/* * 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 "FontFaceLayer.h" #include "FontFaceHandleDefault.h" #include namespace Rml { 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. texture_layout = TextureLayout{}; character_boxes.clear(); textures.clear(); } const FontGlyphMap& glyphs = handle->GetGlyphs(); // Generate the new layout. if (clone) { // Clone the geometry and textures from the clone layer. character_boxes = clone->character_boxes; // 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) { Character character = pair.first; const FontGlyph& glyph = pair.second; auto it = character_boxes.find(character); if (it == character_boxes.end()) { // This can happen if the layers have been dirtied in FontHandleDefault. We will // probably be regenerated soon, just skip the character for now. continue; } TextureBox& box = it->second; Vector2i glyph_origin = Vector2i(box.origin); Vector2i glyph_dimensions = Vector2i(box.dimensions); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) box.origin = Vector2f(glyph_origin); else box.texture_index = -1; } } } else { // Initialise the texture layout for the glyphs. character_boxes.reserve(glyphs.size()); for (auto& pair : glyphs) { Character character = 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; } TextureBox box; box.origin = Vector2f(float(glyph_origin.x + glyph.bearing.x), float(glyph_origin.y - glyph.bearing.y)); box.dimensions = Vector2f(glyph_dimensions); RMLUI_ASSERT(box.dimensions.x >= 0 && box.dimensions.y >= 0); character_boxes[character] = box; // Add the character's dimensions into the texture layout engine. texture_layout.AddRectangle((int)character, glyph_dimensions); } constexpr int max_texture_dimensions = 1024; // 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()); Character character = (Character)rectangle.GetId(); RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end()); TextureBox& box = character_boxes[character]; // Set the character's texture index. box.texture_index = rectangle.GetTextureIndex(); // Generate the character's texture coordinates. box.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x); box.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y); box.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x); box.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y); } const FontEffect* effect_ptr = effect.get(); const int handle_version = handle->GetVersion(); // Generate the textures. for (int i = 0; i < texture_layout.GetNumTextures(); ++i) { int texture_id = i; TextureCallback texture_callback = [handle, effect_ptr, texture_id, handle_version](const String& /*name*/, UniquePtr& data, Vector2i& dimensions) -> bool { bool result = handle->GenerateLayerTexture(data, dimensions, effect_ptr, texture_id, handle_version); return result; }; Texture texture; texture.Set("font-face-layer", texture_callback); textures.push_back(texture); } } return true; } // Generates the texture data for a layer (for the texture database). bool FontFaceLayer::GenerateTexture(UniquePtr& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs) { 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); Character character = (Character)rectangle.GetId(); RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end()); TextureBox& box = character_boxes[character]; if (box.texture_index != texture_id) continue; auto it = glyphs.find((Character)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; const int num_bytes_per_line = glyph.bitmap_dimensions.x * (glyph.color_format == ColorFormat::RGBA8 ? 4 : 1); for (int j = 0; j < glyph.bitmap_dimensions.y; ++j) { switch (glyph.color_format) { case ColorFormat::A8: { for (int k = 0; k < num_bytes_per_line; ++k) destination[k * 4 + 3] = source[k]; } break; case ColorFormat::RGBA8: { memcpy(destination, source, num_bytes_per_line); } break; } destination += rectangle.GetTextureStride(); source += num_bytes_per_line; } } } else { effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(box.dimensions), 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. Colourb FontFaceLayer::GetColour() const { return colour; } } // namespace Rml