FontFaceLayer.cpp 8.5 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. #ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT
  34. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  35. {
  36. effect = _effect;
  37. if (effect)
  38. colour = effect->GetColour();
  39. }
  40. FontFaceLayer::~FontFaceLayer()
  41. {}
  42. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  43. {
  44. // Clear the old layout if it exists.
  45. {
  46. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  47. // Right now we re-generate the whole thing, including textures.
  48. for (auto& texture : textures)
  49. texture.RemoveDatabaseCache();
  50. texture_layout = TextureLayout{};
  51. characters.clear();
  52. textures.clear();
  53. }
  54. const FontGlyphMap& glyphs = handle->GetGlyphs();
  55. // Generate the new layout.
  56. if (clone)
  57. {
  58. // Clone the geometry and textures from the clone layer.
  59. characters = clone->characters;
  60. // Copy the cloned layer's textures.
  61. for (size_t i = 0; i < clone->textures.size(); ++i)
  62. textures.push_back(clone->textures[i]);
  63. // Request the effect (if we have one) and adjust the origins as appropriate.
  64. if (effect && !clone_glyph_origins)
  65. {
  66. for (auto& pair : glyphs)
  67. {
  68. CodePoint code_point = pair.first;
  69. const FontGlyph& glyph = pair.second;
  70. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  71. Character& character = characters[code_point];
  72. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  73. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  74. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  75. {
  76. character.origin.x = (float)glyph_origin.x;
  77. character.origin.y = (float)glyph_origin.y;
  78. }
  79. else
  80. character.texture_index = -1;
  81. }
  82. }
  83. }
  84. else
  85. {
  86. // Initialise the texture layout for the glyphs.
  87. characters.reserve(glyphs.size());
  88. for (auto& pair : glyphs)
  89. {
  90. CodePoint code_point = pair.first;
  91. const FontGlyph& glyph = pair.second;
  92. Vector2i glyph_origin(0, 0);
  93. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  94. // Adjust glyph origin / dimensions for the font effect.
  95. if (effect)
  96. {
  97. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  98. continue;
  99. }
  100. Character character;
  101. character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y));
  102. character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y);
  103. characters[code_point] = character;
  104. // Add the character's dimensions into the texture layout engine.
  105. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  106. }
  107. constexpr int max_texture_dimensions = 2048;
  108. // Generate the texture layout; this will position the glyph rectangles efficiently and
  109. // allocate the texture data ready for writing.
  110. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  111. return false;
  112. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  113. // appropriate and generating geometry.
  114. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  115. {
  116. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  117. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  118. CodePoint code_point = (CodePoint)rectangle.GetId();
  119. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  120. Character& character = characters[code_point];
  121. // Set the character's texture index.
  122. character.texture_index = rectangle.GetTextureIndex();
  123. // Generate the character's texture coordinates.
  124. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  125. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  126. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  127. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  128. }
  129. const FontEffect* effect_ptr = effect.get();
  130. const int handle_version = handle->GetVersion();
  131. // Generate the textures.
  132. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  133. {
  134. int texture_id = i;
  135. TextureCallback texture_callback = [handle, effect_ptr, texture_id, handle_version](const String& name, UniquePtr<const byte[]>& data, Vector2i& dimensions) -> bool {
  136. bool result = handle->GenerateLayerTexture(data, dimensions, effect_ptr, texture_id, handle_version);
  137. return result;
  138. };
  139. Texture texture;
  140. texture.Set("font-face-layer", texture_callback);
  141. textures.push_back(texture);
  142. }
  143. }
  144. return true;
  145. }
  146. // Generates the texture data for a layer (for the texture database).
  147. bool FontFaceLayer::GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs)
  148. {
  149. if (texture_id < 0 ||
  150. texture_id > texture_layout.GetNumTextures())
  151. return false;
  152. // Generate the texture data.
  153. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  154. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  155. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  156. {
  157. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  158. CodePoint code_point = (CodePoint)rectangle.GetId();
  159. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  160. Character& character = characters[code_point];
  161. if (character.texture_index != texture_id)
  162. continue;
  163. auto it = glyphs.find((CodePoint)rectangle.GetId());
  164. if (it == glyphs.end())
  165. continue;
  166. const FontGlyph& glyph = it->second;
  167. if (effect == nullptr)
  168. {
  169. // Copy the glyph's bitmap data into its allocated texture.
  170. if (glyph.bitmap_data)
  171. {
  172. byte* destination = rectangle.GetTextureData();
  173. const byte* source = glyph.bitmap_data;
  174. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  175. {
  176. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  177. destination[k * 4 + 3] = source[k];
  178. destination += rectangle.GetTextureStride();
  179. source += glyph.bitmap_dimensions.x;
  180. }
  181. }
  182. }
  183. else
  184. {
  185. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  186. }
  187. }
  188. return true;
  189. }
  190. // Returns the effect used to generate the layer.
  191. const FontEffect* FontFaceLayer::GetFontEffect() const
  192. {
  193. return effect.get();
  194. }
  195. // Returns on the layer's textures.
  196. const Texture* FontFaceLayer::GetTexture(int index)
  197. {
  198. RMLUI_ASSERT(index >= 0);
  199. RMLUI_ASSERT(index < GetNumTextures());
  200. return &(textures[index]);
  201. }
  202. // Returns the number of textures employed by this layer.
  203. int FontFaceLayer::GetNumTextures() const
  204. {
  205. return (int)textures.size();
  206. }
  207. // Returns the layer's colour.
  208. const Colourb& FontFaceLayer::GetColour() const
  209. {
  210. return colour;
  211. }
  212. #endif
  213. }
  214. }