Size;
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uint32 WAVEID;
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};
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#define RIFF_CODE(a, b, c, d) (((uint32)(a) << 0) | ((uint32)(b) << 8) | ((uint32)(c) << 16) | ((uint32)(d) << 24))
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enum
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{
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WAVE_ChunkID_fmt = RIFF_CODE('f', 'm', 't', ' '),
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WAVE_ChunkID_data = RIFF_CODE('d', 'a', 't', 'a'),
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WAVE_ChunkID_RIFF = RIFF_CODE('R', 'I', 'F', 'F'),
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WAVE_ChunkID_WAVE = RIFF_CODE('W', 'A', 'V', 'E'),
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};
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struct WAVE_chunk
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{
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uint32 ID;
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uint32 Size;
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};
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struct WAVE_fmt
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{
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uint16 wFormatTag;
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uint16 nChannels;
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uint32 nSamplesPerSec;
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uint32 nAvgBytesPerSec;
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uint16 nBlockAlign;
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uint16 wBitsPerSample;
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uint16 cbSize;
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uint16 wValidBitsPerSample;
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uint32 dwChannelMask;
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uint8 SubFormat[16];
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};
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#pragma pack(pop)
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struct entire_file
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{
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u32 ContentsSize;
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void *Contents;
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};
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entire_file
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ReadEntireFile(char *FileName)
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{
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entire_file Result = {};
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FILE *In = fopen(FileName, "rb");
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if(In)
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{
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fseek(In, 0, SEEK_END);
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Result.ContentsSize = ftell(In);
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fseek(In, 0, SEEK_SET);
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Result.Contents = malloc(Result.ContentsSize);
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fread(Result.Contents, Result.ContentsSize, 1, In);
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fclose(In);
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}
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else
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{
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printf("ERROR: Cannot open file %s.\n", FileName);
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}
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return(Result);
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}
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internal loaded_bitmap
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LoadBMP(char *FileName)
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{
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loaded_bitmap Result = {};
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entire_file ReadResult = ReadEntireFile(FileName);
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if(ReadResult.ContentsSize != 0)
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{
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Result.Free = ReadResult.Contents;
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bitmap_header *Header = (bitmap_header *)ReadResult.Contents;
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uint32 *Pixels = (uint32 *)((uint8 *)ReadResult.Contents + Header->BitmapOffset);
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Result.Memory = Pixels;
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Result.Width = Header->Width;
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Result.Height = Header->Height;
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Assert(Result.Height >= 0);
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Assert(Header->Compression == 3);
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// NOTE(casey): If you are using this generically for some reason,
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// please remember that BMP files CAN GO IN EITHER DIRECTION and
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// the height will be negative for top-down.
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// (Also, there can be compression, etc., etc... DON'T think this
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// is complete BMP loading code because it isn't!!)
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// NOTE(casey): Byte order in memory is determined by the Header itself,
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// so we have to read out the masks and convert the pixels ourselves.
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uint32 RedMask = Header->RedMask;
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uint32 GreenMask = Header->GreenMask;
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uint32 BlueMask = Header->BlueMask;
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uint32 AlphaMask = ~(RedMask | GreenMask | BlueMask);
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bit_scan_result RedScan = FindLeastSignificantSetBit(RedMask);
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bit_scan_result GreenScan = FindLeastSignificantSetBit(GreenMask);
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bit_scan_result BlueScan = FindLeastSignificantSetBit(BlueMask);
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bit_scan_result AlphaScan = FindLeastSignificantSetBit(AlphaMask);
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Assert(RedScan.Found);
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Assert(GreenScan.Found);
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Assert(BlueScan.Found);
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Assert(AlphaScan.Found);
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int32 RedShiftDown = (int32)RedScan.Index;
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int32 GreenShiftDown = (int32)GreenScan.Index;
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int32 BlueShiftDown = (int32)BlueScan.Index;
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int32 AlphaShiftDown = (int32)AlphaScan.Index;
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uint32 *SourceDest = Pixels;
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for(int32 Y = 0;
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Y < Header->Height;
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++Y)
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{
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for(int32 X = 0;
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X < Header->Width;
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++X)
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{
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uint32 C = *SourceDest;
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v4 Texel = {(real32)((C & RedMask) >> RedShiftDown),
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(real32)((C & GreenMask) >> GreenShiftDown),
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(real32)((C & BlueMask) >> BlueShiftDown),
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(real32)((C & AlphaMask) >> AlphaShiftDown)};
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Texel = SRGB255ToLinear1(Texel);
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#if 1
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Texel.rgb *= Texel.a;
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#endif
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Texel = Linear1ToSRGB255(Texel);
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*SourceDest++ = (((uint32)(Texel.a + 0.5f) << 24) |
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((uint32)(Texel.r + 0.5f) << 16) |
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((uint32)(Texel.g + 0.5f) << 8) |
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((uint32)(Texel.b + 0.5f) << 0));
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}
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}
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}
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Result.Pitch = Result.Width*BITMAP_BYTES_PER_PIXEL;
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#if 0
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Result.Memory = (uint8 *)Result.Memory + Result.Pitch*(Result.Height - 1);
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Result.Pitch = -Result.Pitch;
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#endif
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return(Result);
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}
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internal loaded_font *
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LoadFont(char *FileName, char *FontName, int PixelHeight)
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{
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loaded_font *Font = (loaded_font *)malloc(sizeof(loaded_font));
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AddFontResourceExA(FileName, FR_PRIVATE, 0);
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Font->Win32Handle = CreateFontA(PixelHeight, 0, 0, 0,
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FW_NORMAL, // NOTE(casey): Weight
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FALSE, // NOTE(casey): Italic
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FALSE, // NOTE(casey): Underline
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FALSE, // NOTE(casey): Strikeout
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DEFAULT_CHARSET,
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OUT_DEFAULT_PRECIS,
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CLIP_DEFAULT_PRECIS,
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ANTIALIASED_QUALITY,
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DEFAULT_PITCH|FF_DONTCARE,
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FontName);
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SelectObject(GlobalFontDeviceContext, Font->Win32Handle);
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GetTextMetrics(GlobalFontDeviceContext, &Font->TextMetric);
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Font->MinCodePoint = INT_MAX;
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Font->MaxCodePoint = 0;
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// NOTE(casey): 5k characters should be more than enough for _anybody_!
