Make font atlas packing padding configurable

This commit is contained in:
James Wallis 2017-08-15 14:11:04 +01:00 committed by GitHub
parent 01b99bbe09
commit 718f00d651
2 changed files with 4 additions and 2 deletions

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@ -1382,6 +1382,7 @@ struct ImFontAtlas
int TexWidth; // Texture width calculated during Build(). int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build(). int TexHeight; // Texture height calculated during Build().
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.

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@ -1061,6 +1061,7 @@ ImFontAtlas::ImFontAtlas()
TexPixelsAlpha8 = NULL; TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL; TexPixelsRGBA32 = NULL;
TexWidth = TexHeight = TexDesiredWidth = 0; TexWidth = TexHeight = TexDesiredWidth = 0;
TexGlyphPadding = 1;
TexUvWhitePixel = ImVec2(0, 0); TexUvWhitePixel = ImVec2(0, 0);
} }
@ -1314,13 +1315,13 @@ bool ImFontAtlas::Build()
} }
} }
// Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish. // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height. // After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512; TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
TexHeight = 0; TexHeight = 0;
const int max_tex_height = 1024*32; const int max_tex_height = 1024*32;
stbtt_pack_context spc; stbtt_pack_context spc;
stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL); stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, TexGlyphPadding, NULL);
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
ImVector<stbrp_rect> extra_rects; ImVector<stbrp_rect> extra_rects;