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- /*
- * This source file is part of RmlUi, the HTML/CSS Interface Middleware
- *
- * For the latest information, see http://github.com/mikke89/RmlUi
- *
- * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
- * Copyright (c) 2019-2023 The RmlUi Team, and contributors
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- *
- */
- #include "TextureLayoutTexture.h"
- #include "TextureDatabase.h"
- #include "TextureLayout.h"
- namespace Rml {
- TextureLayoutTexture::TextureLayoutTexture() : dimensions(0, 0) {}
- TextureLayoutTexture::~TextureLayoutTexture()
- {
- // Don't free texture data; freed in the texture loader.
- }
- Vector2i TextureLayoutTexture::GetDimensions() const
- {
- return dimensions;
- }
- int TextureLayoutTexture::Generate(TextureLayout& layout, int maximum_dimensions)
- {
- // Come up with an estimate for how big a texture we need. Calculate the total square pixels
- // required by the remaining rectangles to place, square-root it to get the dimensions of the
- // smallest texture necessary (under optimal circumstances) and round it up to the nearest
- // power of two.
- int square_pixels = 0;
- int unplaced_rectangles = 0;
- for (int i = 0; i < layout.GetNumRectangles(); ++i)
- {
- const TextureLayoutRectangle& rectangle = layout.GetRectangle(i);
- if (!rectangle.IsPlaced())
- {
- int x = rectangle.GetDimensions().x + 1;
- int y = rectangle.GetDimensions().y + 1;
- square_pixels += x * y;
- ++unplaced_rectangles;
- }
- }
- int texture_width = int(Math::SquareRoot((float)square_pixels));
- dimensions.y = Math::ToPowerOfTwo(texture_width);
- dimensions.x = dimensions.y >> 1;
- dimensions.x = Math::Min(dimensions.x, maximum_dimensions);
- dimensions.y = Math::Min(dimensions.y, maximum_dimensions);
- // Now we're layout out the rectangles in the texture. If we don't fit all the rectangles on
- // and have room to grow (ie, haven't hit the maximum texture size in both dimensions) then
- // we'll have another go with a bigger texture.
- int num_placed_rectangles = 0;
- for (;;)
- {
- bool success = true;
- int height = 1;
- while (num_placed_rectangles != unplaced_rectangles)
- {
- TextureLayoutRow row;
- int row_size = row.Generate(layout, dimensions.x, height);
- if (row_size == 0)
- {
- success = false;
- break;
- }
- height += row.GetHeight() + 1;
- if (height > dimensions.y)
- {
- // D'oh! We've exceeded our height boundaries. This row should be unplaced.
- row.Unplace();
- success = false;
- break;
- }
- rows.push_back(row);
- num_placed_rectangles += row_size;
- }
- // If the rectangles were successfully laid out within the texture limits, we're done.
- if (success)
- return num_placed_rectangles;
- // Couldn't do it! Increase the texture size, clear the rectangles and try again - unless
- // we've hit the maximum texture size, in which case return true if we've placed any
- // rectangles (ie, the layout isn't empty).
- if (dimensions.y > dimensions.x)
- dimensions.x = dimensions.y;
- else
- {
- if (dimensions.y << 1 > maximum_dimensions)
- return num_placed_rectangles;
- dimensions.y <<= 1;
- }
- // Unplace all of the glyphs we tried to place and have an other crack.
- for (size_t i = 0; i < rows.size(); i++)
- rows[i].Unplace();
- rows.clear();
- num_placed_rectangles = 0;
- }
- }
- Vector<byte> TextureLayoutTexture::AllocateTexture()
- {
- Vector<byte> texture_data;
- if (dimensions.x > 0 && dimensions.y > 0)
- {
- // Set the texture to transparent black.
- texture_data.resize(dimensions.x * dimensions.y * 4, 0);
- for (size_t i = 0; i < rows.size(); ++i)
- rows[i].Allocate(texture_data.data(), dimensions.x * 4);
- }
- return texture_data;
- }
- } // namespace Rml
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