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Font->MaxGlyphCount = 5000;
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Font->GlyphCount = 0;
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u32 GlyphIndexFromCodePointSize = ONE_PAST_MAX_FONT_CODEPOINT*sizeof(u32);
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Font->GlyphIndexFromCodePoint = (u32 *)malloc(GlyphIndexFromCodePointSize);
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memset(Font->GlyphIndexFromCodePoint, 0, GlyphIndexFromCodePointSize);
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Font->Glyphs = (hha_font_glyph *)malloc(sizeof(hha_font_glyph)*Font->MaxGlyphCount);
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size_t HorizontalAdvanceSize = sizeof(r32)*Font->MaxGlyphCount*Font->MaxGlyphCount;
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Font->HorizontalAdvance = (r32 *)malloc(HorizontalAdvanceSize);
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memset(Font->HorizontalAdvance, 0, HorizontalAdvanceSize);
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Font->OnePastHighestCodepoint = 0;
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// NOTE(casey): Reserve space for the null glyph
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Font->GlyphCount = 1;
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Font->Glyphs[0].UnicodeCodePoint = 0;
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Font->Glyphs[0].BitmapID.Value = 0;
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return(Font);
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}
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internal void
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FinalizeFontKerning(loaded_font *Font)
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{
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SelectObject(GlobalFontDeviceContext, Font->Win32Handle);
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DWORD KerningPairCount = GetKerningPairsW(GlobalFontDeviceContext, 0, 0);
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KERNINGPAIR *KerningPairs = (KERNINGPAIR *)malloc(KerningPairCount*sizeof(KERNINGPAIR));
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GetKerningPairsW(GlobalFontDeviceContext, KerningPairCount, KerningPairs);
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for(DWORD KerningPairIndex = 0;
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KerningPairIndex < KerningPairCount;
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++KerningPairIndex)
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{
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KERNINGPAIR *Pair = KerningPairs + KerningPairIndex;
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if((Pair->wFirst < ONE_PAST_MAX_FONT_CODEPOINT) &&
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(Pair->wSecond < ONE_PAST_MAX_FONT_CODEPOINT))
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{
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u32 First = Font->GlyphIndexFromCodePoint[Pair->wFirst];
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u32 Second = Font->GlyphIndexFromCodePoint[Pair->wSecond];
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if((First != 0) && (Second != 0))
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{
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Font->HorizontalAdvance[First*Font->MaxGlyphCount + Second] += (r32)Pair->iKernAmount;
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}
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}
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}
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free(KerningPairs);
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}
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internal void
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FreeFont(loaded_font *Font)
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{
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if(Font)
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{
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DeleteObject(Font->Win32Handle);
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free(Font->Glyphs);
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free(Font->HorizontalAdvance);
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free(Font->GlyphIndexFromCodePoint);
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free(Font);
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}
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}
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internal void
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InitializeFontDC(void)
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{
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GlobalFontDeviceContext = CreateCompatibleDC(GetDC(0));
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BITMAPINFO Info = {};
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Info.bmiHeader.biSize = sizeof(Info.bmiHeader);
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Info.bmiHeader.biWidth = MAX_FONT_WIDTH;
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Info.bmiHeader.biHeight = MAX_FONT_HEIGHT;
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Info.bmiHeader.biPlanes = 1;
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Info.bmiHeader.biBitCount = 32;
