Пример #1
0
            internal bool pack(MaxRectsBinPack spc)
            {
                was_packed = false;
                if (w == 0 || h == 0)
                {
                    return(false);
                }

                var r = spc.Insert(w, h, MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit);

                if (r.width == 0 || r.height == 0)
                {
                    return(false);
                }

                x = (int)r.x;
                y = (int)r.y;

                was_packed = true;
                return(true);
            }
Пример #2
0
        void RenderCustomTexData(MaxRectsBinPack spc, int pass, ImVector <ImFontPackingRect> rects)
        {
            // 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 string texture_data =
                "..-         -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    -           ";

            //ImVector < stbrp_rect > &rects = *(ImVector<stbrp_rect>*)p_rects;
            if (pass == 0)
            {
                // Request rectangles
                var custom = new ImFontPackingRect();
                custom.w = TEX_DATA_W * 2 + 1;
                custom.h = TEX_DATA_H + 1;
                rects.push_back(custom);
                custom.pack(spc);
            }
            else if (pass == 1)
            {
                // Render/copy pixels
                //the first rect in rects will always be custom font data
                var r = rects[0];
                for (int y = 0, n = 0; y < TEX_DATA_H; y++)
                {
                    for (int x = 0; x < TEX_DATA_W; x++, n++)
                    {
                        int offset0 = (r.x + x) + (r.y + y) * TexWidth;
                        int offset1 = offset0 + 1 + TEX_DATA_W;
                        TexPixelsAlpha8[offset0] = (byte)(texture_data[n] == '.' ? 0xFF : 0x00);
                        TexPixelsAlpha8[offset1] = (byte)(texture_data[n] == 'X' ? 0xFF : 0x00);
                    }
                }

                ImVec2 tex_uv_scale = new ImVec2(1.0f / TexWidth, 1.0f / TexHeight);
                TexUvWhitePixel = new ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);

                //TODO: Finish render custom text
                //// Setup mouse cursors
                var cursor_datas = new ImVec2[, ]
                {
                    // Pos ........ Size ......... Offset ......
                    { new ImVec2(0, 3), new ImVec2(12, 19), new ImVec2(0, 0) },    // ImGuiMouseCursor_Arrow
                    { new ImVec2(13, 0), new ImVec2(7, 16), new ImVec2(4, 8) },    // ImGuiMouseCursor_TextInput
                    { new ImVec2(31, 0), new ImVec2(23, 23), new ImVec2(11, 11) }, // ImGuiMouseCursor_Move
                    { new ImVec2(21, 0), new ImVec2(9, 23), new ImVec2(5, 11) },   // ImGuiMouseCursor_ResizeNS
                    { new ImVec2(55, 18), new ImVec2(23, 9), new ImVec2(11, 5) },  // ImGuiMouseCursor_ResizeEW
                    { new ImVec2(73, 0), new ImVec2(17, 17), new ImVec2(9, 9) },   // ImGuiMouseCursor_ResizeNESW
                    { new ImVec2(55, 0), new ImVec2(17, 17), new ImVec2(9, 9) },   // ImGuiMouseCursor_ResizeNWSE
                };

                for (int type = 0; type < 7; type++)
                {
                    ImGuiMouseCursorData cursor_data = ImGui.Instance.State.MouseCursorData[type];
                    ImVec2 pos  = cursor_datas[type, 0] + new ImVec2((float)r.x, (float)r.y);
                    ImVec2 size = cursor_datas[type, 1];
                    cursor_data.Type        = (ImGuiMouseCursor)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;
                }
            }
        }
Пример #3
0
        //public ImRect[] PackFont(MaxRectsBinPack packer, Texture2D texture, Texture2D[] textures, int width, int height, int maxSize)
        //{
        //    if (width > maxSize && height > maxSize) return null;
        //    if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; }

        //    MaxRectsBinPack bp = new MaxRectsBinPack(width, height);
        //    ImRect[] rects = new ImRect[textures.Length];

        //    for (int i = 0; i < textures.Length; i++)
        //    {
        //        Texture2D tex = textures[i];
        //        ImRect rect = bp.Insert(tex.width, tex.height, MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit);
        //        if (rect.width == 0 || rect.height == 0)
        //        {
        //            return PackTextures(texture, textures, width * (width <= height ? 2 : 1), height * (height < width ? 2 : 1), maxSize);
        //        }
        //        rects[i] = rect;
        //    }
        //    texture.Resize(width, height);
        //    texture.SetPixels(new ImColor[width * height]);
        //    for (int i = 0; i < textures.Length; i++)
        //    {
        //        Texture2D tex = textures[i];
        //        ImRect rect = rects[i];
        //        ImColor[] colors = tex.GetPixels();

        //        if (rect.width != tex.width)
        //        {
        //            ImColor[] newColors = tex.GetPixels();

        //            for (int x = 0; x < rect.width; x++)
        //            {
        //                for (int y = 0; y < rect.height; y++)
        //                {
        //                    int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width;
        //                    newColors[x + y * (int)rect.width] = colors[prevIndex];
        //                }
        //            }

