/// <summary> /// IDWriteTextLayout::Draw calls this function to instruct the client to render a run of glyphs. /// </summary> /// <param name="clientDrawingContext">The application-defined drawing context passed to <see cref="M:Vortice.DirectWrite.TextLayout.Draw_(System.IntPtr,System.IntPtr,System.Single,System.Single)" />.</param> /// <param name="baselineOriginX">The pixel location (X-coordinate) at the baseline origin of the glyph run.</param> /// <param name="baselineOriginY">The pixel location (Y-coordinate) at the baseline origin of the glyph run.</param> /// <param name="measuringMode">The measuring method for glyphs in the run, used with the other properties to determine the rendering mode.</param> /// <param name="glyphRun">Pointer to the glyph run instance to render.</param> /// <param name="glyphRunDescription">A pointer to the optional glyph run description instance which contains properties of the characters associated with this run.</param> /// <param name="clientDrawingEffect">Application-defined drawing effects for the glyphs to render. Usually this argument represents effects such as the foreground brush filling the interior of text.</param> /// <returns> /// If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code. /// </returns> /// <unmanaged>HRESULT DrawGlyphRun([None] void* clientDrawingContext,[None] FLOAT baselineOriginX,[None] FLOAT baselineOriginY,[None] DWRITE_MEASURING_MODE measuringMode,[In] const DWRITE_GLYPH_RUN* glyphRun,[In] const DWRITE_GLYPH_RUN_DESCRIPTION* glyphRunDescription,[None] IUnknown* clientDrawingEffect)</unmanaged> /// <remarks> /// The <see cref="M:Vortice.DirectWrite.TextLayout.Draw_(System.IntPtr,System.IntPtr,System.Single,System.Single)" /> function calls this callback function with all the information about glyphs to render. The application implements this callback by mostly delegating the call to the underlying platform's graphics API such as {{Direct2D}} to draw glyphs on the drawing context. An application that uses GDI can implement this callback in terms of the <see cref="M:Vortice.DirectWrite.BitmapRenderTarget.DrawGlyphRun(System.Single,System.Single,SharpDX.Direct2D1.MeasuringMode,Vortice.DirectWrite.GlyphRun,Vortice.DirectWrite.RenderingParams,SharpDX.Color4)" /> method. /// </remarks> public override void DrawGlyphRun( IntPtr clientDrawingContext, float baselineOriginX, float baselineOriginY, MeasuringMode measuringMode, DWrite.GlyphRun glyphRun, DWrite.GlyphRunDescription glyphRunDescription, IUnknown clientDrawingEffect) { if (glyphRun.Indices == null || glyphRun.Indices.Length == 0) { return; } GraphicsCore.EnsureGraphicsSupportLoaded(); var d2DFactory = GraphicsCore.Current.FactoryD2D !; // Extrude geometry data out of given glyph run var geometryExtruder = new SimplePolygon2DGeometrySink(new Vector2(baselineOriginX, baselineOriginY)); using (var pathGeometry = d2DFactory.CreatePathGeometry()) { // Write all geometry data into a standard PathGeometry object using (var geoSink = pathGeometry.Open()) { glyphRun.FontFace !.GetGlyphRunOutline( glyphRun.FontSize, glyphRun.Indices, glyphRun.Advances, glyphRun.Offsets, glyphRun.IsSideways, glyphRun.BidiLevel % 2 == 1, geoSink); geoSink.Close(); } // Simplify written geometry and write it into own structure pathGeometry.Simplify(D2D.GeometrySimplificationOption.Lines, _geometryOptions.SimplificationFlatternTolerance, geometryExtruder); } // Geometry for caching the result var tempGeometry = new Geometry(); var tempSurface = tempGeometry.CreateSurface(); // Create the text surface if (_geometryOptions.MakeSurface) { // Separate polygons by clock direction // Order polygons as needed for further hole finding algorithm IEnumerable <Polygon2D> fillingPolygons = geometryExtruder.GeneratedPolygons .Where(actPolygon => actPolygon.EdgeOrder == EdgeOrder.CounterClockwise) .OrderBy(actPolygon => actPolygon.BoundingBox.Size.X * actPolygon.BoundingBox.Size.Y); var holePolygons = geometryExtruder.GeneratedPolygons .Where(actPolygon => actPolygon.EdgeOrder == EdgeOrder.Clockwise) .OrderByDescending(actPolygon => actPolygon.BoundingBox.Size.X * actPolygon.BoundingBox.Size.Y) .ToList(); // Build geometry for all polygons foreach (var actFillingPolygon in fillingPolygons) { // Find all corresponding holes var actFillingPolygonBounds = actFillingPolygon.BoundingBox; IEnumerable <Polygon2D> correspondingHoles = holePolygons .Where(actHolePolygon => actHolePolygon.BoundingBox.IsContainedBy(actFillingPolygonBounds)) .ToList(); // Two steps here: // - Merge current filling polygon and all its holes. // - RemoveObject found holes from current hole list var polygonForRendering = actFillingPolygon; var polygonForTriangulation = actFillingPolygon.Clone(); var cutPoints = new List <Vector2>(); foreach (var actHole in