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Info.bmiHeader.biCompression = BI_RGB;
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Info.bmiHeader.biSizeImage = 0;
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Info.bmiHeader.biXPelsPerMeter = 0;
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Info.bmiHeader.biYPelsPerMeter = 0;
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Info.bmiHeader.biClrUsed = 0;
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Info.bmiHeader.biClrImportant = 0;
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HBITMAP Bitmap = CreateDIBSection(GlobalFontDeviceContext, &Info, DIB_RGB_COLORS, &GlobalFontBits, 0, 0);
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SelectObject(GlobalFontDeviceContext, Bitmap);
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SetBkColor(GlobalFontDeviceContext, RGB(0, 0, 0));
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}
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internal loaded_bitmap
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LoadGlyphBitmap(loaded_font *Font, u32 CodePoint, hha_asset *Asset)
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{
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loaded_bitmap Result = {};
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u32 GlyphIndex = Font->GlyphIndexFromCodePoint[CodePoint];
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#if USE_FONTS_FROM_WINDOWS
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SelectObject(GlobalFontDeviceContext, Font->Win32Handle);
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memset(GlobalFontBits, 0x00, MAX_FONT_WIDTH*MAX_FONT_HEIGHT*sizeof(u32));
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wchar_t CheesePoint = (wchar_t)CodePoint;
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SIZE Size;
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GetTextExtentPoint32W(GlobalFontDeviceContext, &CheesePoint, 1, &Size);
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int PreStepX = 128;
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int BoundWidth = Size.cx + 2*PreStepX;
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if(BoundWidth > MAX_FONT_WIDTH)
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{
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BoundWidth = MAX_FONT_WIDTH;
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}
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int BoundHeight = Size.cy;
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if(BoundHeight > MAX_FONT_HEIGHT)
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{
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BoundHeight = MAX_FONT_HEIGHT;
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}
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// PatBlt(DeviceContext, 0, 0, Width, Height, BLACKNESS);
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// SetBkMode(DeviceContext, TRANSPARENT);
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SetTextColor(GlobalFontDeviceContext, RGB(255, 255, 255));
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TextOutW(GlobalFontDeviceContext, PreStepX, 0, &CheesePoint, 1);
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s32 MinX = 10000;
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s32 MinY = 10000;
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s32 MaxX = -10000;
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s32 MaxY = -10000;
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u32 *Row = (u32 *)GlobalFontBits + (MAX_FONT_HEIGHT - 1)*MAX_FONT_WIDTH;
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for(s32 Y = 0;
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Y < BoundHeight;
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++Y)
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{
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u32 *Pixel = Row;
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for(s32 X = 0;
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X < BoundWidth;
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++X)
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{
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#if 0
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COLORREF RefPixel = GetPixel(GlobalFontDeviceContext, X, Y);
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Assert(RefPixel == *Pixel);
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#endif
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if(*Pixel != 0)
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{
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if(MinX > X)
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{
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MinX = X;
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}
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if(MinY > Y)
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{
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MinY = Y;
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}
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if(MaxX < X)
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{
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MaxX = X;
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}
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if(MaxY < Y)
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{
