Fonts: misc tidying up.

This commit is contained in:
ocornut
2025-04-09 17:16:40 +02:00
parent d789263e08
commit e8035b94e5

View File

@@ -3451,11 +3451,10 @@ void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, in
static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas, bool add_and_draw)
{
ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
// Pack and store identifier so we can refresh UV coordinates on texture resize.
// FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
ImFontAtlasBuilder* builder = atlas->Builder;
ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
if (add_and_draw)
builder->PackIdMouseCursors = ImFontAtlasPackAddRect(atlas, pack_size.x, pack_size.y);
@@ -3480,8 +3479,10 @@ static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas, bool add_and_
ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.');
ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X');
}
ImFontAtlasTextureBlockQueueUpload(atlas, atlas->TexData, r.x, r.y, r.w, r.h);
}
ImFontAtlasTextureBlockQueueUpload(atlas, atlas->TexData, r.x, r.y, r.w, r.h);
// Refresh UV coordinates
atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
}
@@ -3490,71 +3491,64 @@ static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas, bool add_and_
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
return;
ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
// Pack and store identifier so we can refresh UV coordinates on texture resize.
ImTextureData* tex = atlas->TexData;
ImFontAtlasBuilder* builder = atlas->Builder;
ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
if (add_and_draw)
builder->PackIdLinesTexData = ImFontAtlasPackAddRect(atlas, pack_size.x, pack_size.y);
if (builder->PackIdLinesTexData == ImFontAtlasRectId_Invalid)
return;
ImFontAtlasRect r;
atlas->GetCustomRect(builder->PackIdLinesTexData, &r);
// Register texture region for thick lines
// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
ImTextureData* tex = atlas->TexData;
for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
{
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
int y = n;
int line_width = n;
int pad_left = (r.w - line_width) / 2;
int pad_right = r.w - (pad_left + line_width);
const int y = n;
const int line_width = n;
const int pad_left = (r.w - line_width) / 2;
const int pad_right = r.w - (pad_left + line_width);
IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
// Write each slice
IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
if (add_and_draw)
if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
{
switch (tex->Format)
{
case ImTextureFormat_Alpha8:
{
ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
break;
}
case ImTextureFormat_RGBA32:
{
ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
}
else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
{
ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
for (int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
break;
}
}
for (int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
// Refresh UV coordinates
ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}
ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h);
if (add_and_draw)
ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h);
}
//-----------------------------------------------------------------------------------------------------------------------------