protected override void OnGLRender(object sender, EventArgs args) { _pcx.SmoothMode = SmoothMode.Smooth; _pcx.StrokeColor = PixelFarm.Drawing.Color.Blue; _pcx.ClearColorBuffer(); if (!_resInit) { // msdf_bmp = LoadTexture(@"..\msdf_75.png"); //msdf_bmp = LoadTexture(@"d:\\WImageTest\\a001_x1_66.png"); _msdf_bmp = DemoHelper.LoadTexture(_totalBmp); //msdf_bmp = LoadTexture(@"d:\\WImageTest\\a001_x1.png"); //msdf_bmp = LoadTexture(@"d:\\WImageTest\\msdf_65.png"); _resInit = true; } _painter.Clear(PixelFarm.Drawing.Color.White); //var f = painter.CurrentFont; //painter.DrawString("hello!", 0, 20); //canvas2d.DrawImageWithSubPixelRenderingMsdf(msdf_bmp, 200, 500, 15f); Typography.Rendering.TextureGlyphMapData glyphData; byte[] codepoint = System.Text.Encoding.UTF8.GetBytes("AB"); _fontAtlas.TryGetGlyphMapData(codepoint[0], out glyphData); PixelFarm.Drawing.Rectangle r = new PixelFarm.Drawing.Rectangle(glyphData.Left, glyphData.Top, glyphData.Width, glyphData.Height); //canvas2d.DrawSubImageWithMsdf(msdf_bmp, ref r, 100, 500); _pcx.DrawSubImageWithMsdf(_msdf_bmp, ref r, 100, 500); _fontAtlas.TryGetGlyphMapData(codepoint[1], out glyphData); PixelFarm.Drawing.Rectangle r2 = new PixelFarm.Drawing.Rectangle(glyphData.Left, glyphData.Top, glyphData.Width, glyphData.Height); _pcx.DrawSubImageWithMsdf(_msdf_bmp, ref r2, 100 + r.Width - 10, 500); //full image _pcx.DrawImage(_msdf_bmp, 100, 300); SwapBuffers(); }
public void DrawString(Painter p, char[] buffer, int startAt, int len, double x, double y) { //if (_stencilBmp == null) //{ // //create a stencil bmp // _stencilBmp = new ActualBitmap(p.Width, p.Height); // _stencilBlender = new PixelProcessing.SubBitmapBlender(_stencilBmp, new PixelProcessing.PixelBlenderBGRA()); // _backPainter = AggPainter.Create(_stencilBmp); // //------ //} int j = buffer.Length; //create temp buffer span that describe the part of a whole char buffer TextBufferSpan textBufferSpan = new TextBufferSpan(buffer, startAt, len); //ask text service to parse user input char buffer and create a glyph-plan-sequence (list of glyph-plan) //with specific request font GlyphPlanSequence glyphPlanSeq = _textServices.CreateGlyphPlanSeq(ref textBufferSpan, _font); Typeface typeface = _textServices.ResolveTypeface(_font); float scale = typeface.CalculateScaleToPixelFromPointSize(_font.SizeInPoints); int recommendLineSpacing = (int)_font.LineSpacingInPixels; //-------------------------- //TODO: //if (x,y) is left top //we need to adjust y again y -= _font.LineSpacingInPixels; // float scaleFromTexture = _finalTextureScale; TextureKind textureKind = _fontAtlas.TextureKind; float g_x = 0; float g_y = 0; int baseY = (int)Math.Round(y); //------------------------------------- //load texture //_pcx.LoadTexture1(_glBmp); //------------------------------------- float acc_x = 0; float acc_y = 0; p.DrawImage(_fontBmp, 100, 100); int seqLen = glyphPlanSeq.Count; for (int i = 0; i < seqLen; ++i) { UnscaledGlyphPlan glyph = glyphPlanSeq[i]; TextureGlyphMapData glyphData; if (!