Handle text overflow

Cull glyphs fully outside the bounds, and clip glyphs intersecting the
bounds. This is all done on the CPU for now.

Fixes #2
This commit is contained in:
grovesNL 2022-09-13 16:35:20 -02:30 committed by Josh Groves
parent 4e9e10061f
commit afab881559
3 changed files with 110 additions and 14 deletions

View file

@ -316,6 +316,15 @@ impl TextAtlas {
}
}
/// Controls the overflow behavior of any glyphs that are outside of the layout bounds.
pub enum TextOverflow {
/// Glyphs can overflow the bounds.
Overflow,
/// Hide any glyphs outside the bounds. If a glyph is partially outside the bounds, it will be
/// clipped to the bounds.
Hide,
}
pub struct TextRenderer {
vertex_buffer: Buffer,
vertex_buffer_size: u64,
@ -365,7 +374,7 @@ impl TextRenderer {
atlas: &mut TextAtlas,
screen_resolution: Resolution,
fonts: &[Font],
layouts: &[Layout<impl HasColor>],
layouts: &[(Layout<impl HasColor>, TextOverflow)],
) -> Result<(), PrepareError> {
self.screen_resolution = screen_resolution;
@ -391,7 +400,7 @@ impl TextRenderer {
self.glyphs_in_use.clear();
for layout in layouts.iter() {
for (layout, _) in layouts.iter() {
for glyph in layout.glyphs() {
self.glyphs_in_use.insert(glyph.key);
@ -494,22 +503,86 @@ impl TextRenderer {
let mut glyph_indices = Vec::new();
let mut glyphs_added = 0;
for layout in layouts.iter() {
for (layout, overflow) in layouts.iter() {
let settings = layout.settings();
// Note: subpixel positioning is not currently handled, so we always use the nearest
// pixel.
let bounds_min_x = settings.x.round() as u32;
let bounds_max_x = settings
.max_width
.map(|w| bounds_min_x + w.round() as u32)
.unwrap_or(u32::MAX);
let bounds_min_y = settings.y.round() as u32;
let bounds_max_y = settings
.max_height
.map(|h| bounds_min_y + h.round() as u32)
.unwrap_or(u32::MAX);
for glyph in layout.glyphs() {
let mut x = glyph.x.round() as u32;
let mut y = glyph.y.round() as u32;
let details = atlas.glyph_cache.get(&glyph.key).unwrap();
let (atlas_x, atlas_y) = match details.gpu_cache {
let (mut atlas_x, mut atlas_y) = match details.gpu_cache {
GpuCache::InAtlas { x, y } => (x, y),
GpuCache::SkipRasterization => continue,
};
let mut width = details.width as u32;
let mut height = details.height as u32;
match overflow {
TextOverflow::Overflow => {}
TextOverflow::Hide => {
// Starts beyond right edge or ends beyond left edge
let max_x = x + width;
if x > bounds_max_x || max_x < bounds_min_x {
continue;
}
// Starts beyond bottom edge or ends beyond top edge
let max_y = y + height;
if y > bounds_max_y || max_y < bounds_min_y {
continue;
}
// Clip left ege
if x < bounds_min_x {
let right_shift = bounds_min_x - x;
x = bounds_min_x;
width = max_x - bounds_min_x;
atlas_x += right_shift as u16;
}
// Clip right edge
if x + width > bounds_max_x {
width = bounds_max_x - x;
}
// Clip top edge
if y < bounds_min_y {
let bottom_shift = bounds_min_y - y;
y = bounds_min_y;
height = max_y - bounds_min_y;
atlas_y += bottom_shift as u16;
}
// Clip bottom edge
if y + height > bounds_max_y {
height = bounds_max_y - y;
}
}
}
let color = glyph.user_data.color();
glyph_vertices.extend(
iter::repeat(GlyphToRender {
// Note: subpixel positioning is not currently handled, so we always use
// the nearest pixel.
pos: [glyph.x.round() as u32, glyph.y.round() as u32],
dim: [details.width, details.height],
pos: [x, y],
dim: [width as u16, height as u16],
uv: [atlas_x, atlas_y],
color: [color.r, color.g, color.b, color.a],
})