add glyph atlas class

This commit is contained in:
Konstantin Käfer
2014-02-04 16:22:13 +01:00
parent bdfa761c39
commit f0b821dff9
2 changed files with 183 additions and 0 deletions

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#ifndef LLMR_GEOMETRY_GLYPH_ATLAS
#define LLMR_GEOMETRY_GLYPH_ATLAS
#include <llmr/geometry/binpack.hpp>
#include <string>
#include <set>
#include <map>
namespace llmr {
class Glyph {
public:
uint32_t id = 0;
std::string bitmap;
uint16_t width = 0;
uint16_t height = 0;
};
class GlyphAtlas {
public:
private:
struct GlyphValue {
GlyphValue(const Rect<uint16_t>& rect, uint64_t id)
: rect(rect), ids({ id }) {}
Rect<uint16_t> rect;
std::set<uint64_t> ids;
};
public:
GlyphAtlas(uint16_t width, uint16_t height);
~GlyphAtlas();
Rect<uint16_t> addGlyph(uint64_t tile_id, const std::string& face_name,
const Glyph& glyph, uint8_t buffer);
void removeGlyphs(uint64_t tile_id);
void bind();
private:
const uint16_t width = 0;
const uint16_t height = 0;
BinPack<uint16_t> bin;
std::map<std::string, std::map<uint32_t, GlyphValue>> index;
char *const data = NULL;
bool dirty = true;
uint32_t texture = 0;
};
};
#endif

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#include <llmr/geometry/glyph_atlas.hpp>
#include <llmr/platform/gl.hpp>
#include <cassert>
#include <algorithm>
using namespace llmr;
GlyphAtlas::GlyphAtlas(uint16_t width, uint16_t height)
: width(width),
height(height),
bin(width, height),
data(new char[width *height]) {
}
GlyphAtlas::~GlyphAtlas() {
delete[] data;
}
Rect<uint16_t> GlyphAtlas::addGlyph(uint64_t tile_id, const std::string& face_name,
const Glyph& glyph, uint8_t buffer) {
std::map<uint32_t, GlyphValue>& face = index[face_name];
std::map<uint32_t, GlyphValue>::iterator it = face.find(glyph.id);
// The glyph is already in this texture.
if (it != face.end()) {
GlyphValue& value = it->second;
value.ids.insert(tile_id);
return value.rect;
}
// The glyph bitmap has zero width.
if (!glyph.width) {
return { 0, 0, 0, 0 };
}
uint16_t buffered_width = glyph.width + buffer * 2;
uint16_t buffered_height = glyph.height + buffer * 2;
// Add a 1px border around every image.
uint16_t pack_width = buffered_width;
uint16_t pack_height = buffered_height;
// Increase to next number divisible by 4, but at least 1.
// This is so we can scale down the texture coordinates and pack them
// into 2 bytes rather than 4 bytes.
pack_width += (4 - pack_width % 4);
pack_height += (4 - pack_height % 4);
Rect<uint16_t> rect = bin.allocate(pack_width, pack_height);
if (rect.w == 0) {
fprintf(stderr, "glyph bitmap overflow");
return rect;
}
assert(rect.x + rect.w <= width);
assert(rect.y + rect.h <= height);
face.emplace(glyph.id, GlyphValue { rect, tile_id });
// Copy the bitmap
char *target = data;
const char *source = glyph.bitmap.data();
for (uint32_t y = 0; y < buffered_height; y++) {
uint32_t y1 = width * (rect.y + y) + rect.x;
uint32_t y2 = buffered_width * y;
for (uint32_t x = 0; x < buffered_width; x++) {
target[y1 + x] = source[y2 + x];
}
}
dirty = true;
return rect;
}
void GlyphAtlas::removeGlyphs(uint64_t tile_id) {
for (auto& faces : index) {
std::map<uint32_t, GlyphValue>& face = faces.second;
for (auto it = face.begin(); it != face.end(); /* we advance in the body */) {
GlyphValue& value = it->second;
value.ids.erase(tile_id);
if (!value.ids.size()) {
const Rect<uint16_t>& rect = value.rect;
// Clear out the bitmap.
char *target = data;
for (uint32_t y = 0; y < rect.h; y++) {
uint32_t y1 = width * (rect.y + y) + rect.x;
for (uint32_t x = 0; x < rect.w; x++) {
target[y1 + x] = 0;
}
}
dirty = true;
bin.release(rect);
// Make sure to post-increment the iterator: This will return the
// current iterator, but will go to the next position before we
// erase the element from the map. That way, the iterator stays
// valid.
face.erase(it++);
} else {
++it;
}
}
}
}
void GlyphAtlas::bind() {
if (!texture) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
glBindTexture(GL_TEXTURE_2D, texture);
}
if (dirty) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
dirty = false;
}
};