_fontAtlas.TryGetGlyphMapData(glyph.glyphIndex, out glyphData)) { //if no glyph data, we should render a missing glyph *** continue; } //-------------------------------------- //TODO: review precise height in float //-------------------------------------- int srcX, srcY, srcW, srcH; glyphData.GetRect(out srcX, out srcY, out srcW, out srcH); float ngx = acc_x + (float)Math.Round(glyph.OffsetX * scale); float ngy = acc_y + (float)Math.Round(glyph.OffsetY * scale); //NOTE: // -glyphData.TextureXOffset => restore to original pos // -glyphData.TextureYOffset => restore to original pos //-------------------------- g_x = (float)(x + (ngx - glyphData.TextureXOffset) * scaleFromTexture); //ideal x g_y = (float)(y + (ngy - glyphData.TextureYOffset + srcH) * scaleFromTexture); acc_x += (float)Math.Round(glyph.AdvanceX * scale); //g_x = (float)Math.Round(g_x); g_y = (float)Math.Floor(g_y); //p.RenderQuality = RenderQuality.Fast; //*** the atlas is inverted so... //p.DrawImage(_fontBmp, g_x, g_y, srcX, _fontBmp.Height - (srcY), srcW, srcH); //p.DrawImage(_fontBmp, g_x, g_y); //1. draw to back buffer //_backPainter.DrawImage(_fontBmp, g_x, g_y, srcX, _fontBmp.Height - (srcY), srcW, srcH); //2. then copy content to this //p.DrawImage(_stencilBmp, 100, 100); p.DrawImage(_fontBmp, g_x, g_y, srcX, _fontBmp.Height - (srcY + srcH), srcW, srcH); switch (textureKind) { default: break; case TextureKind.StencilLcdEffect: { } break; } //copy some part from the bitmap //switch (textureKind) //{ // case TextureKind.Msdf: // _pcx.DrawSubImageWithMsdf(_glBmp, // ref srcRect, // g_x, // g_y, // scaleFromTexture); // break; // case TextureKind.StencilGreyScale: // //stencil gray scale with fill-color // _pcx.DrawGlyphImageWithStecil(_glBmp, // ref srcRect, // g_x, // g_y, // scaleFromTexture); // break; // case TextureKind.Bitmap: // _pcx.DrawSubImage(_glBmp, // ref srcRect, // g_x, // g_y, // scaleFromTexture); // break; // case TextureKind.StencilLcdEffect: // _pcx.WriteVboToList( // _vboBufferList, // _indexList, // ref srcRect, // g_x, // g_y, // scaleFromTexture); // break; //} } //------- //we create vbo first //then render }
public void DrawString(Painter p, char[] buffer, int startAt, int len, double x, double y) { AggPainter painter = p as AggPainter; if (painter == null) { return; } // int width = painter.Width; int height = painter.Height; if (!_pixelBlenderSetup) { SetupMaskPixelBlender(width, height); _pixelBlenderSetup = true; } int j = buffer.Length; //create temp buffer span that describe the part of a whole char buffer TextBufferSpan textBufferSpan = new TextBufferSpan(buffer, startAt, len); //ask text service to parse user input char buffer and create a glyph-plan-sequence (list of glyph-plan) //with specific request font GlyphPlanSequence glyphPlanSeq = _textServices.CreateGlyphPlanSeq(ref textBufferSpan, _font); float scale = 1;// _fontAtlas.TargetTextureScale; int recommendLineSpacing = (int)_font.LineSpacingInPixels; //-------------------------- //TODO: //if (x,y) is left top //we need to adjust y again y -= _font.LineSpacingInPixels; // float scaleFromTexture = _finalTextureScale; TextureKind textureKind = _fontAtlas.TextureKind; float gx = 0; float gy = 0; int baseY = (int)Math.Round(y); float acc_x = 0; float acc_y = 0; int lineHeight = (int)_font.LineSpacingInPixels;//temp //painter.DestBitmapBlender.OutputPixelBlender = maskPixelBlenderPerCompo; //change to new blender painter.DestBitmapBlender.OutputPixelBlender = _maskPixelBlenderPerCompo; //change to new blender int seqLen = glyphPlanSeq.Count; for (int i = 0; i < seqLen; ++i) { UnscaledGlyphPlan glyph = glyphPlanSeq[i]; TextureGlyphMapData glyphData; if (!