// TODO: `TextureData` or similar? /// An 8-bit texture containing font data. #[derive(Clone, Default)] pub struct Texture { /// e.g. a hash of the data. Use this to detect changes! /// If the texture changes, this too will change. pub version: u64, pub width: usize, pub height: usize, /// White color with the given alpha (linear space 0-255). pub pixels: Vec, } impl Texture { /// Returns the textures as `sRGBA` premultiplied pixels, row by row, top to bottom. pub fn srgba_pixels(&'_ self) -> impl Iterator + '_ { use super::Color32; let srgba_from_luminance_lut: Vec = (0..=255).map(Color32::from_white_alpha).collect(); self.pixels .iter() .map(move |&l| srgba_from_luminance_lut[l as usize]) } } impl std::ops::Index<(usize, usize)> for Texture { type Output = u8; fn index(&self, (x, y): (usize, usize)) -> &u8 { assert!(x < self.width); assert!(y < self.height); &self.pixels[y * self.width + x] } } impl std::ops::IndexMut<(usize, usize)> for Texture { fn index_mut(&mut self, (x, y): (usize, usize)) -> &mut u8 { assert!(x < self.width); assert!(y < self.height); &mut self.pixels[y * self.width + x] } } /// Contains font data in an atlas, where each character occupied a small rectangle. /// /// More characters can be added, possibly expanding the texture. #[derive(Clone, Default)] pub struct TextureAtlas { texture: Texture, /// Used for when allocating new rectangles. cursor: (usize, usize), row_height: usize, } impl TextureAtlas { pub fn new(width: usize, height: usize) -> Self { Self { texture: Texture { version: 0, width, height, pixels: vec![0; width * height], }, ..Default::default() } } pub fn texture(&self) -> &Texture { &self.texture } pub fn texture_mut(&mut self) -> &mut Texture { self.texture.version += 1; &mut self.texture } /// Returns the coordinates of where the rect ended up. pub fn allocate(&mut self, (w, h): (usize, usize)) -> (usize, usize) { /// 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.texture.width); if self.cursor.0 + w > self.texture.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); while self.cursor.1 + self.row_height >= self.texture.height { self.texture.height *= 2; } if self.texture.width * self.texture.height > self.texture.pixels.len() { self.texture .pixels .resize(self.texture.width * self.texture.height, 0); } let pos = self.cursor; self.cursor.0 += w + PADDING; self.texture.version += 1; (pos.0 as usize, pos.1 as usize) } }