465 lines
14 KiB
ReStructuredText
465 lines
14 KiB
ReStructuredText
unicode_text
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============
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Synopsis
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--------
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This repository contains Lua code to render Unicode text to a pixels table.
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`unicode_text` requires font files encoded in GNU Unifont hexfont format.
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The resulting pixels table can be written to a file using `tga_encoder`_.
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.. _`tga_encoder`: https://git.minetest.land/erlehmann/tga_encoder
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Example Code
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------------
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If you are impatient, just copy and paste the following example code:
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.. code::
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local font = unicode_text.hexfont()
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font:load_glyphs(io.lines("unifont.hex"))
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font:load_glyphs(io.lines("unifont_upper.hex"))
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local pixels = font:render_text("wð♥𐍈😀!🂐겫")
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tga_encoder.image(pixels):save("unicode.tga")
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The above code creates an 80×16 TGA file with white-on-black text.
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Hexfont Tables
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--------------
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All Unicode text rendering is done through hexfont tables.
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Instantiation
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+++++++++++++
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To create a hexfont table with default parameters, do:
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.. code::
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font = unicode_text.hexfont()
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The above code is equivalent to the following code:
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.. code::
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font = unicode_text.hexfont(
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{
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background_color = { 0x00 },
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foreground_color = { 0xFF },
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scanline_order = "bottom-top",
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tabulator_size = 64,
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kerning = false,
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}
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)
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Loading Glyphs
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++++++++++++++
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To render text, it is suggested to load glyphs, e.g. from GNU Unifont:
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.. code::
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font:load_glyphs(io.lines("unifont.hex"))
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font:load_glyphs(io.lines("unifont_upper.hex"))
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Font Properties
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+++++++++++++++
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Colors
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^^^^^^
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`background_color` and `foreground_color` contain 1 or 3 or 4 bytes
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that represent color channels. The tables must have the same length
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for the output to be a valid pixels table.
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Scanline Order
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^^^^^^^^^^^^^^
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`scanline_order` can have the value `bottom-top` (i.e. the first
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encoded pixel is the bottom left pixel) or the value `top-bottom`
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(i.e. the first encoded pixel is the top left pixel).
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Tabulator Size
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^^^^^^^^^^^^^^
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`tabulator_size` represents the number of pixels a tab stops is wide.
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Kerning
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^^^^^^^
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If `kerning` is `true`, the space between adjacent glyphs is reduced.
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Using kerning can make rendered glyphs a few pixels narrower, which is
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likely to make fonts appear variable-width even if glyphs have a fixed
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width. One possible consequence is that ASCII & Shift-JIS art may look
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wrong.
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Writing Files
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-------------
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A pixels table can be encoded into a file using `tga_encoder`:
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.. code::
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local pixels = font:render_text("wð♥𐍈😀!🂐겫")
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tga_encoder.image(pixels):save("image.tga")
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The above code writes an uncompressed 80×16 grayscale bitmap.
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Pixels Tables
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+++++++++++++
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Pixels tables represent output rendered by `unicode_text`.
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Pixels tables contains tables that represent scanlines.
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The number of scanlines equals the height of an image.
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Examples:
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.. code::
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-- white “:” on black background
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local pixels_grayscale = {
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{ { 0x00 }, { 0xFF }, { 0x00 } },
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{ { 0x00 }, { 0x00 }, { 0x00 } },
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{ { 0x00 }, { 0xFF }, { 0x00 } },
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}
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-- blue “x” on red background
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local _ = { 200, 0, 0 }
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local x = { 0, 0, 200 }
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local pixels_rgb = {
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{ x, _, _, _, x },
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{ _, x, _, x, _ },
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{ _, _, x, _, _ },
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{ _, x, _, x, _ },
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{ x, _, _, _, x },
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}
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-- green “+” on blue 50% opacity background
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local _ = { 0, 0, 255, 127 }
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local x = { 0, 255, 0, 255 }
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local pixels_rgba = {
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{ _, _, x, _, _ },
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{ _, _, x, _, _ },
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{ x, x, x, x, x },
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{ _, _, x, _, _ },
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{ _, _, x, _, _ },
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}
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Scanline Tables
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^^^^^^^^^^^^^^^
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Scanline tables represent lines of a bitmap.
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Scanline tables contain tables representing single pixels.
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The number of pixels in a scanline table equals the width of an image.
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This means that all scanlines must have the same width.
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Note that the default scanline order is “bottom-to-top”;
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this means that bitmap[1][1] is the “bottom left” pixel.
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Pixel Tables
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^^^^^^^^^^^^
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A pixel table contains 1 / 3 / 4 numbers (color channels).
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A single color channel value contains 1 byte – i.e. 8 bit.
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All pixel tables for one bitmap must have the same length.
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======== ============== ============== ===== ===================================
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Channels Example Pixel Channel Order Depth Possible TGA Color Format Encodings
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======== ============== ============== ===== ===================================
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1 { 127 } not necessary 8bpp Grayscale (Y8) / Colormap (Palette)
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3 { 33, 66, 99 } { R, G, B } 24bpp B8G8R8 / 16bpp A1R5G5B5
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4 { 0, 0, 0, 0 } { R, G, B, A } 32bpp RGBA (B8G8R8A8)
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======== ============== ============== ===== ===================================
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Colormapped (Palette)
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^^^^^^^^^^^^^^^^^^^^^
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When `foreground_color` and `background_color` are single values, a colormap (palette) can be given to `tga_encoder`.
