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 "FontFaceLayer.h"
  29. #include "FontFaceHandleDefault.h"
  30. namespace Rml {
  31. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  32. {
  33. effect = _effect;
  34. if (effect)
  35. colour = effect->GetColour();
  36. }
  37. FontFaceLayer::~FontFaceLayer()
  38. {}
  39. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  40. {
  41. // Clear the old layout if it exists.
  42. {
  43. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  44. // Right now we re-generate the whole thing, including textures.
  45. texture_layout = TextureLayout{};
  46. character_boxes.clear();
  47. textures.clear();
  48. }
  49. const FontGlyphMap& glyphs = handle->GetGlyphs();
  50. // Generate the new layout.
  51. if (clone)
  52. {
  53. // Clone the geometry and textures from the clone layer.
  54. character_boxes = clone->character_boxes;
  55. // Copy the cloned layer's textures.
  56. for (size_t i = 0; i < clone->textures.size(); ++i)
  57. textures.push_back(clone->textures[i]);
  58. // Request the effect (if we have one) and adjust the origins as appropriate.
  59. if (effect && !clone_glyph_origins)
  60. {
  61. for (auto& pair : glyphs)
  62. {
  63. Character character = pair.first;
  64. const FontGlyph& glyph = pair.second;
  65. auto it = character_boxes.find(character);
  66. if (it == character_boxes.end())
  67. {
  68. // This can happen if the layers have been dirtied in FontHandleDefault. We will
  69. // probably be regenerated soon, just skip the character for now.
  70. continue;
  71. }
  72. TextureBox& box = it->second;
  73. Vector2i glyph_origin(Math::RealToInteger(box.origin.x), Math::RealToInteger(box.origin.y));
  74. Vector2i glyph_dimensions(Math::RealToInteger(box.dimensions.x), Math::RealToInteger(box.dimensions.y));
  75. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  76. {
  77. box.origin.x = (float)glyph_origin.x;
  78. box.origin.y = (float)glyph_origin.y;
  79. }
  80. else
  81. box.texture_index = -1;
  82. }
  83. }
  84. }
  85. else
  86. {
  87. // Initialise the texture layout for the glyphs.
  88. character_boxes.reserve(glyphs.size());
  89. for (auto& pair : glyphs)
  90. {
  91. Character character = 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. TextureBox box;
  102. box.origin = Vector2f(float(glyph_origin.x + glyph.bearing.x), float(glyph_origin.y - glyph.bearing.y));
  103. box.dimensions = Vector2f(float(glyph_dimensions.x), float(glyph_dimensions.y));
  104. RMLUI_ASSERT(box.dimensions.x >= 0 && box.dimensions.y >= 0);
  105. character_boxes[character] = box;
  106. // Add the character's dimensions into the texture layout engine.
  107. texture_layout.AddRectangle((int)character, glyph_dimensions);
  108. }
  109. constexpr int max_texture_dimensions = 1024;
  110. // Generate the texture layout; this will position the glyph rectangles efficiently and
  111. // allocate the texture data ready for writing.
  112. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  113. return false;
  114. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  115. // appropriate and generating geometry.
  116. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  117. {
  118. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  119. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  120. Character character = (Character)rectangle.GetId();
  121. RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end());
  122. TextureBox& box = character_boxes[character];
  123. // Set the character's texture index.
  124. box.texture_index = rectangle.GetTextureIndex();
  125. // Generate the character's texture coordinates.
  126. box.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  127. box.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  128. box.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  129. box.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  130. }
  131. const FontEffect* effect_ptr = effect.get();
  132. const int handle_version = handle->GetVersion();
  133. // Generate the textures.
  134. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  135. {
  136. int texture_id = i;
  137. TextureCallback texture_callback = [handle, effect_ptr, texture_id, handle_version](const String& /*name*/, UniquePtr<const byte[]>& data, Vector2i& dimensions) -> bool {
  138. bool result = handle->GenerateLayerTexture(data, dimensions, effect_ptr, texture_id, handle_version);
  139. return result;
  140. };
  141. Texture texture;
  142. texture.Set("font-face-layer", texture_callback);
  143. textures.push_back(texture);
  144. }
  145. }
  146. return true;
  147. }
  148. // Generates the texture data for a layer (for the texture database).
  149. bool FontFaceLayer::GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs)
  150. {
  151. if (texture_id < 0 ||
  152. texture_id > texture_layout.GetNumTextures())
  153. return false;
  154. // Generate the texture data.
  155. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  156. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  157. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  158. {
  159. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  160. Character character = (Character)rectangle.GetId();
  161. RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end());
  162. TextureBox& box = character_boxes[character];
  163. if (box.texture_index != texture_id)
  164. continue;
  165. auto it = glyphs.find((Character)rectangle.GetId());
  166. if (it == glyphs.end())
  167. continue;
  168. const FontGlyph& glyph = it->second;
  169. if (effect == nullptr)
  170. {
  171. // Copy the glyph's bitmap data into its allocated texture.
  172. if (glyph.bitmap_data)
  173. {
  174. byte* destination = rectangle.GetTextureData();
  175. const byte* source = glyph.bitmap_data;
  176. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  177. {
  178. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  179. destination[k * 4 + 3] = source[k];
  180. destination += rectangle.GetTextureStride();
  181. source += glyph.bitmap_dimensions.x;
  182. }
  183. }
  184. }
  185. else
  186. {
  187. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(box.dimensions.x), Math::RealToInteger(box.dimensions.y)), rectangle.GetTextureStride(), glyph);
  188. }
  189. }
  190. return true;
  191. }
  192. // Returns the effect used to generate the layer.
  193. const FontEffect* FontFaceLayer::GetFontEffect() const
  194. {
  195. return effect.get();
  196. }
  197. // Returns on the layer's textures.
  198. const Texture* FontFaceLayer::GetTexture(int index)
  199. {
  200. RMLUI_ASSERT(index >= 0);
  201. RMLUI_ASSERT(index < GetNumTextures());
  202. return &(textures[index]);
  203. }
  204. // Returns the number of textures employed by this layer.
  205. int FontFaceLayer::GetNumTextures() const
  206. {
  207. return (int)textures.size();
  208. }
  209. // Returns the layer's colour.
  210. const Colourb& FontFaceLayer::GetColour() const
  211. {
  212. return colour;
  213. }
  214. } // namespace Rml