egui/epaint/src/texture_atlas.rs

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use crate::{AlphaImage, ImageDelta};
#[derive(Clone, Copy, Eq, PartialEq)]
struct Rectu {
/// inclusive
min_x: usize,
/// inclusive
min_y: usize,
/// exclusive
max_x: usize,
/// exclusive
max_y: usize,
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}
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impl Rectu {
const NOTHING: Self = Self {
min_x: usize::MAX,
min_y: usize::MAX,
max_x: 0,
max_y: 0,
};
const EVERYTHING: Self = Self {
min_x: 0,
min_y: 0,
max_x: usize::MAX,
max_y: usize::MAX,
};
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}
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/// Contains font data in an atlas, where each character occupied a small rectangle.
///
/// More characters can be added, possibly expanding the texture.
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#[derive(Clone)]
pub struct TextureAtlas {
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image: AlphaImage,
/// What part of the image that is dirty
dirty: Rectu,
/// Used for when allocating new rectangles.
cursor: (usize, usize),
row_height: usize,
/// Set when someone requested more space than was available.
overflowed: bool,
}
impl TextureAtlas {
pub fn new(size: [usize; 2]) -> Self {
assert!(size[0] >= 1024, "Tiny texture atlas");
Self {
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image: AlphaImage::new(size),
dirty: Rectu::EVERYTHING,
cursor: (0, 0),
row_height: 0,
overflowed: false,
}
}
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pub fn size(&self) -> [usize; 2] {
self.image.size
}
fn max_height(&self) -> usize {
// the initial width is likely the max texture side size
self.image.width()
}
/// When this get high, it might be time to clear and start over!
pub fn fill_ratio(&self) -> f32 {
if self.overflowed {
1.0
} else {
(self.cursor.1 + self.row_height) as f32 / self.max_height() as f32
}
}
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/// Call to get the change to the image since last call.
pub fn take_delta(&mut self) -> Option<ImageDelta> {
let dirty = std::mem::replace(&mut self.dirty, Rectu::NOTHING);
if dirty == Rectu::NOTHING {
None
} else if dirty == Rectu::EVERYTHING {
Some(ImageDelta::full(self.image.clone()))
} else {
let pos = [dirty.min_x, dirty.min_y];
let size = [dirty.max_x - dirty.min_x, dirty.max_y - dirty.min_y];
let region = self.image.region(pos, size);
Some(ImageDelta::partial(pos, region))
}
}
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/// Returns the coordinates of where the rect ended up,
/// and invalidates the region.
pub fn allocate(&mut self, (w, h): (usize, usize)) -> ((usize, usize), &mut AlphaImage) {
/// On some low-precision GPUs (my old iPad) characters get muddled up
/// if we don't add some empty pixels between the characters.
/// On modern high-precision GPUs this is not needed.
const PADDING: usize = 1;
assert!(
w <= self.image.width(),
"Tried to allocate a {} wide glyph in a {} wide texture atlas",
w,
self.image.width()
);
if self.cursor.0 + w > self.image.width() {
// New row:
self.cursor.0 = 0;
self.cursor.1 += self.row_height + PADDING;
self.row_height = 0;
}
self.row_height = self.row_height.max(h);
let required_height = self.cursor.1 + self.row_height;
if required_height > self.max_height() {
// This is a bad place to be - we need to start reusing space :/
#[cfg(feature = "tracing")]
tracing::wan!("epaint texture atlas overflowed!");
self.cursor = (0, self.image.height() / 3); // Restart a bit down - the top of the atlas has too many important things in it
self.overflowed = true; // this will signal the user that we need to recreate the texture atlas next frame.
} else if resize_to_min_height(&mut self.image, required_height) {
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self.dirty = Rectu::EVERYTHING;
}
let pos = self.cursor;
self.cursor.0 += w + PADDING;
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self.dirty.min_x = self.dirty.min_x.min(pos.0);
self.dirty.min_y = self.dirty.min_y.min(pos.1);
self.dirty.max_x = self.dirty.max_x.max(pos.0 + w);
self.dirty.max_y = self.dirty.max_y.max(pos.1 + h);
(pos, &mut self.image)
}
}
fn resize_to_min_height(image: &mut AlphaImage, required_height: usize) -> bool {
while required_height >= image.height() {
image.size[1] *= 2; // double the height
}
if image.width() * image.height() > image.pixels.len() {
image.pixels.resize(image.width() * image.height(), 0);
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true
} else {
false
}
}