Beispiel #1
0
        public TextGenerator(string path, string fontName, uint fontSize = 12)
        {
            if (_textPs == null)
            {
                LoadProgramShader();
            }

            FontName = fontName;
            FontSize = fontSize;

            SharpFont.Library fontLib  = new SharpFont.Library();
            SharpFont.Face    fontFace = new SharpFont.Face(fontLib, path);
            fontFace.SetPixelSizes(0, FontSize);

            GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);

            for (char c = (char)0x20; c <= (char)0x7E; c++)
            {
                fontFace.LoadChar(c, LoadFlags.Render, LoadTarget.Normal);

                Texture texture = Texture.CreateTexture(
                    fontFace.Glyph.Bitmap.Width,
                    fontFace.Glyph.Bitmap.Rows,
                    PixelInternalFormat.R8,
                    PixelFormat.Red,
                    fontFace.Glyph.Bitmap.Buffer);

                Character character = new Character(
                    texture.ID,
                    new Vector2(fontFace.Glyph.Bitmap.Width, fontFace.Glyph.Bitmap.Rows),
                    new Vector2(fontFace.Glyph.BitmapLeft, fontFace.Glyph.BitmapTop),
                    (int)fontFace.Glyph.Advance.X);

                _characters.Add(c, character);
            }

            fontFace.Dispose();
            fontLib.Dispose();

            vao = VAO.Create();
            vao.LinkPS(_textPs);

            vbo     = VBO.Create <float>(vertices.Length, 4, "vertex");
            indices = new IndicesCollection();
            indices.Add(4, vertices.Length);
            vao.AddVBuff(vbo);
            vao.AddIndicesCollection(indices);
        }
Beispiel #2
0
        private Glyph LoadGlyph(int codePoint, int characterSize, bool bold, float outlineThickness)
        {
            Glyph glyph = new Glyph();

            if (_face == null)
            {
                return(null);
            }

            // Set the character size
            if (!SetCurrentSize(characterSize))
            {
                return(glyph);
            }

            // Load the glyph corresponding to the code point
            var flags = LoadFlags.ForceAutohint;

            if (outlineThickness != 0)
            {
                flags |= LoadFlags.NoBitmap;
            }

            _face.LoadChar((uint)codePoint, flags, SharpFont.LoadTarget.Normal);

            // Retrieve the glyph
            SharpFont.Glyph glyphDesc = _face.Glyph.GetGlyph();

            // Apply bold if necessary -- first technique using outline (highest quality)
            SharpFont.Fixed26Dot6 weight = new SharpFont.Fixed26Dot6(1);
            bool outline = glyphDesc.Format == SharpFont.GlyphFormat.Outline;

            if (outline)
            {
                if (bold)
                {
                    SharpFont.OutlineGlyph outlineGlyph = glyphDesc.ToOutlineGlyph();
                    outlineGlyph.Outline.Embolden(weight);
                }

                if (outlineThickness != 0)
                {
                    _stroker.Set((int)(outlineThickness * Fixed26Dot6.FromInt32(1).Value),
                                 StrokerLineCap.Round, StrokerLineJoin.Round, Fixed16Dot16.FromSingle(0));

                    // This function returning a new instance of Glyph
                    // Because the pointer may changed upon applying stroke to the glyph
                    glyphDesc = glyphDesc.Stroke(_stroker, false);
                }
            }

            // Convert the glyph to a bitmap (i.e. rasterize it)
            glyphDesc.ToBitmap(SharpFont.RenderMode.Normal, new FTVector26Dot6(0, 0), true);
            SharpFont.FTBitmap bitmap = glyphDesc.ToBitmapGlyph().Bitmap;

            // Apply bold if necessary -- fallback technique using bitmap (lower quality)
            if (!outline)
            {
                if (bold)
                {
                    bitmap.Embolden(_library, weight, weight);
                }

                if (outlineThickness != 0)
                {
                    Logger.Warning("Failed to outline glyph (no fallback available)");
                }
            }

            // Compute the glyph's advance offset
            glyph.Advance = _face.Glyph.Metrics.HorizontalAdvance.ToSingle();
            if (bold)
            {
                glyph.Advance += weight.ToSingle();
            }

            int width  = bitmap.Width;
            int height = bitmap.Rows;

            if ((width > 0) && (height > 0))
            {
                // Leave a small padding around characters, so that filtering doesn't
                // pollute them with pixels from neighbors
                int padding = 1;

                // Get the glyphs page corresponding to the character size
                Page page = _pages[characterSize];

                // Find a good position for the new glyph into the texture
                glyph.TexCoords = FindGlyphRectangle(page, width + 2 * padding, height + 2 * padding);
                var texRect = glyph.TexCoords;

                // Make sure the texture data is positioned in the center
                // of the allocated texture rectangle
                glyph.TexCoords = new Rectangle(texRect.X + padding, texRect.Y + padding,
                                                texRect.Width - 2 * padding, texRect.Height - 2 * padding);

                // Compute the glyph's bounding box
                float boundsX      = (float)(_face.Glyph.Metrics.HorizontalBearingX);
                float boundsY      = -(float)(_face.Glyph.Metrics.HorizontalBearingY);
                float boundsWidth  = (float)(_face.Glyph.Metrics.Width) + outlineThickness * 2;
                float boundsHeight = (float)(_face.Glyph.Metrics.Height) + outlineThickness * 2;
                glyph.Bounds = new RectangleF(boundsX, boundsY, boundsWidth, boundsHeight);

                // Extract the glyph's pixels from the bitmap
                byte[] pixelBuffer = new byte[width * height * 4];
                for (int i = 0; i < pixelBuffer.Length; i++)
                {
                    pixelBuffer[i] = 255;
                }

                unsafe
                {
                    byte *pixels = (byte *)bitmap.Buffer.ToPointer();
                    if (bitmap.PixelMode == SharpFont.PixelMode.Mono)
                    {
                        // Pixels are 1 bit monochrome values
                        for (int y = 0; y < height; ++y)
                        {
                            for (int x = 0; x < width; ++x)
                            {
                                // The color channels remain white, just fill the alpha channel
                                int index = (x + y * width) * 4 + 3;
                                pixelBuffer[index] = (byte)((((pixels[x / 8]) & (1 << (7 - (x % 8)))) > 0) ? 255 : 0);
                            }
                            pixels += bitmap.Pitch;
                        }
                    }
                    else
                    {
                        // Pixels are 8 bits gray levels
                        for (int y = 0; y < height; ++y)
                        {
                            for (int x = 0; x < width; ++x)
                            {
                                // The color channels remain white, just fill the alpha channel
                                int index = (x + y * width) * 4 + 3;
                                pixelBuffer[index] = pixels[x];
                            }
                            pixels += bitmap.Pitch;
                        }
                    }
                }

                // Write the pixels to the texture
                int tx = glyph.TexCoords.Left;
                int ty = glyph.TexCoords.Top;
                int tw = glyph.TexCoords.Width;
                int th = glyph.TexCoords.Height;
                page.texture.Update(pixelBuffer, tx, ty, tw, th);
            }

            // Delete the FT glyph
            glyphDesc.Dispose();

            return(glyph);
        }