        //            colors = newColors;
        //        }

        //        texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height, colors);
        //        rect.x /= width;
        //        rect.y /= height;
        //        rect.width /= width;
        //        rect.height /= height;
        //        rects[i] = rect;
        //    }

        //    return rects;

        //}


        internal bool Build()
        {
            System.Diagnostics.Debug.Assert(ConfigData.Size > 0);

            TexID           = null;
            TexWidth        = TexHeight = 0;
            TexUvWhitePixel = new ImVec2(0, 0);
            ClearTexData();

            int total_glyph_count       = 0;
            int total_glyph_range_count = 0;

            for (int input_i = 0; input_i < ConfigData.Size; input_i++)
            {
                ImFontConfig cfg = ConfigData[input_i];
                System.Diagnostics.Debug.Assert(cfg.DstFont != null && (!cfg.DstFont.IsLoaded() || cfg.DstFont.ContainerAtlas == this));

                System.Diagnostics.Debug.Assert(cfg.FontData != null);

                // Count glyphs
                if (cfg.GlyphRanges == null)
                {
                    cfg.GlyphRanges = GetGlyphRangesDefault();
                }

                for (int in_range = 0; cfg.GlyphRanges[in_range] > 0 && cfg.GlyphRanges[in_range + 1] > 0; in_range += 2)
                {
                    total_glyph_count += (cfg.GlyphRanges[in_range + 1] - cfg.GlyphRanges[in_range]) + 1;
                    total_glyph_range_count++;
                }
            }

            // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth 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.
            TexWidth  = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
            TexHeight = 0;
            int max_tex_height = 1024 * 32;
            var spc            = new MaxRectsBinPack(TexWidth, max_tex_height, false);

            ImVector <ImFontPackingRect> rects = new ImVector <ImFontPackingRect>();

            RenderCustomTexData(spc, 0, rects);

            // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
            for (int input_i = 0; input_i < ConfigData.Size; input_i++)
            {
                ImFontConfig cfg = ConfigData[input_i];
                cfg.Face.SetPixelSizes((uint)(cfg.SizePixels * cfg.OversampleH), (uint)(cfg.SizePixels * cfg.OversampleV));
                for (int in_range = 0; cfg.GlyphRanges[in_range] > 0 && cfg.GlyphRanges[in_range + 1] > 0; in_range += 2)
                {
                    var glyphs       = new List <ImRect>((cfg.GlyphRanges[in_range + 1] - cfg.GlyphRanges[in_range]) + 1);
                    var packedGlyphs = new List <ImRect>((cfg.GlyphRanges[in_range + 1] - cfg.GlyphRanges[in_range]) + 1);
                    for (var range = cfg.GlyphRanges[in_range]; range <= cfg.GlyphRanges[in_range + 1]; range++)
                    {
                        char c = (char)range;

                        uint glyphIndex = cfg.Face.GetCharIndex(c);
                        cfg.Face.LoadGlyph(glyphIndex, LoadFlags.Default, LoadTarget.Normal);

                        //added padding to keep from bleeding
                        glyphs.Add(new ImRect(0, 0, (int)cfg.Face.Glyph.Metrics.Width + 2, (int)cfg.Face.Glyph.Metrics.Height + 2));
                        spc.Insert((int)cfg.Face.Glyph.Metrics.Width + 2, (int)cfg.Face.Glyph.Metrics.Height + 2, MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit);
                    }
                    spc.Insert(glyphs, packedGlyphs, MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit);
                    System.Diagnostics.Debug.Assert(glyphs.Count == packedGlyphs.Count);

                    for (var i = 0; i < glyphs.Count; i++)
                    {
                        var c  = (cfg.GlyphRanges[in_range] + i);
                        var g  = glyphs[i];
                        var pg = packedGlyphs[i];

                        var was_packed = pg.width > 0 && pg.height > 0;
                        var r          = new ImFontPackingRect()
                        {
                            id         = c,
                            x          = (int)pg.x + 1,
                            y          = (int)pg.y + 1,
                            w          = (int)pg.width,
                            h          = (int)pg.height,
                            was_packed = was_packed
                        };

                        if (was_packed)
                        {
                            TexHeight = ImGui.Max(TexHeight, r.y + r.h);
                        }

                        rects.push_back(r);
                    }
                }
            }

            // Create texture
            TexHeight       = ImGui.UpperPowerOfTwo(TexHeight);
            TexPixelsAlpha8 = new byte[TexWidth * TexHeight];

            for (int input_i = 0; input_i < ConfigData.Size; input_i++)
            {
                ImFontConfig cfg      = ConfigData[input_i];
                ImFont       dst_font = cfg.DstFont;

                int unscaled_ascent  = cfg.Face.Ascender,
                    unscaled_descent = cfg.Face.Descender;

                float font_scale = cfg.SizePixels / (unscaled_ascent - unscaled_descent); //taken from stbtt_ScaleForPixelHeight
                var   max_height = cfg.Face.Height * font_scale;

                float ascent  = unscaled_ascent * font_scale;
                float descent = unscaled_descent * font_scale;
                if (!cfg.MergeMode)
                {
                    dst_font.ContainerAtlas  = this;
                    dst_font.ConfigData      = cfg;
                    dst_font.ConfigDataCount = 0;
                    dst_font.FontSize        = cfg.SizePixels;
                    dst_font.Ascent          = ascent;
                    dst_font.Descent         = descent;
                    dst_font.Glyphs.resize(0);
                }

                dst_font.ConfigDataCount++;
                float off_y = (cfg.MergeMode && cfg.MergeGlyphCenterV) ? (ascent - dst_font.Ascent) * 0.5f : 0.0f;