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MaxY = Y;
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}
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}
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++Pixel;
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}
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Row -= MAX_FONT_WIDTH;
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}
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r32 KerningChange = 0;
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if(MinX <= MaxX)
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{
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int Width = (MaxX - MinX) + 1;
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int Height = (MaxY - MinY) + 1;
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Result.Width = Width + 2;
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Result.Height = Height + 2;
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Result.Pitch = Result.Width*BITMAP_BYTES_PER_PIXEL;
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Result.Memory = malloc(Result.Height*Result.Pitch);
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Result.Free = Result.Memory;
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memset(Result.Memory, 0, Result.Height*Result.Pitch);
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u8 *DestRow = (u8 *)Result.Memory + (Result.Height - 1 - 1)*Result.Pitch;
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u32 *SourceRow = (u32 *)GlobalFontBits + (MAX_FONT_HEIGHT - 1 - MinY)*MAX_FONT_WIDTH;
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for(s32 Y = MinY;
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Y <= MaxY;
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++Y)
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{
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u32 *Source = (u32 *)SourceRow + MinX;
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u32 *Dest = (u32 *)DestRow + 1;
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for(s32 X = MinX;
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X <= MaxX;
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++X)
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{
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#if 0
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COLORREF Pixel = GetPixel(GlobalFontDeviceContext, X, Y);
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Assert(Pixel == *Source);
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#else
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u32 Pixel = *Source;
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#endif
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r32 Gray = (r32)(Pixel & 0xFF);
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v4 Texel = {255.0f, 255.0f, 255.0f, Gray};
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Texel = SRGB255ToLinear1(Texel);
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Texel.rgb *= Texel.a;
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Texel = Linear1ToSRGB255(Texel);
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*Dest++ = (((uint32)(Texel.a + 0.5f) << 24) |
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((uint32)(Texel.r + 0.5f) << 16) |
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((uint32)(Texel.g + 0.5f) << 8) |
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((uint32)(Texel.b + 0.5f) << 0));
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++Source;
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}
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DestRow -= Result.Pitch;
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SourceRow -= MAX_FONT_WIDTH;
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}
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Asset->Bitmap.AlignPercentage[0] = (1.0f) / (r32)Result.Width;
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Asset->Bitmap.AlignPercentage[1] = (1.0f + (MaxY - (BoundHeight - Font->TextMetric.tmDescent))) / (r32)Result.Height;
|
||
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KerningChange = (r32)(MinX - PreStepX);
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}
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#if 0
|
||
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ABC ThisABC;
|
||
|
GetCharABCWidthsW(GlobalFontDeviceContext, CodePoint, CodePoint, &ThisABC);
|
||
|
r32 CharAdvance = (r32)(ThisABC.abcA + ThisABC.abcB + ThisABC.abcC);
|
||
|
#else
|
||
|
INT ThisWidth;
|
||
|
GetCharWidth32W(GlobalFontDeviceContext, CodePoint, CodePoint, &ThisWidth);
|
||
|
r32 CharAdvance = (r32)ThisWidth;
|
||
|
#endif
|
||
|
|
||
|
for(u32 OtherGlyphIndex = 0;
|
||
|
OtherGlyphIndex < Font->MaxGlyphCount;
|
||
|
++OtherGlyphIndex)
|
||
|
{
|
||
|
Font->HorizontalAdvance[GlyphIndex*Font->MaxGlyphCount + OtherGlyphIndex] += CharAdvance - KerningChange;
|
||
|
if(OtherGlyphIndex != 0)
|
||
|
{
|
||
|
Font->HorizontalAdvance[OtherGlyphIndex*Font->MaxGlyphCount + GlyphIndex] += KerningChange;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
|
||
|
entire_file TTFFile = ReadEntireFile(FileName);
|
||
|
if(TTFFile.ContentsSize != 0)
|
||
|
{
|
||
|
stbtt_fontinfo Font;
|
||
|
stbtt_InitFont(&Font, (u8 *)TTFFile.Contents, stbtt_GetFontOffsetForIndex((u8 *)TTFFile.Contents, 0));
|
||
|
|
||
