コード例 #1
0
ファイル: SpriteFont.cs プロジェクト: pchote/OpenRA
        GlyphInfo CreateGlyph(Pair<char, Color> c)
        {
            face.LoadChar(c.First, LoadFlags.Default, LoadTarget.Normal);
            face.Glyph.RenderGlyph(RenderMode.Normal);

            var size = new Size((int)face.Glyph.Metrics.Width, (int)face.Glyph.Metrics.Height);
            var s = builder.Allocate(size);

            var g = new GlyphInfo
            {
                Sprite = s,
                Advance = (float)face.Glyph.Metrics.HorizontalAdvance,
                Offset = new int2(face.Glyph.BitmapLeft, -face.Glyph.BitmapTop)
            };

            // A new bitmap is generated each time this property is accessed, so we do need to dispose it.
            using (var bitmap = face.Glyph.Bitmap)
            {
                unsafe
                {
                    var p = (byte*)bitmap.Buffer;
                    var dest = s.Sheet.GetData();
                    var destStride = s.Sheet.Size.Width * 4;

                    for (var j = 0; j < s.Size.Y; j++)
                    {
                        for (var i = 0; i < s.Size.X; i++)
                        {
                            if (p[i] != 0)
                            {
                                var q = destStride * (j + s.Bounds.Top) + 4 * (i + s.Bounds.Left);
                                var pmc = Util.PremultiplyAlpha(Color.FromArgb(p[i], c.Second));

                                dest[q] = pmc.B;
                                dest[q + 1] = pmc.G;
                                dest[q + 2] = pmc.R;
                                dest[q + 3] = pmc.A;
                            }
                        }

                        p += bitmap.Pitch;
                    }
                }
            }

            s.Sheet.CommitBufferedData();

            return g;
        }
コード例 #2
0
        GlyphInfo CreateGlyph(Pair <char, Color> c)
        {
            try
            {
                face.LoadChar(c.First, LoadFlags.Default, LoadTarget.Normal);
            }
            catch (FreeTypeException)
            {
                return(new GlyphInfo
                {
                    Sprite = null,
                    Advance = 0,
                    Offset = int2.Zero
                });
            }

            face.Glyph.RenderGlyph(RenderMode.Normal);

            var size = new Size((int)face.Glyph.Metrics.Width, (int)face.Glyph.Metrics.Height);
            var s    = builder.Allocate(size);

            var g = new GlyphInfo
            {
                Sprite  = s,
                Advance = (float)face.Glyph.Metrics.HorizontalAdvance,
                Offset  = new int2(face.Glyph.BitmapLeft, -face.Glyph.BitmapTop)
            };

            // A new bitmap is generated each time this property is accessed, so we do need to dispose it.
            using (var bitmap = face.Glyph.Bitmap)
            {
                unsafe
                {
                    var p          = (byte *)bitmap.Buffer;
                    var dest       = s.Sheet.GetData();
                    var destStride = s.Sheet.Size.Width * 4;

                    for (var j = 0; j < s.Size.Y; j++)
                    {
                        for (var i = 0; i < s.Size.X; i++)
                        {
                            if (p[i] != 0)
                            {
                                var q   = destStride * (j + s.Bounds.Top) + 4 * (i + s.Bounds.Left);
                                var pmc = Util.PremultiplyAlpha(Color.FromArgb(p[i], c.Second));

                                dest[q]     = pmc.B;
                                dest[q + 1] = pmc.G;
                                dest[q + 2] = pmc.R;
                                dest[q + 3] = pmc.A;
                            }
                        }

                        p += bitmap.Pitch;
                    }
                }
            }

            s.Sheet.CommitBufferedData();

            return(g);
        }
コード例 #3
0
ファイル: SpriteFont.cs プロジェクト: patthoyts/OpenRA
        GlyphInfo CreateGlyph(Pair<char,Color> c)
        {
            var index = FT.FT_Get_Char_Index(face, (uint)c.First);
            if (0 != FT.FT_Load_Glyph(face, index, FT.FT_LOAD_RENDER))
                throw new InvalidOperationException( "FT_Load_Glyph failed." );

            var _face = (FT_FaceRec)Marshal.PtrToStructure(face, typeof(FT_FaceRec));
            var _glyph = (FT_GlyphSlotRec)Marshal.PtrToStructure(_face.glyph, typeof(FT_GlyphSlotRec));

