/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019 The RmlUi Team, and contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "precompiled.h" #include "FontFaceLayer.h" #include "FontFaceHandleDefault.h" #include "FontDatabaseDefault.h" namespace Rml { namespace Core { #ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT FontFaceLayer::FontFaceLayer(const SharedPtr& _effect) : colour(255, 255, 255) { effect = _effect; if (effect) colour = effect->GetColour(); } FontFaceLayer::~FontFaceLayer() {} bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins) { // Clear the old layout if it exists. { // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures. // Right now we re-generate the whole thing, including textures. for (auto& texture : textures) texture.RemoveDatabaseCache(); texture_layout = TextureLayout{}; characters.clear(); textures.clear(); } const FontGlyphMap& glyphs = handle->GetGlyphs(); // Generate the new layout. if (clone) { // Clone the geometry and textures from the clone layer. characters = clone->characters; // Copy the cloned layer's textures. for (size_t i = 0; i < clone->textures.size(); ++i) textures.push_back(clone->textures[i]); // Request the effect (if we have one) and adjust the origins as appropriate. if (effect && !clone_glyph_origins) { for (auto& pair : glyphs) { CodePoint code_point = pair.first; const FontGlyph& glyph = pair.second; RMLUI_ASSERT(characters.find(code_point) != characters.end()); Character& character = characters[code_point]; Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y)); Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) { character.origin.x = (float)glyph_origin.x; character.origin.y = (float)glyph_origin.y; } else character.texture_index = -1; } } } else { // Initialise the texture layout for the glyphs. characters.reserve(glyphs.size()); for (auto& pair : glyphs) { CodePoint code_point = pair.first; const FontGlyph& glyph = pair.second; Vector2i glyph_origin(0, 0); Vector2i glyph_dimensions = glyph.bitmap_dimensions; // Adjust glyph origin / dimensions for the font effect. if (effect) { if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) continue; } Character character; character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y)); character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y); characters[code_point] = character; // Add the character's dimensions into the texture layout engine. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin); } constexpr int max_texture_dimensions = 2048; // Generate the texture layout; this will position the glyph rectangles efficiently and // allocate the texture data ready for writing. if (!texture_layout.GenerateLayout(max_texture_dimensions)) return false; // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as // appropriate and generating geometry. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i) { TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i); const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex()); CodePoint code_point = (CodePoint)rectangle.GetId(); RMLUI_ASSERT(characters.find(code_point) != characters.end()); Character& character = characters[code_point]; // Set the character's texture index. character.texture_index = rectangle.GetTextureIndex(); // Generate the character's texture coordinates. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x); character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y); character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x); character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y); } // Generate the textures. for (int i = 0; i < texture_layout.GetNumTextures(); ++i) { Texture texture; if (!texture.Load(CreateString(64, "?font::%p/%p/%d/%d", handle, effect.get(), i, handle->GetVersion()))) return false; textures.push_back(texture); } } return true; } // Generates the texture data for a layer (for the texture database). bool FontFaceLayer::GenerateTexture(const FontGlyphMap& glyphs, UniquePtr& texture_data, Vector2i& texture_dimensions, int texture_id) { if (texture_id < 0 || texture_id > texture_layout.GetNumTextures()) return false; // Generate the texture data. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture(); texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions(); for (int i = 0; i < texture_layout.GetNumRectangles(); ++i) { TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i); CodePoint code_point = (CodePoint)rectangle.GetId(); RMLUI_ASSERT(characters.find(code_point) != characters.end()); Character& character = characters[code_point]; if (character.texture_index != texture_id) continue; auto it = glyphs.find((CodePoint)rectangle.GetId()); if (it == glyphs.end()) continue; const FontGlyph& glyph = it->second; if (effect == nullptr) { // Copy the glyph's bitmap data into its allocated texture. if (glyph.bitmap_data) { byte* destination = rectangle.GetTextureData(); const byte* source = glyph.bitmap_data; for (int j = 0; j < glyph.bitmap_dimensions.y; ++j) { for (int k = 0; k < glyph.bitmap_dimensions.x; ++k) destination[k * 4 + 3] = source[k]; destination += rectangle.GetTextureStride(); source += glyph.bitmap_dimensions.x; } } } else { effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph); } } return true; } // Returns the effect used to generate the layer. const FontEffect* FontFaceLayer::GetFontEffect() const { return effect.get(); } // Returns on the layer's textures. const Texture* FontFaceLayer::GetTexture(int index) { RMLUI_ASSERT(index >= 0); RMLUI_ASSERT(index < GetNumTextures()); return &(textures[index]); } // Returns the number of textures employed by this layer. int FontFaceLayer::GetNumTextures() const { return (int)textures.size(); } // Returns the layer's colour. const Colourb& FontFaceLayer::GetColour() const { return colour; } #endif } }