FontFaceLayer.cpp 8.6 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. #include <string.h>
  31. namespace Rml {
  32. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  33. {
  34. effect = _effect;
  35. if (effect)
  36. colour = effect->GetColour();
  37. }
  38. FontFaceLayer::~FontFaceLayer()
  39. {}
  40. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  41. {
  42. // Clear the old layout if it exists.
  43. {
  44. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  45. // Right now we re-generate the whole thing, including textures.
  46. texture_layout = TextureLayout{};
  47. character_boxes.clear();
  48. textures.clear();
  49. }
  50. const FontGlyphMap& glyphs = handle->GetGlyphs();
  51. // Generate the new layout.
  52. if (clone)
  53. {
  54. // Clone the geometry and textures from the clone layer.
  55. character_boxes = clone->character_boxes;
  56. // Copy the cloned layer's textures.
  57. for (size_t i = 0; i < clone->textures.size(); ++i)
  58. textures.push_back(clone->textures[i]);
  59. // Request the effect (if we have one) and adjust the origins as appropriate.
  60. if (effect && !clone_glyph_origins)
  61. {
  62. for (auto& pair : glyphs)
  63. {
  64. Character character = pair.first;
  65. const FontGlyph& glyph = pair.second;
  66. auto it = character_boxes.find(character);
  67. if (it == character_boxes.end())
  68. {
  69. // This can happen if the layers have been dirtied in FontHandleDefault. We will
  70. // probably be regenerated soon, just skip the character for now.
  71. continue;
  72. }
  73. TextureBox& box = it->second;
  74. Vector2i glyph_origin = Vector2i(box.origin);
  75. Vector2i glyph_dimensions = Vector2i(box.dimensions);
  76. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  77. box.origin = Vector2f(glyph_origin);
  78. else
  79. box.texture_index = -1;
  80. }
  81. }
  82. }
  83. else
  84. {
  85. // Initialise the texture layout for the glyphs.
  86. character_boxes.reserve(glyphs.size());
  87. for (auto& pair : glyphs)
  88. {
  89. Character character = 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. if (glyph_dimensions == Vector2i(0, 0))
  100. continue;
  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(glyph_dimensions);
  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. const int num_bytes_per_line = glyph.bitmap_dimensions.x * (glyph.color_format == ColorFormat::RGBA8 ? 4 : 1);
  177. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  178. {
  179. switch (glyph.color_format)
  180. {
  181. case ColorFormat::A8:
  182. {
  183. for (int k = 0; k < num_bytes_per_line; ++k)
  184. destination[k * 4 + 3] = source[k];
  185. }
  186. break;
  187. case ColorFormat::RGBA8:
  188. {
  189. memcpy(destination, source, num_bytes_per_line);
  190. }
  191. break;
  192. }
  193. destination += rectangle.GetTextureStride();
  194. source += num_bytes_per_line;
  195. }
  196. }
  197. }
  198. else
  199. {
  200. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(box.dimensions), rectangle.GetTextureStride(), glyph);
  201. }
  202. }
  203. return true;
  204. }
  205. // Returns the effect used to generate the layer.
  206. const FontEffect* FontFaceLayer::GetFontEffect() const
  207. {
  208. return effect.get();
  209. }
  210. // Returns on the layer's textures.
  211. const Texture* FontFaceLayer::GetTexture(int index)
  212. {
  213. RMLUI_ASSERT(index >= 0);
  214. RMLUI_ASSERT(index < GetNumTextures());
  215. return &(textures[index]);
  216. }
  217. // Returns the number of textures employed by this layer.
  218. int FontFaceLayer::GetNumTextures() const
  219. {
  220. return (int)textures.size();
  221. }
  222. // Returns the layer's colour.
  223. Colourb FontFaceLayer::GetColour() const
  224. {
  225. return colour;
  226. }
  227. } // namespace Rml