            var s = builder.Allocate(
                new Size(_glyph.metrics.width.ToInt32() >> 6,
                    _glyph.metrics.height.ToInt32() >> 6));

            var g = new GlyphInfo
            {
                Sprite = s,
                Advance = _glyph.metrics.horiAdvance.ToInt32() / 64f,
                Offset = { X = _glyph.bitmap_left, Y = -_glyph.bitmap_top }
            };

            unsafe
            {
                var p = (byte*)_glyph.bitmap.buffer;
                var dest = s.sheet.Data;
                var destStride = s.sheet.Size.Width * 4;

                for (var j = 0; j < s.size.Y; j++)
                {
                    for (var i = 0; i < s.size.X; i++)
                        if (p[i] != 0)
                        {
                            var q = destStride * (j + s.bounds.Top) + 4 * (i + s.bounds.Left);
                            dest[q] = c.Second.B;
                            dest[q + 1] = c.Second.G;
                            dest[q + 2] = c.Second.R;
                            dest[q + 3] = p[i];
                        }

                    p += _glyph.bitmap.pitch;
                }
            }

            return g;
        }
コード例 #4
0
        public void DrawText(string text, float2 location, Color c)
        {
            if (text.Contains("Cyril"))
            {
            }
            // Offset from the baseline position to the top-left of the glyph for rendering
            location += new float2(0, size);
            var p = new float2(location.X, location.Y);

            float scale = 1;

            foreach (var s in text)
            {
                if (s == '\n')
                {
                    location += new float2(0, size);
                    p         = location;
                    continue;
                }

                GlyphInfo gli = glyphs[Pair.New(s, c)];

                //размер квада буквы равен размеру текстуры * масштаб.

                float3 tempXY = new float2();

                if (gli.Sprite != null)
                {
                    gli.Sprite.SpriteType     = 1;                 // 1 будет для FontMSDF
                    gli.Sprite.SpriteArrayNum = (int)s;

                    scale = (FontMSDF.Size * font.Height) / 18f;
                    //scale = (FontMSDF.Size * gli.fg.Size.Height) / 18f;
                    //scale = (FontMSDF.Size * gli.fg.Size.Height) / 18f;
                    float scalex = (FontMSDF.Size * gli.fg.Size.Width) / 18f;
                    //scale = (FontMSDF.Size / this.size);
                    ///scale = 64;
                    //tempXY = new float2((int)Math.Round(p.X -6 , 0) / deviceScale, (p.Y - scale+6) / deviceScale);
                    tempXY = new float2((p.X - 1) / deviceScale, (p.Y - scale + 5) / deviceScale);                      // -5 -5 потому, что -translate 5 5 был задан в msdfgen
                    // деление на 64 ,это приведение к шкале глифа SDF, который 64 на 64
                    //tempXY = new float2((int)Math.Round(p.X , 0) / deviceScale, (p.Y ) / deviceScale);

                    gli.Sprite.Left   = 0f;
                    gli.Sprite.Bottom = 0f;
                    gli.Sprite.Top    = 1f;
                    gli.Sprite.Right  = 1f;
                    //Sprite ничего не значит тут. Он нужен лишь для определения размера полигона
                    Game.Renderer.FontSpriteRenderer.SetFontMSDF(Mfont.Texture);                     //assign texture arg for shader text.vert.

                    Game.Renderer.FontSpriteRenderer.DrawTextSprite(gli.Sprite, tempXY, 0, new float3(scale, scale, 0));
                }
                float coof = (FontMSDF.Size * font.Height) / 18f;
                if (s == 'm')
                {
                    //gli.Advance = 15;
                }
                p += new float2((gli.Advance) / deviceScale, 0);
            }
            Game.Renderer.FontSpriteRenderer.SetTextColor(c);

            // + добавить юсда передачу параметра в шейдер , цвет шрифта.
        }
コード例 #5
0
ファイル: SpriteFont.cs プロジェクト: RobotCaleb/OpenRA
        GlyphInfo CreateGlyph(Pair<char, Color> c)
        {
            var index = face.GetCharIndex(c.First);
            face.LoadGlyph(index, LoadFlags.Default, LoadTarget.Normal);
            face.Glyph.RenderGlyph(RenderMode.Normal);

            var size = new Size((int)face.Glyph.Metrics.Width >> 6, (int)face.Glyph.Metrics.Height >> 6);
            var s = builder.Allocate(size);

            var g = new GlyphInfo
            {
                Sprite = s,
                Advance = (int)face.Glyph.Metrics.HorizontalAdvance / 64f,
                Offset = { X = face.Glyph.BitmapLeft, Y = -face.Glyph.BitmapTop }
            };

