mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
ImFontAtlas: Draft of an api to submit custom rectangle (not exposed). Atlas default texture chunk using it. (WIP: we are still storing mouse UV outside in GImGui)
This commit is contained in:
parent
4a7e1ff4d4
commit
d970957e2d
16
imgui.h
16
imgui.h
@ -1388,10 +1388,22 @@ struct ImFontAtlas
|
||||
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
|
||||
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
|
||||
|
||||
// Private
|
||||
// [Private] User rectangle for packing custom texture data into the atlas.
|
||||
struct CustomRect
|
||||
{
|
||||
unsigned int ID; // Input // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data
|
||||
unsigned short Width, Height; // Input // Desired rectangle dimension
|
||||
unsigned short X, Y; // Output // Packed position in Atlas
|
||||
CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; }
|
||||
bool IsPacked() const { return X != 0xFFFF; }
|
||||
};
|
||||
|
||||
// [Private] Members
|
||||
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
|
||||
ImVector<ImFontConfig> ConfigData; // Internal data
|
||||
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void RenderCustomTexData(int pass, void* rects);
|
||||
IMGUI_API int CustomRectRegister(unsigned int id, int width, int height);
|
||||
IMGUI_API void CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
|
||||
};
|
||||
|
||||
// Font runtime data and rendering
|
||||
|
224
imgui_draw.cpp
224
imgui_draw.cpp
@ -1059,6 +1059,42 @@ ImFontConfig::ImFontConfig()
|
||||
// ImFontAtlas
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0xF0000;
|
||||
const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
|
||||
{
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X"
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X"
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X"
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX"
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - "
|
||||
" X..X - X...X - X...X - X..X X..X - "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
|
||||
"------------ - X - X -X.....................X- "
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
};
|
||||
|
||||
ImFontAtlas::ImFontAtlas()
|
||||
{
|
||||
TexID = NULL;
|
||||
@ -1091,6 +1127,7 @@ void ImFontAtlas::ClearInputData()
|
||||
Fonts[i]->ConfigDataCount = 0;
|
||||
}
|
||||
ConfigData.clear();
|
||||
CustomRects.clear();
|
||||
}
|
||||
|
||||
void ImFontAtlas::ClearTexData()
|
||||
@ -1277,6 +1314,29 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
|
||||
return font;
|
||||
}
|
||||
|
||||
int ImFontAtlas::CustomRectRegister(unsigned int id, int width, int height)
|
||||
{
|
||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||
CustomRect r;
|
||||
r.ID = id;
|
||||
r.Width = (unsigned short)width;
|
||||
r.Height = (unsigned short)height;
|
||||
CustomRects.push_back(r);
|
||||
return CustomRects.Size - 1; // Return index
|
||||
}
|
||||
|
||||
void ImFontAtlas::CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
|
||||
{
|
||||
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
|
||||
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
|
||||
*out_uv_min = ImVec2((float)rect->X / TexWidth, (float)rect->Y / TexHeight);
|
||||
*out_uv_max = ImVec2((float)(rect->X + rect->Width) / TexWidth, (float)(rect->Y + rect->Height) / TexHeight);
|
||||
}
|
||||
|
||||
static void BuildPackCustomRects(ImFontAtlas* atlas, stbtt_pack_context* spc);
|
||||
static void BuildRenderDefaultTexData(ImFontAtlas* atlas);
|
||||
|
||||
bool ImFontAtlas::Build()
|
||||
{
|
||||
IM_ASSERT(ConfigData.Size > 0);
|
||||
@ -1299,7 +1359,7 @@ bool ImFontAtlas::Build()
|
||||
}
|
||||
|
||||
// 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.
|
||||
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
// Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
|
||||
TexHeight = 0;
|
||||
const int max_tex_height = 1024*32;
|
||||
@ -1307,13 +1367,10 @@ bool ImFontAtlas::Build()
|
||||
stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, TexGlyphPadding, NULL);
|
||||
|
||||
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
|
||||
ImVector<stbrp_rect> extra_rects;
|
||||
RenderCustomTexData(0, &extra_rects);
|
||||
stbtt_PackSetOversampling(&spc, 1, 1);
|
||||
stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size);
|
||||
for (int i = 0; i < extra_rects.Size; i++)
|
||||
if (extra_rects[i].was_packed)
|
||||
TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h);
|
||||
// FIXME-WIP: We should register in the constructor (but cannot because our static instances may not have allocator ready by the time they initialize). This needs to be fixed because we can expose CustomRects.