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.. code::
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tga_encoder.image(pixels):save(
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"image.tga",
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{
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colormap = {
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{ 255, 127, 0 },
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{ 0, 127, 255 },
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}
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}
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)
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Note that colormap indexing starts at zero, as it uses a pixel's byte value.
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In the above example, this means:
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- some pixels have the color `{ 255, 127, 0 }` (orange)
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- some pixels have the color `{ 0, 127, 255 }` (blue)
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Frequently Questioned Answers
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-----------------------------
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Why is my text all question marks?
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++++++++++++++++++++++++++++++++++
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Glyphs not in a font are rendered like U+FFFD REPLACEMENT CHARACTER
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(<28>). You did load a font containing the glyphs you wanted, did you?
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Why does this repository not contain Unifont?
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+++++++++++++++++++++++++++++++++++++++++++++
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I do not like the burden of updating those files.
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I suggest that you get current font files yourself.
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Hint 1: <https://unifoundry.com/unifont/index.html>
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Hint 2: <https://trevorldavis.com/R/hexfont/>
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Why is Arabic / Hebrew / Urdu etc. text rendered somewhat wrong?
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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I did not implement the entire `Unicode Bidirectional Algorithm`_.
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If you are able to read a right-to-left language, please help …
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.. _`Unicode Bidirectional Algorithm`:
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https://www.unicode.org/reports/tr9/
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Why is the generated pixels table upside down?
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++++++++++++++++++++++++++++++++++++++++++++++
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Like in school, the x axis points right and the y axis points up …
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Scanline order `bottom-top` was chosen as the default to match the
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default scanline order of `tga_encoder` and to require users using
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another file format encoder to care about scanline order. Users of
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`unicode_text` that “do not care about scanline order” may see the
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glyphs upside down – the fault, naturally, lies with the user.
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TGA is an obsolete format! Why write TGA files?
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+++++++++++++++++++++++++++++++++++++++++++++++
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TGA is a very simple file format that supports many useful features.
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It is so simple that you can even create an image with a hex editor.
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TGA is used for textures in 3D applications or games. It was the
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default output format in Blender_ and used by Valve_ and Mojang_.
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.. _Blender: https://download.blender.org/documentation/htmlI/ch17s04.html
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.. _Valve: https://developer.valvesoftware.com/wiki/TGA
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.. _Mojang:
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https://minecraft.fandom.com/wiki/Terrain-atlas.tga
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BMP is a better format! Why not write BMP files?
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++++++++++++++++++++++++++++++++++++++++++++++++
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This is wrong. BMP is more complex and produces larger files. Go read
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the `Wikipedia article on BMP`_ to learn how BMP is worse than almost
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all other bitmap file formats for (almost) all conceivable use cases.
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.. _`Wikipedia article on BMP`:
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https://en.wikipedia.org/wiki/BMP_file_format
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PNG is a better format! Why not write PNG files?
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++++++++++++++++++++++++++++++++++++++++++++++++
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Simplicity
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^^^^^^^^^^
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Go write a parser for PNG, I'll wait here. Tell me, was it hard?
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Speed
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^^^^^
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Writing TGA files is fast and scales linearly with the number of
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pixels. This holds even when using RLE compression or colormaps.
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Writing PNG files involves compression and checksums, which need
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additional computation. This obviously slows down file encoding.
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You can witness this effect when optimizing PNG filesizes with a
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program that improves the compression, e.g. pngcrush or optipng,
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or maybe even zopflipng if you have too much time on your hands.
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Runtime for these programs is often measured in tens of seconds,
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even for small files (as they try to find the best compression).
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In practice, these effects rarely matter, even for large images:
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Encoding may be CPU-bound, but is usually faster than writing to
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storage media. If you want to send textures over a network, that
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might be a situation where you want any textures to be generated
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as fast as possible.
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Size
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^^^^
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Small Images (up to 64×64)
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..........................
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TGA has less overhead than PNG, i.e. even with better compression, TGA
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can be a more useful format for images with smaller size (e.g. 16×16).
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.. code::
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local pixels = {}
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for h = 1,16 do
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pixels[h] = {}
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for w = 1,16 do
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pixels[h][w] = { 255, 0, 255, 127 }
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end
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end
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tga_encoder.image(pixels):save("small.tga", {compression="RLE"})
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The above code writes a 16×16 TGA file full of 50% opacity purple.
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- The TGA file created by `tga_encoder` has a filesize of 54 bytes.
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- Converting `small.tga` to PNG using GIMP yields a 100 byte file.
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- Using optipng or pngcrush this file is compressed to 96 bytes.
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- Using zopflipng does not work; the image becomes grayscale.
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In both the TGA file and the PNG file the majority of the file is
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taken up by header & footer information, TGA has just less of it.