_fontAtlas.TryGetGlyphMapData(glyph.glyphIndex, out glyphData)) { //if no glyph data, we should render a missing glyph *** continue; } //-------------------------------------- //TODO: review precise height in float //-------------------------------------- int srcX, srcY, srcW, srcH; glyphData.GetRect(out srcX, out srcY, out srcW, out srcH); float ngx = acc_x + (float)Math.Round(glyph.OffsetX * scale); float ngy = acc_y + (float)Math.Round(glyph.OffsetY * scale); //NOTE: // -glyphData.TextureXOffset => restore to original pos // -glyphData.TextureYOffset => restore to original pos //-------------------------- gx = (float)(x + (ngx - glyphData.TextureXOffset) * scaleFromTexture); //ideal x gy = (float)(y + (ngy - glyphData.TextureYOffset - srcH + lineHeight) * scaleFromTexture); acc_x += (float)Math.Round(glyph.AdvanceX * scale); gy = (float)Math.Floor(gy) + lineHeight; //clear with solid black color //_maskBufferPainter.Clear(Color.Black); _maskBufferPainter.FillRect(gx - 1, gy - 1, srcW + 2, srcH + 2, Color.Black); //draw 'stencil' glyph on mask-buffer _maskBufferPainter.DrawImage(_fontBmp, gx, gy, srcX, _fontBmp.Height - (srcY), srcW, srcH); //select component to render this need to render 3 times for lcd technique //1. B _maskPixelBlenderPerCompo.SelectedMaskComponent = PixelBlenderColorComponent.B; _maskPixelBlenderPerCompo.EnableOutputColorComponent = EnableOutputColorComponent.B; painter.FillRect(gx + 1, gy, srcW, srcH); //2. G _maskPixelBlenderPerCompo.SelectedMaskComponent = PixelBlenderColorComponent.G; _maskPixelBlenderPerCompo.EnableOutputColorComponent = EnableOutputColorComponent.G; painter.FillRect(gx + 1, gy, srcW, srcH); //3. R _maskPixelBlenderPerCompo.SelectedMaskComponent = PixelBlenderColorComponent.R; _maskPixelBlenderPerCompo.EnableOutputColorComponent = EnableOutputColorComponent.R; painter.FillRect(gx + 1, gy, srcW, srcH); } }
public void DrawString(char[] buffer, int startAt, int len, double left, double top) { _vboBuilder.Clear(); _vboBuilder.SetTextureInfo(_glBmp.Width, _glBmp.Height, _glBmp.IsYFlipped, _pcx.OriginKind); // _pcx.FontFillColor = _painter.FontFillColor; _pcx.LoadTexture(_glBmp); //create temp buffer span that describe the part of a whole char buffer TextBufferSpan textBufferSpan = new TextBufferSpan(buffer, startAt, len); //ask text service to parse user input char buffer and create a glyph-plan-sequence (list of glyph-plan) //with specific request font GlyphPlanSequence glyphPlanSeq = _textServices.CreateGlyphPlanSeq(ref textBufferSpan, _font); float px_scale = _px_scale; //-------------------------- //TODO: //if (x,y) is left top //we need to adjust y again float scaleFromTexture = 1; TextureKind textureKind = _fontAtlas.TextureKind; float g_left = 0; float g_top = 0; int baseLine = (int)Math.Round((float)top + _font.AscentInPixels); int bottom = (int)Math.Round((float)top + _font.AscentInPixels - _font.DescentInPixels); float acc_x = 0; //local accumulate x float acc_y = 0; //local accumulate y #if DEBUG if (s_dbugShowMarkers) { if (s_dbugShowGlyphTexture) { //show original glyph texture at top _pcx.DrawImage(_glBmp, 0, 0); } //draw red-line-marker for baseLine _painter.StrokeColor = Color.Red; _painter.DrawLine(left, baseLine, left + 200, baseLine); // //draw magenta-line-marker for bottom line _painter.StrokeColor = Color.Magenta; int bottomLine = (int)Math.Round((float)top + _font.LineSpacingInPixels); _painter.DrawLine(left, bottomLine, left + 200, bottomLine); //draw blue-line-marker for top line _painter.StrokeColor = Color.Blue; _painter.DrawLine(0, top, left + 200, top); } DrawingTechnique = s_dbugDrawTechnique; //for debug only UseVBO = s_dbugUseVBO; //for debug only #endif int seqLen = glyphPlanSeq.Count; for (int i = 0; i < seqLen; ++i) { UnscaledGlyphPlan glyph = glyphPlanSeq[i]; Typography.Rendering.TextureGlyphMapData glyphData; if (!