// Generate texture layout for all unplaced characters bool FontFaceLayer::GenerateLayout() { int prior_num_rectangles = texture_layout.GetNumRectangles(); int prior_num_textures = texture_layout.GetNumTextures(); // Generate the texture layout; this will position the glyph rectangles efficiently and // allocate the texture data ready for writing. if (!texture_layout.GenerateLayout(512)) return false; // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as // appropriate and generating geometry. int rectangle_count = texture_layout.GetNumRectangles(); for (int i = prior_num_rectangles; i < rectangle_count; ++i) { TextureLayoutRectangle* rectangle = texture_layout.GetRectangle(i); Character* character = characters[(word) rectangle->GetId()]; if (!character) continue; const TextureLayoutTexture* texture = texture_layout.GetTexture(rectangle->GetTextureIndex()); // Set the character's texture index. character->texture_index = rectangle->GetTextureIndex(); // Generate the character's texture coordinates. character->texcoords[0].x = float(rectangle->GetPosition().x) / float(texture->GetDimensions().x); character->texcoords[0].y = float(rectangle->GetPosition().y) / float(texture->GetDimensions().y); character->texcoords[1].x = float(rectangle->GetPosition().x + rectangle->GetDimensions().x) / float(texture->GetDimensions().x); character->texcoords[1].y = float(rectangle->GetPosition().y + rectangle->GetDimensions().y) / float(texture->GetDimensions().y); } if (prior_num_textures > 0 && prior_num_rectangles != rectangle_count) textures[prior_num_textures-1]->Update(); // Generate the textures. int texture_count = texture_layout.GetNumTextures(); for (int i = prior_num_textures; i < texture_count; ++i) { Texture* texture = new Texture(); if (!texture->Load(String(64, "?font::%p/%p/%d/%p", handle, effect, i, texture_layout.GetTexture(i)))) { delete texture; return false; } textures.push_back(texture); } return true; }
TextureLayout& TextureLayout::operator+=(const TextureLayout &layout) { const int texture_size = GetNumTextures(); for (TextureList::const_iterator i = layout.textures.begin(); i != layout.textures.end(); ++i) { TextureLayoutTexture *texture = *i; texture->AddReference(); textures.push_back(texture); } for (RectangleList::const_iterator i = layout.rectangles.begin(); i != layout.rectangles.end(); ++i) { TextureLayoutRectangle *rect = *i; rect->AddReference(); rect->Place(texture_size + rect->GetTextureIndex(), rect->GetPosition()); rectangles.push_back(rect); } return *this; }