|
int Width, Height, XOffset, YOffset;
|
||
|
u8 *MonoBitmap = stbtt_GetCodepointBitmap(&Font, 0, stbtt_ScaleForPixelHeight(&Font, 128.0f),
|
||
|
CodePoint, &Width, &Height, &XOffset, &YOffset);
|
||
|
|
||
|
Result.Width = Width;
|
||
|
Result.Height = Height;
|
||
|
Result.Pitch = Result.Width*BITMAP_BYTES_PER_PIXEL;
|
||
|
Result.Memory = malloc(Height*Result.Pitch);
|
||
|
Result.Free = Result.Memory;
|
||
|
|
||
|
u8 *Source = MonoBitmap;
|
||
|
u8 *DestRow = (u8 *)Result.Memory + (Height - 1)*Result.Pitch;
|
||
|
for(s32 Y = 0;
|
||
|
Y < Height;
|
||
|
++Y)
|
||
|
{
|
||
|
u32 *Dest = (u32 *)DestRow;
|
||
|
for(s32 X = 0;
|
||
|
X < Width;
|
||
|
++X)
|
||
|
{
|
||
|
u8 Gray = *Source++;
|
||
|
u8 Alpha = 0xFF;
|
||
|
*Dest++ = ((Alpha << 24) |
|
||
|
(Gray << 16) |
|
||
|
(Gray << 8) |
|
||
|
(Gray << 0));
|
||
|
}
|
||
|
|
||
|
DestRow -= Result.Pitch;
|
||
|
}
|
||
|
|
||
|
stbtt_FreeBitmap(MonoBitmap, 0);
|
||
|
free(TTFFile.Contents);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
struct riff_iterator
|
||
|
{
|
||
|
uint8 *At;
|
||
|
uint8 *Stop;
|
||
|
};
|
||
|
|
||
|
inline riff_iterator
|
||
|
ParseChunkAt(void *At, void *Stop)
|
||
|
{
|
||
|
riff_iterator Iter;
|
||
|
|
||
|
Iter.At = (uint8 *)At;
|
||
|
Iter.Stop = (uint8 *)Stop;
|
||
|
|
||
|
return(Iter);
|
||
|
}
|
||
|
|
||
|
inline riff_iterator
|
||
|
NextChunk(riff_iterator Iter)
|
||
|
{
|
||
|
WAVE_chunk *Chunk = (WAVE_chunk *)Iter.At;
|
||
|
uint32 Size = (Chunk->Size + 1) & ~1;
|
||
|
Iter.At += sizeof(WAVE_chunk) + Size;
|
||
|
|
||
|
return(Iter);
|
||
|
}
|
||
|
|
||
|
inline bool32
|
||
|
IsValid(riff_iterator Iter)
|
||
|
{
|
||
|
bool32 Result = (Iter.At < Iter.Stop);
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline void *
|
||
|
GetChunkData(riff_iterator Iter)
|
||
|
{
|
||
|
void *Result = (Iter.At + sizeof(WAVE_chunk));
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline uint32
|
||
|
GetType(riff_iterator Iter)
|
||
|
{
|
||
|
WAVE_chunk *Chunk = (WAVE_chunk *)Iter.At;
|
||
|
uint32 Result = Chunk->ID;
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
inline uint32
|
||
|
GetChunkDataSize(riff_iterator Iter)
|
||
|
{
|
||
|
WAVE_chunk *Chunk = (WAVE_chunk *)Iter.At;
|
||
|
uint32 Result = Chunk->Size;
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
struct loaded_sound
|
||
|
{
|
||
|
uint32 SampleCount; // NOTE(casey): This is the sample count divided by 8
|
||
|
uint32 ChannelCount;
|
||
|
int16 *Samples[2];
|
||
|
|
||
|
void *Free;
|
||
|
};
|
||
|
|
||
|
internal loaded_sound
|
||
|
LoadWAV(char *FileName, u32 SectionFirstSampleIndex, u32 SectionSampleCount)
|
||
|
{
|
||
|
loaded_sound Result = {};
|
||
|
|
||
|
entire_file ReadResult = ReadEntireFile(FileName);
|
||
|
if(ReadResult.ContentsSize != 0)
|
||
|
{
|
||
|
Result.Free = ReadResult.Contents;
|
||
|
|
||
|
WAVE_header *Header = (WAVE_header *)ReadResult.Contents;
|
||
|
Assert(Header->RIFFID == WAVE_ChunkID_RIFF);
|
||
|
Assert(Header->WAVEID == WAVE_ChunkID_WAVE);
|
||
|
|
||
|
uint32 ChannelCount = 0;
|
||
|
uint32 SampleDataSize = 0;
|
||
|
int16 *SampleData = 0;
|
||
|
for(riff_iterator Iter = ParseChunkAt(Header + 1, (uint8 *)(Header + 1) + Header->Size - 4);
|
||
|
IsValid(Iter);
|
||
|
Iter = NextChunk(Iter))
|
||
|
{
|
||
|
switch(GetType(Iter))
|
||
|
{
|
||
|
case WAVE_ChunkID_fmt:
|
||
|
{
|
||
|
WAVE_fmt *fmt = (WAVE_fmt *)GetChunkData(Iter);
|
||
|
Assert(fmt->wFormatTag == 1); // NOTE(casey): Only support PCM
|
||
|
Assert(fmt->nSamplesPerSec == 48000);
|
||
|
Assert(fmt->wBitsPerSample == 16);
|
||
|
Assert(fmt->nBlockAlign == (sizeof(int16)*fmt->nChannels));
|
||
|
ChannelCount = fmt->nChannels;
|
||
|
} break;
|
||
|
|
||
|
case WAVE_ChunkID_data:
|
||
|
{
|
||
|
SampleData = (int16 *)GetChunkData(Iter);
|
||
|
SampleDataSize = GetChunkDataSize(Iter);
|
||
|
} break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Assert(ChannelCount && SampleData);
|
||
|
|
||
|
Result.ChannelCount = ChannelCount;
|
||
|
u32 SampleCount = SampleDataSize / (ChannelCount*sizeof(int16));
|
||
|
if(ChannelCount == 1)
|
||
|
{
|
||
|
Result.Samples[0] = SampleData;
|
||
|
Result.Samples[1] = 0;
|
||
|
}
|
||
|
else if(ChannelCount == 2)
|
||
|
{
|
||
|
Result.Samples[0] = SampleData;
|
||
|
Result.Samples[1] = SampleData + SampleCount;
|
||
|
|
||
|
#if 0
|
||
|
for(uint32 SampleIndex = 0;
|
||
|
SampleIndex < SampleCount;
|
||
|
++SampleIndex)
|
||
|
{
|
||
|
SampleData[2*SampleIndex + 0] = (int16)SampleIndex;
|
||
|
SampleData[2*SampleIndex + 1] = (int16)SampleIndex;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
for(uint32 SampleIndex = 0;
|
||
|
SampleIndex < SampleCount;
|
||
|
++SampleIndex)
|
||
|
{
|
||
|
int16 Source = SampleData[2*SampleIndex];
|
||
|
SampleData[2*SampleIndex] = SampleData[SampleIndex];
|
||
|
SampleData[SampleIndex] = Source;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert(!"Invalid channel count in WAV file");
|
||
|
}
|
||
|
|
||
|
// TODO(casey): Load right channels!
|
||
|
b32 AtEnd = true;
|
||
|
Result.ChannelCount = 1;
|
||
|
if(SectionSampleCount)
|
||
|
{
|
||
|
Assert((SectionFirstSampleIndex + SectionSampleCount) <= SampleCount);
|
||
|
AtEnd = ((SectionFirstSampleIndex + SectionSampleCount) == SampleCount);
|
||
|
SampleCount = SectionSampleCount;
|
||
|
for(uint32 ChannelIndex = 0;
|
||
|
ChannelIndex < Result.ChannelCount;
|
||
|
++ChannelIndex)
|
||
|
{
|
||
|
Result.Samples[ChannelIndex] += SectionFirstSampleIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(AtEnd)
