Merge pull request #3979 from Tyriar/3977

Implement improved texture packing strategy
This commit is contained in:
Daniel Imms
2022-07-30 22:58:12 -07:00
committed by GitHub
@@ -45,6 +45,12 @@ const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
const TMP_CANVAS_GLYPH_PADDING = 2;
interface ICharAtlasActiveRow {
x: number;
y: number;
height: number;
}
export class WebglCharAtlas implements IDisposable {
private _didWarmUp: boolean = false;
@@ -59,13 +65,22 @@ export class WebglCharAtlas implements IDisposable {
// A temporary context that glyphs are drawn to before being transfered to the atlas.
private _tmpCtx: CanvasRenderingContext2D;
// Since glyphs are expected to be around the same height, the packing
// strategy used it to fill a row with glyphs while keeping track of the
// tallest glyph in the row. Once the row is full a new row is started at
// (0,lastRow+lastRowTallestGlyph).
private _currentRowY: number = 0;
private _currentRowX: number = 0;
private _currentRowHeight: number = 0;
// Texture atlas current positioning data. The texture packing strategy used is to fill from
// left-to-right and top-to-bottom. When the glyph being written is less than half of the current
// row's height, the following happens:
//
// - The current row becomes the fixed height row A
// - A new fixed height row B the exact size of the glyph is created below the current row
// - A new dynamic height current row is created below B
//
// This strategy does a good job preventing space being wasted for very short glyphs such as
// underscores, hyphens etc. or those with underlines rendered.
private _currentRow: ICharAtlasActiveRow = {
x: 0,
y: 0,
height: 0
};
private readonly _fixedRows: ICharAtlasActiveRow[] = [];
public hasCanvasChanged = false;
@@ -118,7 +133,7 @@ export class WebglCharAtlas implements IDisposable {
}
public beginFrame(): boolean {
if (this._currentRowY > TEXTURE_CAPACITY) {
if (this._currentRow.y > TEXTURE_CAPACITY) {
this.clearTexture();
this.warmUp();
return true;
@@ -127,15 +142,16 @@ export class WebglCharAtlas implements IDisposable {
}
public clearTexture(): void {
if (this._currentRowX === 0 && this._currentRowY === 0) {
if (this._currentRow.x === 0 && this._currentRow.y === 0) {
return;
}
this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
this._cacheMap = {};
this._cacheMapCombined = {};
this._currentRowHeight = 0;
this._currentRowX = 0;
this._currentRowY = 0;
this._currentRow.x = 0;
this._currentRow.y = 0;
this._currentRow.height = 0;
this._fixedRows.length = 0;
this._didWarmUp = false;
}
@@ -580,22 +596,66 @@ export class WebglCharAtlas implements IDisposable {
const rasterizedGlyph = this._findGlyphBoundingBox(imageData, this._workBoundingBox, allowedWidth, powerLineGlyph, drawSuccess);
const clippedImageData = this._clipImageData(imageData, this._workBoundingBox);
// Check if there is enough room in the current row and go to next if needed
if (this._currentRowX + rasterizedGlyph.size.x > TEXTURE_WIDTH) {
this._currentRowX = 0;
this._currentRowY += this._currentRowHeight;
this._currentRowHeight = 0;
// Find the best atlas row to use
let activeRow: ICharAtlasActiveRow;
while (true) {
// Select the ideal existing row, preferring fixed rows over the current row
activeRow = this._currentRow;
for (const row of this._fixedRows) {
if ((activeRow === this._currentRow || row.height < activeRow.height) && rasterizedGlyph.size.y <= row.height) {
activeRow = row;
}
}
// Create a new one if vertical space would be wasted, fixing the previously active row in the
// process as it now has a fixed height
if (activeRow.height > rasterizedGlyph.size.y * 2) {
// Fix the current row as the new row is being added below
if (this._currentRow.height > 0) {
this._fixedRows.push(this._currentRow);
}
// Create the new fixed height row
activeRow = {
x: 0,
y: this._currentRow.y + this._currentRow.height,
height: rasterizedGlyph.size.y
};
this._fixedRows.push(activeRow);
// Create the new current row below the new fixed height row
this._currentRow = {
x: 0,
y: activeRow.y + activeRow.height,
height: 0
};
}
// Exit the loop if there is enough room in the row
if (activeRow.x + rasterizedGlyph.size.x <= TEXTURE_WIDTH) {
break;
}
// If there is enough room in the current row, finish it and try again
if (activeRow === this._currentRow) {
activeRow.x = 0;
activeRow.y += activeRow.height;
activeRow.height = 0;
} else {
this._fixedRows.splice(this._fixedRows.indexOf(activeRow), 1);
}
}
// Record texture position
rasterizedGlyph.texturePosition.x = this._currentRowX;
rasterizedGlyph.texturePosition.y = this._currentRowY;
rasterizedGlyph.texturePositionClipSpace.x = this._currentRowX / TEXTURE_WIDTH;
rasterizedGlyph.texturePositionClipSpace.y = this._currentRowY / TEXTURE_HEIGHT;
rasterizedGlyph.texturePosition.x = activeRow.x;
rasterizedGlyph.texturePosition.y = activeRow.y;
rasterizedGlyph.texturePositionClipSpace.x = activeRow.x / TEXTURE_WIDTH;
rasterizedGlyph.texturePositionClipSpace.y = activeRow.y / TEXTURE_HEIGHT;
// Update atlas current row
this._currentRowHeight = Math.max(this._currentRowHeight, rasterizedGlyph.size.y);
this._currentRowX += rasterizedGlyph.size.x;
// Update atlas current row, for fixed rows the glyph height will never be larger than the row
// height
activeRow.height = Math.max(activeRow.height, rasterizedGlyph.size.y);
activeRow.x += rasterizedGlyph.size.x;
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
this._cacheCtx.putImageData(clippedImageData, rasterizedGlyph.texturePosition.x, rasterizedGlyph.texturePosition.y);