FontFaceLayer.cpp 7.9 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "precompiled.h"
  29. #include "FontFaceLayer.h"
  30. #include "../../Include/RmlUi/Core/Core.h"
  31. #include "FontFaceHandle.h"
  32. namespace Rml {
  33. namespace Core {
  34. FontFaceLayer::FontFaceLayer() : colour(255, 255, 255)
  35. {
  36. handle = nullptr;
  37. }
  38. FontFaceLayer::~FontFaceLayer()
  39. {
  40. }
  41. // Generates the character and texture data for the layer.
  42. bool FontFaceLayer::Initialise(const FontFaceHandle* _handle, SharedPtr<const FontEffect> _effect, const FontFaceLayer* clone, bool deep_clone)
  43. {
  44. handle = _handle;
  45. effect = _effect;
  46. if (effect)
  47. colour = effect->GetColour();
  48. const FontGlyphMap& glyphs = handle->GetGlyphs();
  49. // Clone the geometry and textures from the clone layer.
  50. if (clone != nullptr)
  51. {
  52. // Copy the cloned layer's characters.
  53. characters = clone->characters;
  54. // Copy (and reference) the cloned layer's textures.
  55. for (size_t i = 0; i < clone->textures.size(); ++i)
  56. textures.push_back(clone->textures[i]);
  57. // Request the effect (if we have one) adjust the origins as appropriate.
  58. if (!deep_clone &&
  59. effect != nullptr)
  60. {
  61. for (auto& pair : glyphs)
  62. {
  63. CodePoint code_point = pair.first;
  64. const FontGlyph& glyph = pair.second;
  65. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  66. Character& character = characters[code_point];
  67. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  68. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  69. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  70. {
  71. character.origin.x = (float) glyph_origin.x;
  72. character.origin.y = (float) glyph_origin.y;
  73. }
  74. else
  75. character.texture_index = -1;
  76. }
  77. }
  78. }
  79. else
  80. {
  81. // Initialise the texture layout for the glyphs.
  82. characters.reserve(glyphs.size());
  83. for (auto& pair : glyphs)
  84. {
  85. CodePoint code_point = pair.first;
  86. const FontGlyph& glyph = pair.second;
  87. Vector2i glyph_origin(0, 0);
  88. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  89. // Adjust glyph origin / dimensions for the font effect.
  90. if (effect != nullptr)
  91. {
  92. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  93. continue;
  94. }
  95. Character character;
  96. character.origin = Vector2f((float) (glyph_origin.x + glyph.bearing.x), (float) (glyph_origin.y - glyph.bearing.y));
  97. character.dimensions = Vector2f((float) glyph_dimensions.x - glyph_origin.x, (float) glyph_dimensions.y - glyph_origin.y);
  98. characters[code_point] = character;
  99. // Add the character's dimensions into the texture layout engine.
  100. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  101. }
  102. constexpr int max_texture_dimensions = 1024;
  103. // Generate the texture layout; this will position the glyph rectangles efficiently and
  104. // allocate the texture data ready for writing.
  105. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  106. return false;
  107. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  108. // appropriate and generating geometry.
  109. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  110. {
  111. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  112. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  113. CodePoint code_point = (CodePoint)rectangle.GetId();
  114. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  115. Character& character = characters[code_point];
  116. // Set the character's texture index.
  117. character.texture_index = rectangle.GetTextureIndex();
  118. // Generate the character's texture coordinates.
  119. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  120. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  121. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  122. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  123. }
  124. // Generate the textures.
  125. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  126. {
  127. Texture texture;
  128. if (!texture.Load(CreateString(64, "?font::%p/%p/%d", handle, effect.get(), i)))
  129. return false;
  130. textures.push_back(texture);
  131. }
  132. }
  133. return true;
  134. }
  135. // Generates the texture data for a layer (for the texture database).
  136. bool FontFaceLayer::GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id)
  137. {
  138. if (texture_id < 0 ||
  139. texture_id > texture_layout.GetNumTextures())
  140. return false;
  141. const FontGlyphMap& glyphs = handle->GetGlyphs();
  142. // Generate the texture data.
  143. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  144. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  145. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  146. {
  147. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  148. CodePoint code_point = (CodePoint)rectangle.GetId();
  149. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  150. Character& character = characters[code_point];
  151. if (character.texture_index != texture_id)
  152. continue;
  153. auto it = glyphs.find((CodePoint)rectangle.GetId());
  154. if (it == glyphs.end())
  155. continue;
  156. const FontGlyph& glyph = it->second;
  157. if (effect == nullptr)
  158. {
  159. // Copy the glyph's bitmap data into its allocated texture.
  160. if (glyph.bitmap_data != nullptr)
  161. {
  162. byte* destination = rectangle.GetTextureData();
  163. const byte* source = glyph.bitmap_data.get();
  164. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  165. {
  166. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  167. destination[k * 4 + 3] = source[k];
  168. destination += rectangle.GetTextureStride();
  169. source += glyph.bitmap_dimensions.x;
  170. }
  171. }
  172. }
  173. else
  174. {
  175. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  176. }
  177. }
  178. return true;
  179. }
  180. // Returns the effect used to generate the layer.
  181. const FontEffect* FontFaceLayer::GetFontEffect() const
  182. {
  183. return effect.get();
  184. }
  185. // Returns on the layer's textures.
  186. const Texture* FontFaceLayer::GetTexture(int index)
  187. {
  188. RMLUI_ASSERT(index >= 0);
  189. RMLUI_ASSERT(index < GetNumTextures());
  190. return &(textures[index]);
  191. }
  192. // Returns the number of textures employed by this layer.
  193. int FontFaceLayer::GetNumTextures() const
  194. {
  195. return (int) textures.size();
  196. }
  197. // Returns the layer's colour.
  198. const Colourb& FontFaceLayer::GetColour() const
  199. {
  200. return colour;
  201. }
  202. }
  203. }