                //render
                for (var i = 0; i < rects.Size; i++)
                {
                    var rect = rects[i];
                    //if (rect.id > 0 /*&& rect.was_packed*/)
                    {
                        var codepoint = (ushort)rect.id;
                        if (cfg.MergeMode && dst_font.HasGlyph((char)codepoint))
                        {
                            continue;
                        }

                        uint glyphIndex = cfg.Face.GetCharIndex(codepoint);
                        cfg.Face.LoadGlyph(glyphIndex, LoadFlags.Render, LoadTarget.Normal);
                        cfg.Face.Glyph.RenderGlyph(RenderMode.Normal);

                        var bmp = cfg.Face.Glyph.Bitmap;
                        for (var x = 0; x < bmp.Width; x++)
                        {
                            for (var y = 0; y < bmp.Rows; y++)
                            {
                                TexPixelsAlpha8[(rect.x + x) + ((rect.y + y) * TexWidth)] = bmp.BufferData[x + y * bmp.Pitch];
                            }
                        }
                    }
                }

                cfg.Face.SetPixelSizes((uint)cfg.SizePixels, (uint)cfg.SizePixels);

                //need to calculate origin/baseline
                var top = 0f;
                var bot = 0f;

                for (var i = 0; i < rects.Size; i++)
                {
                    var rect = rects[i];
                    //if (rect.id > 0 /*&& rect.was_packed*/)
                    {
                        var codepoint = (ushort)rect.id;
                        if (cfg.MergeMode && dst_font.HasGlyph((char)codepoint))
                        {
                            continue;
                        }

                        uint glyphIndex = cfg.Face.GetCharIndex(codepoint);
                        cfg.Face.LoadGlyph(glyphIndex, LoadFlags.ComputeMetrics, LoadTarget.Normal);
                        var glyphTop = (float)cfg.Face.Glyph.Metrics.HorizontalBearingY;
                        var glyphBot = (float)(cfg.Face.Glyph.Metrics.Height - cfg.Face.Glyph.Metrics.HorizontalBearingY);
                        if (glyphTop > top)
                        {
                            top = glyphTop;
                        }
                        if (glyphBot > bot)
                        {
                            bot = glyphBot;
                        }
                    }
                }

                //dst_font.FallbackGlyph = null; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()
                for (var i = 0; i < rects.Size; i++)
                {
                    var rect = rects[i];
                    //if (rect.id > 0 /*&& rect.was_packed*/)
                    {
                        var codepoint = (ushort)rect.id;
                        if (cfg.MergeMode && dst_font.HasGlyph((char)codepoint))
                        {
                            continue;
                        }

                        uint glyphIndex = cfg.Face.GetCharIndex(codepoint);
                        cfg.Face.LoadGlyph(glyphIndex, LoadFlags.ComputeMetrics, LoadTarget.Normal);

                        dst_font.Glyphs.resize(dst_font.Glyphs.Size + 1);
                        var glyph = dst_font.Glyphs[dst_font.Glyphs.Size - 1];
                        glyph.Codepoint = codepoint;

                        glyph.X0 = (int)cfg.Face.Glyph.Metrics.HorizontalBearingX + (float)cfg.Face.Glyph.BitmapLeft;
                        glyph.X1 = (int)cfg.Face.Glyph.Metrics.Width + glyph.X0;
                        glyph.Y0 = top - (float)cfg.Face.Glyph.Metrics.HorizontalBearingY;
                        glyph.Y1 = glyph.Y0 + (float)cfg.Face.Glyph.Metrics.Height;

                        glyph.U0 = rect.x / (float)TexWidth;
                        glyph.V0 = rect.y / (float)TexHeight;
                        glyph.U1 = (rect.x + rect.w) / (float)TexWidth;
                        glyph.V1 = (rect.y + rect.h) / (float)TexHeight;

                        glyph.XAdvance = ((int)cfg.Face.Glyph.Metrics.HorizontalAdvance + cfg.GlyphExtraSpacing.x);  // Bake spacing into XAdvance
                        if (cfg.PixelSnapH)
                        {
                            glyph.XAdvance = (int)(glyph.XAdvance + 0.5f);
                        }
                        dst_font.Glyphs[dst_font.Glyphs.Size - 1] = glyph;
                    }
                }

                cfg.DstFont.BuildLookupTable();
            }

            // Cleanup temporaries
            //ImGui::MemFree(buf_packedchars);
            //ImGui::MemFree(buf_ranges);
            //ImGui::MemFree(tmp_array);

            // Render into our custom data block
            RenderCustomTexData(spc, 1, rects);

            return(true);
        }