|
||
|
{
|
||
|
for(uint32 ChannelIndex = 0;
|
||
|
ChannelIndex < Result.ChannelCount;
|
||
|
++ChannelIndex)
|
||
|
{
|
||
|
for(u32 SampleIndex = SampleCount;
|
||
|
SampleIndex < (SampleCount + 8);
|
||
|
++SampleIndex)
|
||
|
{
|
||
|
Result.Samples[ChannelIndex][SampleIndex] = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Result.SampleCount = SampleCount;
|
||
|
}
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
BeginAssetType(game_assets *Assets, asset_type_id TypeID)
|
||
|
{
|
||
|
Assert(Assets->DEBUGAssetType == 0);
|
||
|
|
||
|
Assets->DEBUGAssetType = Assets->AssetTypes + TypeID;
|
||
|
Assets->DEBUGAssetType->TypeID = TypeID;
|
||
|
Assets->DEBUGAssetType->FirstAssetIndex = Assets->AssetCount;
|
||
|
Assets->DEBUGAssetType->OnePastLastAssetIndex = Assets->DEBUGAssetType->FirstAssetIndex;
|
||
|
}
|
||
|
|
||
|
struct added_asset
|
||
|
{
|
||
|
u32 ID;
|
||
|
hha_asset *HHA;
|
||
|
asset_source *Source;
|
||
|
};
|
||
|
internal added_asset
|
||
|
AddAsset(game_assets *Assets)
|
||
|
{
|
||
|
Assert(Assets->DEBUGAssetType);
|
||
|
Assert(Assets->DEBUGAssetType->OnePastLastAssetIndex < ArrayCount(Assets->Assets));
|
||
|
|
||
|
u32 Index = Assets->DEBUGAssetType->OnePastLastAssetIndex++;
|
||
|
asset_source *Source = Assets->AssetSources + Index;
|
||
|
hha_asset *HHA = Assets->Assets + Index;
|
||
|
HHA->FirstTagIndex = Assets->TagCount;
|
||
|
HHA->OnePastLastTagIndex = HHA->FirstTagIndex;
|
||
|
|
||
|
Assets->AssetIndex = Index;
|
||
|
|
||
|
added_asset Result;
|
||
|
Result.ID = Index;
|
||
|
Result.HHA = HHA;
|
||
|
Result.Source = Source;
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal bitmap_id
|
||
|
AddBitmapAsset(game_assets *Assets, char *FileName, r32 AlignPercentageX = 0.5f, r32 AlignPercentageY = 0.5f)
|
||
|
{
|
||
|
added_asset Asset = AddAsset(Assets);
|
||
|
Asset.HHA->Bitmap.AlignPercentage[0] = AlignPercentageX;
|
||
|
Asset.HHA->Bitmap.AlignPercentage[1] = AlignPercentageY;
|
||
|
Asset.Source->Type = AssetType_Bitmap;
|
||
|
Asset.Source->Bitmap.FileName = FileName;
|
||
|
|
||
|
bitmap_id Result = {Asset.ID};
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal bitmap_id
|
||
|
AddCharacterAsset(game_assets *Assets, loaded_font *Font, u32 Codepoint)
|
||
|
{
|
||
|
added_asset Asset = AddAsset(Assets);
|
||
|
Asset.HHA->Bitmap.AlignPercentage[0] = 0.0f; // NOTE(casey): Set later by extraction
|
||
|
Asset.HHA->Bitmap.AlignPercentage[1] = 0.0f; // NOTE(casey): Set later by extraction
|
||
|
Asset.Source->Type = AssetType_FontGlyph;
|
||
|
Asset.Source->Glyph.Font = Font;
|
||
|
Asset.Source->Glyph.Codepoint = Codepoint;
|
||
|
|
||
|
bitmap_id Result = {Asset.ID};
|
||
|
|
||
|
Assert(Font->GlyphCount < Font->MaxGlyphCount);
|
||
|
u32 GlyphIndex = Font->GlyphCount++;
|
||
|
hha_font_glyph *Glyph = Font->Glyphs + GlyphIndex;
|
||
|
Glyph->UnicodeCodePoint = Codepoint;
|
||
|
Glyph->BitmapID = Result;
|
||
|
Font->GlyphIndexFromCodePoint[Codepoint] = GlyphIndex;
|
||
|
|
||
|
if(Font->OnePastHighestCodepoint <= Codepoint)
|
||
|
{
|
||
|
Font->OnePastHighestCodepoint = Codepoint + 1;
|
||
|
}
|
||
|
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal sound_id
|
||
|
AddSoundAsset(game_assets *Assets, char *FileName, u32 FirstSampleIndex = 0, u32 SampleCount = 0)
|
||
|
{
|
||
|
added_asset Asset = AddAsset(Assets);
|
||
|
Asset.HHA->Sound.SampleCount = SampleCount;
|
||
|
Asset.HHA->Sound.Chain = HHASoundChain_None;
|
||
|
Asset.Source->Type = AssetType_Sound;
|
||
|
Asset.Source->Sound.FileName = FileName;
|
||
|
Asset.Source->Sound.FirstSampleIndex = FirstSampleIndex;
|
||
|
|
||
|
sound_id Result = {Asset.ID};
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal font_id
|
||
|
AddFontAsset(game_assets *Assets, loaded_font *Font)
|
||
|
{
|
||
|
added_asset Asset = AddAsset(Assets);
|
||
|
Asset.HHA->Font.OnePastHighestCodepoint = Font->OnePastHighestCodepoint;
|
||
|
Asset.HHA->Font.GlyphCount = Font->GlyphCount;
|
||
|
Asset.HHA->Font.AscenderHeight = (r32)Font->TextMetric.tmAscent;
|
||
|
Asset.HHA->Font.DescenderHeight = (r32)Font->TextMetric.tmDescent;
|
||
|
Asset.HHA->Font.ExternalLeading = (r32)Font->TextMetric.tmExternalLeading;
|
||
|
Asset.Source->Type = AssetType_Font;
|
||
|
Asset.Source->Font.Font = Font;
|
||
|
|
||
|
font_id Result = {Asset.ID};
|
||
|
return(Result);
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
AddTag(game_assets *Assets, asset_tag_id ID, real32 Value)
|
||
|
{
|
||
|
Assert(Assets->AssetIndex);
|
||
|
|
||
|
hha_asset *HHA = Assets->Assets + Assets->AssetIndex;
|
||
|
++HHA->OnePastLastTagIndex;
|
||
|
hha_tag *Tag = Assets->Tags + Assets->TagCount++;
|
||
|
|
||
|
Tag->ID = ID;
|
||
|
Tag->Value = Value;
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
EndAssetType(game_assets *Assets)
|
||
|
{
|
||
|
Assert(Assets->DEBUGAssetType);
|
||
|
Assets->AssetCount = Assets->DEBUGAssetType->OnePastLastAssetIndex;
|
||
|
Assets->DEBUGAssetType = 0;
|
||
|
Assets->AssetIndex = 0;
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
WriteHHA(game_assets *Assets, char *FileName)
|
||
|
{
|
||
|
FILE *Out = fopen(FileName, "wb");
|
||
|
if(Out)
|
||
|
{
|
||
|
hha_header Header = {};
|
||
|
Header.MagicValue = HHA_MAGIC_VALUE;
|
||
|
Header.Version = HHA_VERSION;
|
||
|
Header.TagCount = Assets->TagCount;
|
||
|
Header.AssetTypeCount = Asset_Count; // TODO(casey): Do we really want to do this? Sparseness!
