FontFaceLayer.cpp 8.2 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. #include "FontDatabaseDefault.h"
  32. namespace Rml {
  33. namespace Core {
  34. #ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT
  35. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  36. {
  37. effect = _effect;
  38. if (effect)
  39. colour = effect->GetColour();
  40. }
  41. FontFaceLayer::~FontFaceLayer()
  42. {}
  43. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  44. {
  45. // Clear the old layout if it exists.
  46. {
  47. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  48. // Right now we re-generate the whole thing, including textures.
  49. for (auto& texture : textures)
  50. texture.RemoveDatabaseCache();
  51. texture_layout = TextureLayout{};
  52. characters.clear();
  53. textures.clear();
  54. }
  55. const FontGlyphMap& glyphs = handle->GetGlyphs();
  56. // Generate the new layout.
  57. if (clone)
  58. {
  59. // Clone the geometry and textures from the clone layer.
  60. characters = clone->characters;
  61. // Copy the cloned layer's textures.
  62. for (size_t i = 0; i < clone->textures.size(); ++i)
  63. textures.push_back(clone->textures[i]);
  64. // Request the effect (if we have one) and adjust the origins as appropriate.
  65. if (effect && !clone_glyph_origins)
  66. {
  67. for (auto& pair : glyphs)
  68. {
  69. CodePoint code_point = pair.first;
  70. const FontGlyph& glyph = pair.second;
  71. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  72. Character& character = characters[code_point];
  73. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  74. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  75. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  76. {
  77. character.origin.x = (float)glyph_origin.x;
  78. character.origin.y = (float)glyph_origin.y;
  79. }
  80. else
  81. character.texture_index = -1;
  82. }
  83. }
  84. }
  85. else
  86. {
  87. // Initialise the texture layout for the glyphs.
  88. characters.reserve(glyphs.size());
  89. for (auto& pair : glyphs)
  90. {
  91. CodePoint code_point = pair.first;
  92. const FontGlyph& glyph = pair.second;
  93. Vector2i glyph_origin(0, 0);
  94. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  95. // Adjust glyph origin / dimensions for the font effect.
  96. if (effect)
  97. {
  98. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  99. continue;
  100. }
  101. Character character;
  102. character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y));
  103. character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y);
  104. characters[code_point] = character;
  105. // Add the character's dimensions into the texture layout engine.
  106. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  107. }
  108. constexpr int max_texture_dimensions = 2048;
  109. // Generate the texture layout; this will position the glyph rectangles efficiently and
  110. // allocate the texture data ready for writing.
  111. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  112. return false;
  113. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  114. // appropriate and generating geometry.
  115. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  116. {
  117. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  118. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  119. CodePoint code_point = (CodePoint)rectangle.GetId();
  120. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  121. Character& character = characters[code_point];
  122. // Set the character's texture index.
  123. character.texture_index = rectangle.GetTextureIndex();
  124. // Generate the character's texture coordinates.
  125. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  126. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  127. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  128. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  129. }
  130. // Generate the textures.
  131. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  132. {
  133. Texture texture;
  134. if (!texture.Load(CreateString(64, "?font::%p/%p/%d/%d", handle, effect.get(), i, handle->GetVersion())))
  135. return false;
  136. textures.push_back(texture);
  137. }
  138. }
  139. return true;
  140. }
  141. // Generates the texture data for a layer (for the texture database).
  142. bool FontFaceLayer::GenerateTexture(const FontGlyphMap& glyphs, UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id)
  143. {
  144. if (texture_id < 0 ||
  145. texture_id > texture_layout.GetNumTextures())
  146. return false;
  147. // Generate the texture data.
  148. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  149. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  150. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  151. {
  152. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  153. CodePoint code_point = (CodePoint)rectangle.GetId();
  154. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  155. Character& character = characters[code_point];
  156. if (character.texture_index != texture_id)
  157. continue;
  158. auto it = glyphs.find((CodePoint)rectangle.GetId());
  159. if (it == glyphs.end())
  160. continue;
  161. const FontGlyph& glyph = it->second;
  162. if (effect == nullptr)
  163. {
  164. // Copy the glyph's bitmap data into its allocated texture.
  165. if (glyph.bitmap_data)
  166. {
  167. byte* destination = rectangle.GetTextureData();
  168. const byte* source = glyph.bitmap_data;
  169. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  170. {
  171. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  172. destination[k * 4 + 3] = source[k];
  173. destination += rectangle.GetTextureStride();
  174. source += glyph.bitmap_dimensions.x;
  175. }
  176. }
  177. }
  178. else
  179. {
  180. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  181. }
  182. }
  183. return true;
  184. }
  185. // Returns the effect used to generate the layer.
  186. const FontEffect* FontFaceLayer::GetFontEffect() const
  187. {
  188. return effect.get();
  189. }
  190. // Returns on the layer's textures.
  191. const Texture* FontFaceLayer::GetTexture(int index)
  192. {
  193. RMLUI_ASSERT(index >= 0);
  194. RMLUI_ASSERT(index < GetNumTextures());
  195. return &(textures[index]);
  196. }
  197. // Returns the number of textures employed by this layer.
  198. int FontFaceLayer::GetNumTextures() const
  199. {
  200. return (int)textures.size();
  201. }
  202. // Returns the layer's colour.
  203. const Colourb& FontFaceLayer::GetColour() const
  204. {
  205. return colour;
  206. }
  207. #endif
  208. }
  209. }