FontFaceLayer.cpp 8.4 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 "FontFaceHandleDefault.h"
  31. namespace Rml {
  32. namespace Core {
  33. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  34. {
  35. effect = _effect;
  36. if (effect)
  37. colour = effect->GetColour();
  38. }
  39. FontFaceLayer::~FontFaceLayer()
  40. {}
  41. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  42. {
  43. // Clear the old layout if it exists.
  44. {
  45. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  46. // Right now we re-generate the whole thing, including textures.
  47. for (auto& texture : textures)
  48. texture.RemoveDatabaseCache();
  49. texture_layout = TextureLayout{};
  50. characters.clear();
  51. textures.clear();
  52. }
  53. const FontGlyphMap& glyphs = handle->GetGlyphs();
  54. // Generate the new layout.
  55. if (clone)
  56. {
  57. // Clone the geometry and textures from the clone layer.
  58. characters = clone->characters;
  59. // Copy the cloned layer's textures.
  60. for (size_t i = 0; i < clone->textures.size(); ++i)
  61. textures.push_back(clone->textures[i]);
  62. // Request the effect (if we have one) and adjust the origins as appropriate.
  63. if (effect && !clone_glyph_origins)
  64. {
  65. for (auto& pair : glyphs)
  66. {
  67. CodePoint code_point = pair.first;
  68. const FontGlyph& glyph = pair.second;
  69. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  70. Character& character = characters[code_point];
  71. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  72. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  73. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  74. {
  75. character.origin.x = (float)glyph_origin.x;
  76. character.origin.y = (float)glyph_origin.y;
  77. }
  78. else
  79. character.texture_index = -1;
  80. }
  81. }
  82. }
  83. else
  84. {
  85. // Initialise the texture layout for the glyphs.
  86. characters.reserve(glyphs.size());
  87. for (auto& pair : glyphs)
  88. {
  89. CodePoint code_point = pair.first;
  90. const FontGlyph& glyph = pair.second;
  91. Vector2i glyph_origin(0, 0);
  92. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  93. // Adjust glyph origin / dimensions for the font effect.
  94. if (effect)
  95. {
  96. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  97. continue;
  98. }
  99. Character character;
  100. character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y));
  101. character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y);
  102. characters[code_point] = character;
  103. // Add the character's dimensions into the texture layout engine.
  104. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  105. }
  106. constexpr int max_texture_dimensions = 2048;
  107. // Generate the texture layout; this will position the glyph rectangles efficiently and
  108. // allocate the texture data ready for writing.
  109. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  110. return false;
  111. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  112. // appropriate and generating geometry.
  113. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  114. {
  115. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  116. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  117. CodePoint code_point = (CodePoint)rectangle.GetId();
  118. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  119. Character& character = characters[code_point];
  120. // Set the character's texture index.
  121. character.texture_index = rectangle.GetTextureIndex();
  122. // Generate the character's texture coordinates.
  123. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  124. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  125. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  126. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  127. }
  128. const FontEffect* effect_ptr = effect.get();
  129. const int handle_version = handle->GetVersion();
  130. // Generate the textures.
  131. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  132. {
  133. int texture_id = i;
  134. TextureCallback texture_callback = [handle, effect_ptr, texture_id, handle_version](const String& name, UniquePtr<const byte[]>& data, Vector2i& dimensions) -> bool {
  135. bool result = handle->GenerateLayerTexture(data, dimensions, effect_ptr, texture_id, handle_version);
  136. return result;
  137. };
  138. Texture texture;
  139. texture.Set("font-face-layer", texture_callback);
  140. textures.push_back(texture);
  141. }
  142. }
  143. return true;
  144. }
  145. // Generates the texture data for a layer (for the texture database).
  146. bool FontFaceLayer::GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs)
  147. {
  148. if (texture_id < 0 ||
  149. texture_id > texture_layout.GetNumTextures())
  150. return false;
  151. // Generate the texture data.
  152. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  153. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  154. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  155. {
  156. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  157. CodePoint code_point = (CodePoint)rectangle.GetId();
  158. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  159. Character& character = characters[code_point];
  160. if (character.texture_index != texture_id)
  161. continue;
  162. auto it = glyphs.find((CodePoint)rectangle.GetId());
  163. if (it == glyphs.end())
  164. continue;
  165. const FontGlyph& glyph = it->second;
  166. if (effect == nullptr)
  167. {
  168. // Copy the glyph's bitmap data into its allocated texture.
  169. if (glyph.bitmap_data)
  170. {
  171. byte* destination = rectangle.GetTextureData();
  172. const byte* source = glyph.bitmap_data;
  173. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  174. {
  175. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  176. destination[k * 4 + 3] = source[k];
  177. destination += rectangle.GetTextureStride();
  178. source += glyph.bitmap_dimensions.x;
  179. }
  180. }
  181. }
  182. else
  183. {
  184. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  185. }
  186. }
  187. return true;
  188. }
  189. // Returns the effect used to generate the layer.
  190. const FontEffect* FontFaceLayer::GetFontEffect() const
  191. {
  192. return effect.get();
  193. }
  194. // Returns on the layer's textures.
  195. const Texture* FontFaceLayer::GetTexture(int index)
  196. {
  197. RMLUI_ASSERT(index >= 0);
  198. RMLUI_ASSERT(index < GetNumTextures());
  199. return &(textures[index]);
  200. }
  201. // Returns the number of textures employed by this layer.
  202. int FontFaceLayer::GetNumTextures() const
  203. {
  204. return (int)textures.size();
  205. }
  206. // Returns the layer's colour.
  207. const Colourb& FontFaceLayer::GetColour() const
  208. {
  209. return colour;
  210. }
  211. }
  212. }