_fontAtlas.TryGetGlyphMapData(glyph.glyphIndex, out glyphData)) { //if no glyph data, we should render a missing glyph *** continue; } //-------------------------------------- //TODO: review precise height in float //-------------------------------------- //paint src rect //temp fix, glyph texture img is not flipped //but the associate info is flipped => so //we need remap exact Y from the image Rectangle srcRect = new Rectangle(glyphData.Left, _glBmp.Height - (glyphData.Top + glyphData.Height), glyphData.Width, glyphData.Height); //offset length from 'base-line' float x_offset = acc_x + (float)Math.Round(glyph.OffsetX * px_scale - glyphData.TextureXOffset); float y_offset = acc_y + (float)Math.Round(glyph.OffsetY * px_scale - glyphData.TextureYOffset) + srcRect.Height; //*** //NOTE: // -glyphData.TextureXOffset => restore to original pos // -glyphData.TextureYOffset => restore to original pos //-------------------------- g_left = (float)(left + x_offset); g_top = (float)(bottom - y_offset); //*** acc_x += (float)Math.Round(glyph.AdvanceX * px_scale); //g_x = (float)Math.Round(g_x); //*** g_top = (float)Math.Floor(g_top);//adjust to integer num *** #if DEBUG if (s_dbugShowMarkers) { if (s_dbugShowGlyphTexture) { //draw yellow-rect-marker on original texture _painter.DrawRectangle(srcRect.X, srcRect.Y, srcRect.Width, srcRect.Height, Color.Yellow); } //draw debug-rect box at target glyph position _painter.DrawRectangle(g_left, g_top, srcRect.Width, srcRect.Height, Color.Black); _painter.StrokeColor = Color.Blue; //restore } #endif if (textureKind == TextureKind.Msdf) { _pcx.DrawSubImageWithMsdf(_glBmp, ref srcRect, g_left, g_top, scaleFromTexture); } else { switch (DrawingTechnique) { case GlyphTexturePrinterDrawingTechnique.Stencil: if (UseVBO) { _vboBuilder.WriteVboToList( ref srcRect, g_left, g_top); } else { //stencil gray scale with fill-color _pcx.DrawGlyphImageWithStecil(_glBmp, ref srcRect, g_left, g_top, scaleFromTexture); } break; case GlyphTexturePrinterDrawingTechnique.Copy: if (UseVBO) { _vboBuilder.WriteVboToList( ref srcRect, g_left, g_top); } else { _pcx.DrawSubImage(_glBmp, ref srcRect, g_left, g_top, 1); } break; case GlyphTexturePrinterDrawingTechnique.LcdSubPixelRendering: if (UseVBO) { _vboBuilder.WriteVboToList( ref srcRect, g_left, g_top); } else { _pcx.DrawGlyphImageWithSubPixelRenderingTechnique2_GlyphByGlyph( ref srcRect, g_left, g_top, 1); } break; } } } //------------------------------------------- // if (UseVBO) { switch (DrawingTechnique) { case GlyphTexturePrinterDrawingTechnique.Copy: _pcx.DrawGlyphImageWithCopy_VBO(_vboBuilder); break; case GlyphTexturePrinterDrawingTechnique.LcdSubPixelRendering: _pcx.DrawGlyphImageWithSubPixelRenderingTechnique3_DrawElements(_vboBuilder); break; case GlyphTexturePrinterDrawingTechnique.Stencil: _pcx.DrawGlyphImageWithStecil_VBO(_vboBuilder); break; } _vboBuilder.Clear(); } }