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ImFontAtlas: Some shallow renaming + added an assert for clarification
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@ -1287,20 +1287,20 @@ bool ImFontAtlas::Build()
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ClearTexData();
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ClearTexData();
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// Count glyphs/ranges
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// Count glyphs/ranges
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int total_glyph_count = 0;
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int total_glyphs_count = 0;
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int total_glyph_range_count = 0;
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int total_ranges_count = 0;
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for (int input_i = 0; input_i < ConfigData.Size; input_i++)
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for (int input_i = 0; input_i < ConfigData.Size; input_i++)
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{
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{
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ImFontConfig& cfg = ConfigData[input_i];
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ImFontConfig& cfg = ConfigData[input_i];
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if (!cfg.GlyphRanges)
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if (!cfg.GlyphRanges)
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cfg.GlyphRanges = GetGlyphRangesDefault();
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cfg.GlyphRanges = GetGlyphRangesDefault();
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for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_glyph_range_count++)
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for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++)
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total_glyph_count += (in_range[1] - in_range[0]) + 1;
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total_glyphs_count += (in_range[1] - in_range[0]) + 1;
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}
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}
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// Start packing. We need a known width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
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// Start packing. We need a known width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
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// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
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// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
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TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
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TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
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TexHeight = 0;
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TexHeight = 0;
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const int max_tex_height = 1024*32;
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const int max_tex_height = 1024*32;
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stbtt_pack_context spc;
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stbtt_pack_context spc;
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@ -1337,12 +1337,12 @@ bool ImFontAtlas::Build()
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// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
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// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
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int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
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int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
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stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar));
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stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar));
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stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
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stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect));
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stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
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stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range));
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memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
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memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar));
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memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
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memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
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memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
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memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range));
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// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
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// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
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for (int input_i = 0; input_i < ConfigData.Size; input_i++)
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for (int input_i = 0; input_i < ConfigData.Size; input_i++)
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@ -1351,14 +1351,14 @@ bool ImFontAtlas::Build()
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ImFontTempBuildData& tmp = tmp_array[input_i];
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ImFontTempBuildData& tmp = tmp_array[input_i];
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// Setup ranges
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// Setup ranges
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int glyph_count = 0;
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int font_glyphs_count = 0;
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int glyph_ranges_count = 0;
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int font_ranges_count = 0;
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for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, glyph_ranges_count++)
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for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++)
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glyph_count += (in_range[1] - in_range[0]) + 1;
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font_glyphs_count += (in_range[1] - in_range[0]) + 1;
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tmp.Ranges = buf_ranges + buf_ranges_n;
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tmp.Ranges = buf_ranges + buf_ranges_n;
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tmp.RangesCount = glyph_ranges_count;
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tmp.RangesCount = font_ranges_count;
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buf_ranges_n += glyph_ranges_count;
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buf_ranges_n += font_ranges_count;
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for (int i = 0; i < glyph_ranges_count; i++)
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for (int i = 0; i < font_ranges_count; i++)
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{
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{
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const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
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const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
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stbtt_pack_range& range = tmp.Ranges[i];
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stbtt_pack_range& range = tmp.Ranges[i];
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@ -1371,9 +1371,10 @@ bool ImFontAtlas::Build()
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// Pack
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// Pack
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tmp.Rects = buf_rects + buf_rects_n;
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tmp.Rects = buf_rects + buf_rects_n;
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buf_rects_n += glyph_count;
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buf_rects_n += font_glyphs_count;
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stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
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stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
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int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
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int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
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IM_ASSERT(n == font_glyphs_count);
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stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
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stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
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// Extend texture height
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// Extend texture height
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@ -1381,9 +1382,9 @@ bool ImFontAtlas::Build()
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if (tmp.Rects[i].was_packed)
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if (tmp.Rects[i].was_packed)
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TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
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TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
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}
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}
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IM_ASSERT(buf_rects_n == total_glyph_count);
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IM_ASSERT(buf_rects_n == total_glyphs_count);
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IM_ASSERT(buf_packedchars_n == total_glyph_count);
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IM_ASSERT(buf_packedchars_n == total_glyphs_count);
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IM_ASSERT(buf_ranges_n == total_glyph_range_count);
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IM_ASSERT(buf_ranges_n == total_ranges_count);
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// Create texture
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// Create texture
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TexHeight = ImUpperPowerOfTwo(TexHeight);
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TexHeight = ImUpperPowerOfTwo(TexHeight);
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