Merge pull request #1282 from jadwallis/master
ImFontAtlas: Make font atlas padding between packed glyphs configurable
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f827c8448a
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imgui.h
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imgui.h
@ -1382,6 +1382,7 @@ struct ImFontAtlas
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int TexWidth; // Texture width calculated during Build().
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int TexHeight; // Texture height calculated during Build().
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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.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
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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()
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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TexWidth = TexHeight = TexDesiredWidth = 0;
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TexGlyphPadding = 1;
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TexUvWhitePixel = ImVec2(0, 0);
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}
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@ -1314,13 +1315,13 @@ bool ImFontAtlas::Build()
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}
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}
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// 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.
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// 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.
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// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
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TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
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TexHeight = 0;
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const int max_tex_height = 1024*32;
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stbtt_pack_context spc;
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stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
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stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, TexGlyphPadding, NULL);
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// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
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ImVector<stbrp_rect> extra_rects;
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