|
||||
if (CustomRects.empty())
|
||||
CustomRectRegister(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
|
||||
BuildPackCustomRects(this, &spc);
|
||||
|
||||
// Initialize font information (so we can error without any cleanup)
|
||||
struct ImFontTempBuildData
|
||||
@ -1476,100 +1533,81 @@ bool ImFontAtlas::Build()
|
||||
ImGui::MemFree(tmp_array);
|
||||
|
||||
// Render into our custom data block
|
||||
RenderCustomTexData(1, &extra_rects);
|
||||
BuildRenderDefaultTexData(this);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
|
||||
static void BuildPackCustomRects(ImFontAtlas* atlas, stbtt_pack_context* spc)
|
||||
{
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
const int TEX_DATA_W = 90;
|
||||
const int TEX_DATA_H = 27;
|
||||
const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
|
||||
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
|
||||
ImVector<stbrp_rect> pack_rects;
|
||||
pack_rects.resize(user_rects.Size);
|
||||
memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size);
|
||||
for (int i = 0; i < user_rects.Size; i++)
|
||||
{
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X"
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X"
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X"
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX"
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - "
|
||||
" X..X - X...X - X...X - X..X X..X - "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
|
||||
"------------ - X - X -X.....................X- "
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
pack_rects[i].w = user_rects[i].Width;
|
||||
pack_rects[i].h = user_rects[i].Height;
|
||||
}
|
||||
stbtt_PackSetOversampling(spc, 1, 1);
|
||||
stbrp_pack_rects((stbrp_context*)spc->pack_info, &pack_rects[0], pack_rects.Size);
|
||||
for (int i = 0; i < pack_rects.Size; i++)
|
||||
if (pack_rects[i].was_packed)
|
||||
{
|
||||
user_rects[i].X = pack_rects[i].x;
|
||||
user_rects[i].Y = pack_rects[i].y;
|
||||
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
|
||||
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
|
||||
}
|
||||
}
|
||||
|
||||
static void BuildRenderDefaultTexData(ImFontAtlas* atlas)
|
||||
{
|
||||
ImFontAtlas::CustomRect& r = atlas->CustomRects[0];
|
||||
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
|
||||
IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1);
|
||||
IM_ASSERT(r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
|
||||
IM_ASSERT(r.IsPacked());
|
||||
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
|
||||
|
||||
// Render/copy pixels
|
||||
for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
|
||||
for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
|
||||
{
|
||||
const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * atlas->TexWidth;
|
||||
const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
|
||||
atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
|
||||
atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
|
||||
}
|
||||
const ImVec2 tex_uv_scale(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
|
||||
atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y);
|
||||
|
||||
// Setup mouse cursors
|
||||
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
|
||||
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
|
||||
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
|
||||
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
|
||||
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
|
||||
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
|
||||
};
|
||||
|
||||
ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
|
||||
if (pass == 0)
|
||||
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
|
||||
{
|
||||
// Request rectangles
|
||||
stbrp_rect r;
|
||||
memset(&r, 0, sizeof(r));
|
||||
r.w = (TEX_DATA_W*2)+1;
|
||||
r.h = TEX_DATA_H+1;
|
||||
rects.push_back(r);
|
||||
}
|
||||
else if (pass == 1)
|
||||
{
|
||||
// Render/copy pixels
|
||||
const stbrp_rect& r = rects[0];
|
||||
for (int y = 0, n = 0; y < TEX_DATA_H; y++)
|
||||
for (int x = 0; x < TEX_DATA_W; x++, n++)
|
||||
{
|
||||
const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth;
|
||||
const int offset1 = offset0 + 1 + TEX_DATA_W;
|
||||
TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
|
||||
TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
|
||||
}
|
||||
const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
|
||||
TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
|
||||
|
||||
// Setup mouse cursors
|
||||
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
|
||||
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
|
||||
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
|
||||
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
|
||||
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
|
||||
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
|
||||
};
|
||||
|
||||
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
|
||||
{
|
||||
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
|
||||
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
|
||||
const ImVec2 size = cursor_datas[type][1];
|
||||
cursor_data.Type = type;
|
||||
cursor_data.Size = size;
|
||||
cursor_data.HotOffset = cursor_datas[type][2];
|
||||
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
|
||||
pos.x += TEX_DATA_W+1;
|
||||
cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
|
||||
}
|
||||
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
|
||||
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
const ImVec2 size = cursor_datas[type][1];
|
||||
cursor_data.Type = type;
|
||||
cursor_data.Size = size;
|
||||
cursor_data.HotOffset = cursor_datas[type][2];
|
||||
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
|
||||
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
|
||||
cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user