|
||
|
Header.AssetCount = Assets->AssetCount;
|
||
|
|
||
|
u32 TagArraySize = Header.TagCount*sizeof(hha_tag);
|
||
|
u32 AssetTypeArraySize = Header.AssetTypeCount*sizeof(hha_asset_type);
|
||
|
u32 AssetArraySize = Header.AssetCount*sizeof(hha_asset);
|
||
|
|
||
|
Header.Tags = sizeof(Header);
|
||
|
Header.AssetTypes = Header.Tags + TagArraySize;
|
||
|
Header.Assets = Header.AssetTypes + AssetTypeArraySize;
|
||
|
|
||
|
fwrite(&Header, sizeof(Header), 1, Out);
|
||
|
fwrite(Assets->Tags, TagArraySize, 1, Out);
|
||
|
fwrite(Assets->AssetTypes, AssetTypeArraySize, 1, Out);
|
||
|
fseek(Out, AssetArraySize, SEEK_CUR);
|
||
|
for(u32 AssetIndex = 1;
|
||
|
AssetIndex < Header.AssetCount;
|
||
|
++AssetIndex)
|
||
|
{
|
||
|
asset_source *Source = Assets->AssetSources + AssetIndex;
|
||
|
hha_asset *Dest = Assets->Assets + AssetIndex;
|
||
|
|
||
|
Dest->DataOffset = ftell(Out);
|
||
|
|
||
|
if(Source->Type == AssetType_Sound)
|
||
|
{
|
||
|
loaded_sound WAV = LoadWAV(Source->Sound.FileName,
|
||
|
Source->Sound.FirstSampleIndex,
|
||
|
Dest->Sound.SampleCount);
|
||
|
|
||
|
Dest->Sound.SampleCount = WAV.SampleCount;
|
||
|
Dest->Sound.ChannelCount = WAV.ChannelCount;
|
||
|
|
||
|
for(u32 ChannelIndex = 0;
|
||
|
ChannelIndex < WAV.ChannelCount;
|
||
|
++ChannelIndex)
|
||
|
{
|
||
|
fwrite(WAV.Samples[ChannelIndex], Dest->Sound.SampleCount*sizeof(s16), 1, Out);
|
||
|
}
|
||
|
|
||
|
free(WAV.Free);
|
||
|
}
|
||
|
else if(Source->Type == AssetType_Font)
|
||
|
{
|
||
|
loaded_font *Font = Source->Font.Font;
|
||
|
|
||
|
FinalizeFontKerning(Font);
|
||
|
|
||
|
u32 GlyphsSize = Font->GlyphCount*sizeof(hha_font_glyph);
|
||
|
fwrite(Font->Glyphs, GlyphsSize, 1, Out);
|
||
|
|
||
|
u8 *HorizontalAdvance = (u8 *)Font->HorizontalAdvance;
|
||
|
for(u32 GlyphIndex = 0;
|
||
|
GlyphIndex < Font->GlyphCount;
|
||
|
++GlyphIndex)
|
||
|
{
|
||
|
u32 HorizontalAdvanceSliceSize = sizeof(r32)*Font->GlyphCount;
|
||
|
fwrite(HorizontalAdvance, HorizontalAdvanceSliceSize, 1, Out);
|
||
|
HorizontalAdvance += sizeof(r32)*Font->MaxGlyphCount;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
loaded_bitmap Bitmap;
|
||
|
if(Source->Type == AssetType_FontGlyph)
|
||
|
{
|
||
|
Bitmap = LoadGlyphBitmap(Source->Glyph.Font, Source->Glyph.Codepoint, Dest);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert(Source->Type == AssetType_Bitmap);
|
||
|
Bitmap = LoadBMP(Source->Bitmap.FileName);
|
||
|
}
|
||
|
|
||
|
Dest->Bitmap.Dim[0] = Bitmap.Width;
|
||
|
Dest->Bitmap.Dim[1] = Bitmap.Height;
|
||
|
|
||
|
Assert((Bitmap.Width*4) == Bitmap.Pitch);
|
||
|
fwrite(Bitmap.Memory, Bitmap.Width*Bitmap.Height*4, 1, Out);
|
||
|
|
||
|
free(Bitmap.Free);
|
||
|
}
|
||
|
}
|
||
|
fseek(Out, (u32)Header.Assets, SEEK_SET);
|
||
|
fwrite(Assets->Assets, AssetArraySize, 1, Out);
|
||
|
|
||
|
fclose(Out);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
printf("ERROR: Couldn't open file :(\n");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
Initialize(game_assets *Assets)
|
||
|
{
|
||
|
Assets->TagCount = 1;
|
||
|
Assets->AssetCount = 1;
|
||
|
Assets->DEBUGAssetType = 0;
|
||
|
Assets->AssetIndex = 0;
|
||
|
|
||
|
Assets->AssetTypeCount = Asset_Count;
|
||
|
memset(Assets->AssetTypes, 0, sizeof(Assets->AssetTypes));
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
WriteFonts(void)
|
||
|
{
|
||
|
game_assets Assets_;
|
||
|
game_assets *Assets = &Assets_;
|
||
|
Initialize(Assets);
|
||
|
|
||
|
loaded_font *Fonts[] =
|
||
|
{
|
||
|
LoadFont("c:/Windows/Fonts/arial.ttf", "Arial", 128),
|
||
|
LoadFont("c:/Windows/Fonts/LiberationMono-Regular.ttf", "Liberation Mono", 20),
|
||
|
};
|
||
|
|
||
|
BeginAssetType(Assets, Asset_FontGlyph);
|
||
|
for(u32 FontIndex = 0;
|
||
|
FontIndex < ArrayCount(Fonts);
|
||
|
++FontIndex)
|
||
|
{
|
||
|
loaded_font *Font = Fonts[FontIndex];
|
||
|
|
||
|
AddCharacterAsset(Assets, Font, ' ');
|
||
|
for(u32 Character = '!';
|
||
|
Character <= '~';
|
||
|
++Character)
|
||
|
{
|
||
|
AddCharacterAsset(Assets, Font, Character);
|
||
|
}
|
||
|
|
||
|
// NOTE(casey): Kanji OWL!!!!!!!
|
||
|
AddCharacterAsset(Assets, Font, 0x5c0f);
|
||
|
AddCharacterAsset(Assets, Font, 0x8033);
|
||
|
AddCharacterAsset(Assets, Font, 0x6728);
|
||
|
AddCharacterAsset(Assets, Font, 0x514e);
|
||
|
}
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
// TODO(casey): This is kinda janky, because it means you have to get this
|
||
|
// order right always!
