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ImFontAtlas: Rewrote FreeType based builder.
- Fixed abnormally high atlas height. (#618) - Fixed support for any values of TexGlyphPadding (not just only 1). (#618) - Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). (#618) - Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233, #618) - Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. (#618)
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@ -1,14 +1,14 @@
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# imgui_freetype
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This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType.
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Currently not optimal and probably has some limitations or bugs.
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By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut.
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Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer).
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<br>by @vuhdo, @mikesart, @ocornut.
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**Usage**
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1. Get latest FreeType binaries or build yourself.
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### Usage
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1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`).
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2. Add imgui_freetype.h/cpp alongside your imgui sources.
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3. Include imgui_freetype.h after imgui.h.
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4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called):
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4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called):
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```cpp
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// See ImGuiFreeType::RasterizationFlags
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@ -17,13 +17,14 @@ ImGuiFreeType::BuildFontAtlas(io.Fonts, flags);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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```
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**Gamma Correct Blending**
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### Gamma Correct Blending
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FreeType assumes blending in linear space rather than gamma space.
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See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
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For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
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The default imgui styles will be impacted by this change (alpha values will need tweaking).
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**Test code Usage**
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### Test code Usage
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```cpp
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#include "misc/freetype/imgui_freetype.h"
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#include "misc/freetype/imgui_freetype.cpp"
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@ -42,16 +43,15 @@ while (true)
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if (freetype_test.UpdateRebuild())
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{
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// REUPLOAD FONT TEXTURE TO GPU
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// e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects()
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// e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects()
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}
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ImGui::NewFrame();
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freetype_test.ShowFreetypeOptionsWindow();
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...
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}
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}
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```
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**Test code**
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### Test code
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```cpp
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#include "misc/freetype/imgui_freetype.h"
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#include "misc/freetype/imgui_freetype.cpp"
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@ -61,7 +61,7 @@ struct FreeTypeTest
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enum FontBuildMode
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{
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FontBuildMode_FreeType,
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FontBuildMode_Stb,
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FontBuildMode_Stb
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};
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FontBuildMode BuildMode;
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@ -120,14 +120,7 @@ struct FreeTypeTest
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};
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```
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**Known issues**
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- Output texture has excessive resolution (lots of vertical waste).
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### Known issues
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- FreeType's memory allocator is not overridden.
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- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
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**Obligatory comparison screenshots**
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Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+.
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