            // A new bitmap is generated each time this property is accessed, so we do need to dispose it.
            using (var bitmap = face.Glyph.Bitmap)
                unsafe
                {
                    var p = (byte*)bitmap.Buffer;
                    var dest = s.sheet.Data;
                    var destStride = s.sheet.Size.Width * 4;

                    for (var j = 0; j < s.size.Y; j++)
                    {
                        for (var i = 0; i < s.size.X; i++)
                            if (p[i] != 0)
                            {
                                var q = destStride * (j + s.bounds.Top) + 4 * (i + s.bounds.Left);
                                dest[q] = c.Second.B;
                                dest[q + 1] = c.Second.G;
                                dest[q + 2] = c.Second.R;
                                dest[q + 3] = p[i];
                            }

                        p += bitmap.Pitch;
                    }
                }
            s.sheet.CommitData();

            return g;
        }
コード例 #6
0
ファイル: SpriteFont.cs プロジェクト: comradpara/OpenRA
        GlyphInfo CreateGlyph(char c)
        {
            var index = FT.FT_Get_Char_Index(face, (uint)c);
            FT.FT_Load_Glyph(face, index, FT.FT_LOAD_RENDER);

            var _face = (FT_FaceRec)Marshal.PtrToStructure(face, typeof(FT_FaceRec));
            var _glyph = (FT_GlyphSlotRec)Marshal.PtrToStructure(_face.glyph, typeof(FT_GlyphSlotRec));

            var s = builder.Allocate(new Size(_glyph.metrics.width >> 6, _glyph.metrics.height >> 6));

            var g = new GlyphInfo
            {
                Sprite = s,
                Advance = _glyph.metrics.horiAdvance / 64f,
                Offset = { X = _glyph.bitmap_left, Y = -_glyph.bitmap_top }
            };

            unsafe
            {
                var p = (byte*)_glyph.bitmap.buffer;

                for (var j = 0; j < s.size.Y; j++)
                {
                    for (var i = 0; i < s.size.X; i++)
                        if (p[i] != 0)
                            s.sheet.Bitmap.SetPixel(i + s.bounds.Left, j + s.bounds.Top,
                                Color.FromArgb(p[i], 0xff, 0xff, 0xff));

                    p += _glyph.bitmap.pitch;
                }
            }

            return g;
        }
コード例 #7
0
ファイル: SpriteFont.cs プロジェクト: Tsher/OpenRA
        GlyphInfo CreateGlyph(Pair<char, Color> c)
        {
            uint index = face.GetCharIndex(c.First);
            face.LoadGlyph(index, LoadFlags.Default, LoadTarget.Normal);
            face.Glyph.RenderGlyph(RenderMode.Normal);

            var s = builder.Allocate(
                new Size((int)face.Glyph.Metrics.Width >> 6,
                     (int)face.Glyph.Metrics.Height >> 6));

            var g = new GlyphInfo
            {
                Sprite = s,
                Advance = (int)face.Glyph.Metrics.HorizontalAdvance / 64f,
                Offset = { X = face.Glyph.BitmapLeft, Y = -face.Glyph.BitmapTop }
            };

            unsafe
            {
                var p = (byte*)face.Glyph.Bitmap.Buffer;
                var dest = s.sheet.Data;
                var destStride = s.sheet.Size.Width * 4;

                for (var j = 0; j < s.size.Y; j++)
                {
                    for (var i = 0; i < s.size.X; i++)
                        if (p[i] != 0)
                        {
                            var q = destStride * (j + s.bounds.Top) + 4 * (i + s.bounds.Left);
                            dest[q] = c.Second.B;
                            dest[q + 1] = c.Second.G;
                            dest[q + 2] = c.Second.R;
                            dest[q + 3] = p[i];
                        }

                    p += face.Glyph.Bitmap.Pitch;
                }
            }
            return g;
        }