correspondingHoles) { holePolygons.Remove(actHole); polygonForRendering = polygonForRendering.MergeWithHole(actHole, Polygon2DMergeOptions.DEFAULT, cutPoints); polygonForTriangulation = polygonForTriangulation.MergeWithHole(actHole, new Polygon2DMergeOptions { MakeMergepointSpaceForTriangulation = true }); } var actBaseIndex = tempGeometry.CountVertices; // Append all vertices to temporary Geometry for (var loop = 0; loop < polygonForRendering.Vertices.Count; loop++) { // Calculate 3d location and texture coordinate var actVertexLocation = new Vector3( polygonForRendering.Vertices[loop].X, 0f, polygonForRendering.Vertices[loop].Y); var actTexCoord = new Vector2( (polygonForRendering.Vertices[loop].X - polygonForRendering.BoundingBox.Location.X) / polygonForRendering.BoundingBox.Size.X, (polygonForRendering.Vertices[loop].Y - polygonForRendering.BoundingBox.Location.Y) / polygonForRendering.BoundingBox.Size.Y); if (float.IsInfinity(actTexCoord.X) || float.IsNaN(actTexCoord.X)) { actTexCoord.X = 0f; } if (float.IsInfinity(actTexCoord.Y) || float.IsNaN(actTexCoord.Y)) { actTexCoord.Y = 0f; } // Append the vertex to the result tempGeometry.AddVertex( new VertexBasic( actVertexLocation, _geometryOptions.SurfaceVertexColor, actTexCoord, new Vector3(0f, 1f, 0f))); } // Generate cubes on each vertex if requested if (_geometryOptions.GenerateCubesOnVertices) { for (var loop = 0; loop < polygonForRendering.Vertices.Count; loop++) { var colorToUse = Color4.GreenColor; var pointRenderSize = 0.1f; if (cutPoints.Contains(polygonForRendering.Vertices[loop])) { colorToUse = Color4.RedColor; pointRenderSize = 0.15f; } var actVertexLocation = new Vector3( polygonForRendering.Vertices[loop].X, 0f, polygonForRendering.Vertices[loop].Y); tempSurface.BuildCube(actVertexLocation, pointRenderSize).SetVertexColor(colorToUse); } } // Triangulate the polygon var triangleIndices = polygonForTriangulation.TriangulateUsingCuttingEars(); if (triangleIndices == null) { continue; } // Append all triangles to the temporary geometry using (var indexEnumerator = triangleIndices.GetEnumerator()) { while (indexEnumerator.MoveNext()) { var index1 = indexEnumerator.Current; var index2 = 0; var index3 = 0; if (indexEnumerator.MoveNext()) { index2 = indexEnumerator.Current; } else { break; } if (indexEnumerator.MoveNext()) { index3 = indexEnumerator.Current; } else { break; } tempSurface.AddTriangle( actBaseIndex + index3, actBaseIndex + index2, actBaseIndex + index1); } } } } // Make volumetric outlines var triangleCountWithoutSide = tempSurface.CountTriangles; if (_geometryOptions.MakeVolumetricText) { var volumetricTextDepth = _geometryOptions.VolumetricTextDepth; if (_geometryOptions.VerticesScaleFactor > 0f) { volumetricTextDepth = volumetricTextDepth / _geometryOptions.VerticesScaleFactor; } // AddObject all side surfaces foreach (var actPolygon in geometryExtruder.GeneratedPolygons) { foreach (var actLine in actPolygon.Lines) { tempSurface.BuildRect( new Vector3(actLine.StartPosition.X, -volumetricTextDepth, actLine.StartPosition.Y), new Vector3(actLine.EndPosition.X, -volumetricTextDepth, actLine.EndPosition.Y), new Vector3(actLine.EndPosition.X, 0f, actLine.EndPosition.Y), new Vector3(actLine.StartPosition.X, 0f, actLine.StartPosition.Y)) .SetVertexColor(_geometryOptions.VolumetricSideSurfaceVertexColor); } } } // Do also make back surface? if (_geometryOptions.MakeBackSurface) { for (var loop = 0; loop < triangleCountWithoutSide; loop++) { var triangle = tempSurface.Triangles[loop]; var vertex0 = tempGeometry.Vertices[triangle.Index1]; var vertex1 = tempGeometry.Vertices[triangle.Index2]; var vertex2 = tempGeometry.Vertices[triangle.Index3]; var changeVector = new Vector3(0f, -_geometryOptions.VolumetricTextDepth, 0f); tempSurface.AddTriangle( vertex2.Copy(vertex2.Position - changeVector, Vector3.Negate(vertex2.Normal)), vertex1.Copy(vertex1.Position - changeVector, Vector3.Negate(vertex1.Normal)), vertex0.Copy(vertex0.Position - changeVector, Vector3.Negate(vertex0.Normal))); } } // Toggle coordinate system becomes text input comes in opposite direction tempGeometry.ToggleCoordinateSystem(); // Scale the text using given scale factor if (_geometryOptions.VerticesScaleFactor > 0f) { var scaleMatrix = Matrix4x4.CreateScale( _geometryOptions.VerticesScaleFactor, _geometryOptions.VerticesScaleFactor, _geometryOptions.VerticesScaleFactor); var transformMatrix = new Matrix4Stack(scaleMatrix); transformMatrix.TransformLocal(_geometryOptions.VertexTransform); tempGeometry.UpdateVerticesUsingTranslation(actVector => Vector3.Transform(actVector, transformMatrix.Top)); } // Calculate all normals before adding to target geometry if (_geometryOptions.CalculateNormals) { tempGeometry.CalculateNormalsFlat(); } // Merge temporary geometry to target geometry _targetSurface.AddGeometry(tempGeometry); }