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Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107)
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@ -62,6 +62,8 @@ Other changes:
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- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options.
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- Demo: example tree used by Property Editor & Selection demos properly freed
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on application closure. (#8158) [@Legulysse]
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- Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted
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for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut]
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- Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka]
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- Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience,
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when setting init_info->DescriptorPoolSize then the backend will create and manage
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6
imgui.h
6
imgui.h
@ -3230,8 +3230,8 @@ struct ImFontConfig
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float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
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int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
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int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
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bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
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bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
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ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
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const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
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float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
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@ -3389,7 +3389,7 @@ struct ImFontAtlas
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ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
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@ -2941,6 +2941,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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int total_surface = 0;
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int buf_rects_out_n = 0;
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int buf_packedchars_out_n = 0;
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const int pack_padding = atlas->TexGlyphPadding;
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for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
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{
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ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
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@ -2964,18 +2965,19 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
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const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
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const int padding = atlas->TexGlyphPadding;
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for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
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{
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int x0, y0, x1, y1;
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const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
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IM_ASSERT(glyph_index_in_font != 0);
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stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
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src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
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src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
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src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1);
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src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1);
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total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
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}
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}
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for (int i = 0; i < atlas->CustomRects.Size; i++)
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total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding);
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// We need a width for the skyline algorithm, any width!
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// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
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@ -2991,7 +2993,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
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const int TEX_HEIGHT_MAX = 1024 * 32;
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stbtt_pack_context spc = {};
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stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
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stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL);
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spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107)
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ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
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// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
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@ -3137,13 +3140,14 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
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if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
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#endif
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const int pack_padding = atlas->TexGlyphPadding;
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ImVector<stbrp_rect> pack_rects;
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pack_rects.resize(user_rects.Size);
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memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
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for (int i = 0; i < user_rects.Size; i++)
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{
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pack_rects[i].w = user_rects[i].Width;
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pack_rects[i].h = user_rects[i].Height;
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pack_rects[i].w = user_rects[i].Width + pack_padding;
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pack_rects[i].h = user_rects[i].Height + pack_padding;
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}
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stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
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for (int i = 0; i < pack_rects.Size; i++)
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@ -3151,7 +3155,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
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{
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user_rects[i].X = (unsigned short)pack_rects[i].x;
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user_rects[i].Y = (unsigned short)pack_rects[i].y;
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IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
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IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding);
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atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
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}
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}
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@ -573,6 +573,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
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// 8. Render/rasterize font characters into the texture
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int total_surface = 0;
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int buf_rects_out_n = 0;
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const int pack_padding = atlas->TexGlyphPadding;
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for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
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{
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ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
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@ -590,7 +591,6 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
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ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
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// Gather the sizes of all rectangles we will need to pack
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const int padding = atlas->TexGlyphPadding;
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for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
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{
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ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
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@ -623,6 +623,8 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
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total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
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}
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}
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for (int i = 0; i < atlas->CustomRects.Size; i++)
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total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding);
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// We need a width for the skyline algorithm, any width!
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// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
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