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If you want to reduce filesize, note that on many filesystems even
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small files often take up a full filesystem block (e.g. 4K). Getting
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rid of a few bytes here and there is not going to change that; but if
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lots of images are located in an archive or supposed to be transmitted
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over a network, saving a dozen bytes in all of them could make sense.
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Medium Images (up to 512×512)
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.............................
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If you care about how many bytes are written to disk or sent over the
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network, it is likely that you will get “good enough” results using a
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DEFLATE-compressed TGA file instead of a PNG file if an image has few
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colors and regular features, like images that `unicode_text` renders.
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To verify, generate a TGA image with a black and orange checkerboard:
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.. code::
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local black = { 0x00, 0x00, 0x00 }
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local orange = { 0xFF, 0x88, 0x00 }
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local pixels = {}
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for h = 1,512 do
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pixels[h] = {}
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for w = 1,512 do
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local hori = (math.floor( ( w - 1 ) / 32) % 2)
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local vert = (math.floor( ( h - 1 ) / 32) % 2)
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pixels[h][w] = hori ~= vert and orange or black
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end
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end
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tga_encoder.image(pixels):save(
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"medium.tga",
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{
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color_format="A1R5G5B5",
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compression = "RLE",
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}
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)
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- The generated checkerboard TGA file has a filesize of about 24K.
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- Converting `medium.tga` to PNG using GIMP yields a filesize of 1.7K.
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- optipng can reduce PNG filesize to 236 bytes.
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- zopflipng seems to hang while optimizing PNG filesize.
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- Compressing `medium.tga` using `gzip -9` yields a 143 byte file.
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- Compressing `medium.tga` using `zopfli --deflate` yields a 117 bytes file.
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While the DEFLATE-compressed TGA beats an optimized PNG on filesize in
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this case, this is not necessarily true in all cases – the compression
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can make a file larger if the contents are largely incompressible. For
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this reason, automatically applying DEFLATE must always be followed by
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a check if it actually yielded a smaller filesize. Here is an example:
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.. code::
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math.randomseed(os.time())
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local pixels = {}
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for h = 1,128 do
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pixels[h] = {}
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for w = 1,128 do
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pixels[h][w] = {
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math.random() * 256 % 256,
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math.random() * 256 % 256,
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math.random() * 256 % 256,
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}
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end
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end
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tga_encoder.image(pixels):save("random.tga")
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The resulting TGA file `random.tga` has exactly 49196 bytes. Since the
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contents are random enough to be incompressible, both converting it to
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PNG and compressing the file using DEFLATE makes the file even larger.
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Note that there is no uncompressed variant of PNG. DEFLATE, however is
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capable of storing uncompressed blocks. In that case PNG still has the
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overhead that chunks and checksums imply. Anyways …
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Large Images
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............
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A good PNG encoder (i.e. one that uses prefilters) is likely to beat a
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TGA encoder on filesize for larger image dimensions, but not on speed.
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Note that `minetest.encode_png()` is not a good PNG encoder, as it can
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not apply prefilters and always writes 32bpp non-colormap RBGA images.
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Compare the Minetest devtest checkerboard to the checkerboard that was
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generated in the previous section to know how bad of an encoder it is.
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In the following example, rendering `UTF-8-demo.txt`_ with GNU Unifont
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writes an uncompressed 8bpp grayscale TGA file with 632 × 3408 pixels:
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.. _`UTF-8-demo.txt`:
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https://www.cl.cam.ac.uk/~mgk25/ucs/examples/UTF-8-demo.txt
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.. code::
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font = unicode_text.hexfont()
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font:load_glyphs( io.lines("unifont.hex") )
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font:load_glyphs( io.lines("unifont_upper.hex") )
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local file = io.open("UTF-8-demo.txt")
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local pixels = font:render_text( file:read("*all") )
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file:close()
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tga_encoder.image(pixels):save("UTF-8-demo.tga")
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PNG does not necessarily have an advantage if speed is important:
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- Uncompressed TGA filesize is about 2MB, i.e. 632 × 3408 + 44 bytes.
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- Converting `UTF-8-demo.tga` to PNG using GIMP yields a 52K file.
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- Compressing the TGA using `gzip -9` yields a 51K file.
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If filesize is important, PNG is better – but it takes some time:
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- zopfli can compress `UTF-8-demo.tga` to 43K in about 32 seconds.
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- optipng can reduce PNG filesize to 32K, taking about 25 seconds.
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- zopflipng reduces PNG filesize further to 28K, taking 3 seconds.
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The above times were measured on a Thinkpad P14s.
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Anything else?
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++++++++++++++
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Yes, Minetest should support deflated TGA as a texture format and send
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uncompressed TGA to older clients to provide compatibility at the cost
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of more network traffic. Minetest should also compress files which are
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sent as dynamic media, but only if doing it reduces the transfer size.
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Also, any developer who proposes to use ZSTD instead of DEFLATE should
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be forced to benchmark any such proposal with an antique Netbook until
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they figure out why ZSTD compresses so slowly and why it is worse than
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DEFLATE for relatively small payloads that are dynamically generated …
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Why do you ask?
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