|
||
|
BeginAssetType(Assets, Asset_Font);
|
||
|
AddFontAsset(Assets, Fonts[0]);
|
||
|
AddTag(Assets, Tag_FontType, FontType_Default);
|
||
|
AddFontAsset(Assets, Fonts[1]);
|
||
|
AddTag(Assets, Tag_FontType, FontType_Debug);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
WriteHHA(Assets, "testfonts.hha");
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
WriteHero(void)
|
||
|
{
|
||
|
game_assets Assets_;
|
||
|
game_assets *Assets = &Assets_;
|
||
|
Initialize(Assets);
|
||
|
|
||
|
real32 AngleRight = 0.0f*Tau32;
|
||
|
real32 AngleBack = 0.25f*Tau32;
|
||
|
real32 AngleLeft = 0.5f*Tau32;
|
||
|
real32 AngleFront = 0.75f*Tau32;
|
||
|
|
||
|
r32 HeroAlign[] = {0.5f, 0.156682029f};
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Head);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_right_head.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleRight);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_back_head.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleBack);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_left_head.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleLeft);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_front_head.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleFront);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Cape);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_right_cape.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleRight);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_back_cape.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleBack);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_left_cape.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleLeft);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_front_cape.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleFront);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Torso);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_right_torso.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleRight);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_back_torso.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleBack);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_left_torso.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleLeft);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_front_torso.bmp", HeroAlign[0], HeroAlign[1]);
|
||
|
AddTag(Assets, Tag_FacingDirection, AngleFront);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
WriteHHA(Assets, "test1.hha");
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
WriteNonHero(void)
|
||
|
{
|
||
|
game_assets Assets_;
|
||
|
game_assets *Assets = &Assets_;
|
||
|
Initialize(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Shadow);
|
||
|
AddBitmapAsset(Assets, "test/test_hero_shadow.bmp", 0.5f, 0.156682029f);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Tree);
|
||
|
AddBitmapAsset(Assets, "test2/tree00.bmp", 0.493827164f, 0.295652181f);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Sword);
|
||
|
AddBitmapAsset(Assets, "test2/rock03.bmp", 0.5f, 0.65625f);
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Grass);
|
||
|
AddBitmapAsset(Assets, "test2/grass00.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/grass01.bmp");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Tuft);
|
||
|
AddBitmapAsset(Assets, "test2/tuft00.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/tuft01.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/tuft02.bmp");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Stone);
|
||
|
AddBitmapAsset(Assets, "test2/ground00.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/ground01.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/ground02.bmp");
|
||
|
AddBitmapAsset(Assets, "test2/ground03.bmp");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
WriteHHA(Assets, "test2.hha");
|
||
|
}
|
||
|
|
||
|
internal void
|
||
|
WriteSounds(void)
|
||
|
{
|
||
|
game_assets Assets_;
|
||
|
game_assets *Assets = &Assets_;
|
||
|
Initialize(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Bloop);
|
||
|
AddSoundAsset(Assets, "test3/bloop_00.wav");
|
||
|
AddSoundAsset(Assets, "test3/bloop_01.wav");
|
||
|
AddSoundAsset(Assets, "test3/bloop_02.wav");
|
||
|
AddSoundAsset(Assets, "test3/bloop_03.wav");
|
||
|
AddSoundAsset(Assets, "test3/bloop_04.wav");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Crack);
|
||
|
AddSoundAsset(Assets, "test3/crack_00.wav");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Drop);
|
||
|
AddSoundAsset(Assets, "test3/drop_00.wav");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Glide);
|
||
|
AddSoundAsset(Assets, "test3/glide_00.wav");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
u32 OneMusicChunk = 10*48000;
|
||
|
u32 TotalMusicSampleCount = 7468095;
|
||
|
BeginAssetType(Assets, Asset_Music);
|
||
|
for(u32 FirstSampleIndex = 0;
|
||
|
FirstSampleIndex < TotalMusicSampleCount;
|
||
|
FirstSampleIndex += OneMusicChunk)
|
||
|
{
|
||
|
u32 SampleCount = TotalMusicSampleCount - FirstSampleIndex;
|
||
|
if(SampleCount > OneMusicChunk)
|
||
|
{
|
||
|
SampleCount = OneMusicChunk;
|
||
|
}
|
||
|
sound_id ThisMusic = AddSoundAsset(Assets, "test3/music_test.wav", FirstSampleIndex, SampleCount);
|
||
|
if((FirstSampleIndex + OneMusicChunk) < TotalMusicSampleCount)
|
||
|
{
|
||
|
Assets->Assets[ThisMusic.Value].Sound.Chain = HHASoundChain_Advance;
|
||
|
}
|
||
|
}
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
BeginAssetType(Assets, Asset_Puhp);
|
||
|
AddSoundAsset(Assets, "test3/puhp_00.wav");
|
||
|
AddSoundAsset(Assets, "test3/puhp_01.wav");
|
||
|
EndAssetType(Assets);
|
||
|
|
||
|
WriteHHA(Assets, "test3.hha");
|
||
|
}
|
||
|
|
||
|
int
|
||
|
main(int ArgCount, char **Args)
|
||
|
{
|
||
|
InitializeFontDC();
|
||
|
|
||
|
WriteFonts();
|
||
|
WriteNonHero();
|
||
|
WriteHero();
|
||
|
WriteSounds();
|
||
|
}
|