Files
FlaxEngine/Source/Engine/Render2D/FontTextureAtlas.cpp
2024-06-21 16:24:47 +02:00

239 lines
6.9 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "FontTextureAtlas.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Graphics/PixelFormat.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Async/GPUTask.h"
REGISTER_BINARY_ASSET(FontTextureAtlas, "FlaxEngine.FontTextureAtlas", true);
FontTextureAtlas::FontTextureAtlas(const SpawnParams& params, const AssetInfo* info)
: Texture(params, info)
, _width(0)
, _height(0)
, _isDirty(true)
{
}
uint32 FontTextureAtlas::GetPaddingAmount() const
{
return _paddingStyle == NoPadding ? 0 : 1;
}
void FontTextureAtlas::Setup(PixelFormat format, PaddingStyle paddingStyle)
{
_format = format;
_bytesPerPixel = PixelFormatExtensions::SizeInBytes(format);
_paddingStyle = paddingStyle;
}
void FontTextureAtlas::Init(uint32 width, uint32 height)
{
// Setup
_width = width;
_height = height;
const uint32 padding = GetPaddingAmount() * 2; // Double the padding so each slot has own border around it
_atlas.Init(_width, _height, padding);
_isDirty = false;
// Reserve upload data memory
_data.Resize(_width * _height * _bytesPerPixel, false);
Platform::MemoryClear(_data.Get(), _data.Capacity());
}
FontTextureAtlasSlot* FontTextureAtlas::AddEntry(uint32 width, uint32 height, const Array<byte>& data)
{
if (width == 0 || height == 0)
return nullptr;
// Try to find slot for the texture
FontTextureAtlasSlot* slot = nullptr;
for (int32 i = 0; i < _freeSlots.Count(); i++)
{
FontTextureAtlasSlot* e = _freeSlots[i];
if (e->Width == width && e->Height == height)
{
slot = e;
_freeSlots.RemoveAt(i);
break;
}
}
if (!slot)
{
slot = _atlas.Insert(width, height);
}
if (slot)
{
// Copy data to into the atlas memory
CopyDataIntoSlot(slot, data);
_isDirty = true;
}
return slot;
}
bool FontTextureAtlas::Invalidate(const FontTextureAtlasSlot* slot)
{
if (slot)
{
// Push back to free slots list to be used on the next insert (in theory slot handle is still valid but we keep it free)
_freeSlots.AddUnique((FontTextureAtlasSlot*)slot);
return true;
}
return false;
}
bool FontTextureAtlas::Invalidate(uint32 x, uint32 y, uint32 width, uint32 height)
{
for (const FontTextureAtlasSlot& node : _atlas.Nodes)
{
if (node.X == x && node.Y == y && node.Width == width && node.Height == height)
return Invalidate(&node);
}
return false;
}
void FontTextureAtlas::CopyDataIntoSlot(const FontTextureAtlasSlot* slot, const Array<byte>& data)
{
RowData rowData;
rowData.DstData = _data.Get() + (slot->Y * _width + slot->X) * _bytesPerPixel;
rowData.SrcData = data.Get();
rowData.DstWidth = _width;
rowData.SrcWidth = slot->Width;
rowData.Padding = GetPaddingAmount();
// Start with padding
if (rowData.Padding > 0)
{
rowData.SrcRow = 0;
rowData.DstRow = -1;
if (_paddingStyle == DilateBorder)
copyRow(rowData);
else
zeroRow(rowData);
}
// Actual data copy
for (uint32 row = 0; row < slot->Height; row++)
{
rowData.SrcRow = row;
rowData.DstRow = row;
copyRow(rowData);
}
// Finish with padding
if (rowData.Padding > 0)
{
rowData.SrcRow = slot->Height - 1;
rowData.DstRow = slot->Height;
if (_paddingStyle == DilateBorder)
copyRow(rowData);
else
zeroRow(rowData);
}
}
byte* FontTextureAtlas::GetSlotData(const FontTextureAtlasSlot* slot, uint32& width, uint32& height, uint32& stride)
{
width = slot->Width;
height = slot->Height;
stride = _width * _bytesPerPixel;
return &_data[slot->Y * _width * _bytesPerPixel + slot->X * _bytesPerPixel];
}
void FontTextureAtlas::copyRow(const RowData& copyRowData) const
{
const byte* srcData = (const byte*)((intptr)copyRowData.SrcData + (intptr)copyRowData.SrcRow * copyRowData.SrcWidth * _bytesPerPixel);
byte* dstData = (byte*)((intptr)copyRowData.DstData + (intptr)copyRowData.DstRow * copyRowData.DstWidth * _bytesPerPixel);
Platform::MemoryCopy(dstData, srcData, copyRowData.SrcWidth * _bytesPerPixel);
if (copyRowData.Padding > 0)
{
const uint32 padSize = copyRowData.Padding * _bytesPerPixel;
byte* dstPaddingPixelLeft = (byte*)((intptr)copyRowData.DstData + (intptr)copyRowData.DstRow * copyRowData.DstWidth * _bytesPerPixel - padSize);
byte* dstPaddingPixelRight = dstPaddingPixelLeft + copyRowData.SrcWidth * _bytesPerPixel + padSize;
if (_paddingStyle == DilateBorder)
{
// Dilate left and right sides of the padded row
const byte* firstPixel = srcData;
const byte* lastPixel = srcData + (copyRowData.SrcWidth - 1) * _bytesPerPixel;
Platform::MemoryCopy(dstPaddingPixelLeft, firstPixel, padSize);
Platform::MemoryCopy(dstPaddingPixelRight, lastPixel, padSize);
}
else
{
// Clear left and right sides of the padded row
Platform::MemoryClear(dstPaddingPixelLeft, padSize);
Platform::MemoryClear(dstPaddingPixelRight, padSize);
}
}
}
void FontTextureAtlas::zeroRow(const RowData& copyRowData) const
{
byte* dstData = (byte*)((intptr)copyRowData.DstData + (intptr)copyRowData.DstRow * copyRowData.DstWidth * _bytesPerPixel);
uint32 dstSize = copyRowData.SrcWidth * _bytesPerPixel;
if (copyRowData.Padding > 0)
{
// Extend clear by left and right borders of the padded row
const uint32 padSize = copyRowData.Padding * _bytesPerPixel;
dstData -= padSize;
dstSize += padSize * 2;
}
Platform::MemoryClear(dstData, dstSize);
}
void FontTextureAtlas::unload(bool isReloading)
{
Texture::unload(isReloading);
Clear();
_data.Resize(0);
}
void FontTextureAtlas::Clear()
{
_freeSlots.Clear();
_atlas.Clear();
}
void FontTextureAtlas::Flush()
{
if (_isDirty)
{
EnsureTextureCreated();
// Upload data to the GPU
BytesContainer data;
data.Link(_data);
auto task = _texture->UploadMipMapAsync(data, 0);
if (task)
task->Start();
// Clear dirty flag
_isDirty = false;
}
}
void FontTextureAtlas::EnsureTextureCreated() const
{
if (_texture->IsAllocated() == false)
{
// Initialize atlas texture
if (_texture->Init(GPUTextureDescription::New2D(_width, _height, 1, _format, GPUTextureFlags::ShaderResource)))
{
LOG(Warning, "Cannot initialize font atlas texture.");
}
}
}
bool FontTextureAtlas::HasDataSyncWithGPU() const
{
return _isDirty == false;
}