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/*
* This source file is part of libRocket, the HTML/CSS Interface Middleware
*
* For the latest information, see http://www.librocket.com
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
*
* 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 "precompiled.h"
#include "TextureLayoutTexture.h"
#include "../../Include/Rocket/Core/Core.h"
#include "TextureDatabase.h"
#include "TextureLayout.h"
namespace Rocket {
namespace Core {
TextureLayoutTexture::TextureLayoutTexture() : dimensions(0, 0)
{
texture_data = NULL;
}
TextureLayoutTexture::~TextureLayoutTexture()
{
// Don't free texture data; freed in the texture loader.
}
// Returns the texture's dimensions. This is only valid after the texture has been generated.
const Vector2i& TextureLayoutTexture::GetDimensions() const
{
return dimensions;
}
// Attempts to position unplaced rectangles from the layout into this texture.
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 = Math::RealToInteger(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;
}
}
// Allocates the texture.
byte* TextureLayoutTexture::AllocateTexture()
{
// Note: this object does not free this texture data. It is freed in the font texture loader.
if (dimensions.x > 0 &&
dimensions.y > 0)
{
texture_data = new byte[dimensions.x * dimensions.y * 4];
// Set the texture to transparent white.
for (int i = 0; i < dimensions.x * dimensions.y; i++)
((unsigned int*)(texture_data))[i] = 0x00ffffff;
for (size_t i = 0; i < rows.size(); ++i)
rows[i].Allocate(texture_data, dimensions.x * 4);
}
return texture_data;
}
}
}
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