コード例 #1
0
 public void RemoveWordStrip(GLRenderVxFormattedString vx)
 {
     _wordStrips.Remove(vx);
     if (_full && _wordStrips.Count == 0)
     {
         Cleared?.Invoke(this);
     }
 }
コード例 #2
0
 /// <summary>
 /// get current wordplate if there is avilable space, or create new one
 /// </summary>
 /// <param name="fmtPlate"></param>
 /// <returns></returns>
 public WordPlate GetWordPlate(GLRenderVxFormattedString fmtPlate)
 {
     if (_latestPlate != null &&
         _latestPlate.HasAvailableSpace(fmtPlate))
     {
         return(_latestPlate);
     }
     return(GetNewWordPlate());
 }
コード例 #3
0
        public void DrawString(GLRenderVxFormattedString renderVx, double x, double y)
        {
            _pcx.LoadTexture(_glBmp);
            _pcx.FontFillColor = _painter.FontFillColor;

            DrawingGL.GLRenderVxFormattedString renderVxString1 = (DrawingGL.GLRenderVxFormattedString)renderVx;
            DrawingGL.VertexBufferObject        vbo             = renderVxString1.GetVbo();
            vbo.Bind();
            _pcx.DrawGlyphImageWithSubPixelRenderingTechnique4_FromLoadedVBO(renderVxString1.IndexArrayCount, (float)x, (float)y);
            vbo.UnBind();
        }
コード例 #4
0
ファイル: GLPainter.cs プロジェクト: luislasonbra/PixelFarm
        public override RenderVxFormattedString CreateRenderVx(string textspan)
        {
            char[] buffer         = textspan.ToCharArray();
            var    renderVxFmtStr = new GLRenderVxFormattedString(buffer);

            if (_textPrinter != null)
            {
                _textPrinter.PrepareStringForRenderVx(renderVxFmtStr, buffer, 0, buffer.Length);
            }
            return(renderVxFmtStr);
        }
コード例 #5
0
 public void DrawString(GLBitmap glBmp, GLRenderVxFormattedString renderVx, double x, double y)
 {
     _pcx.FontFillColor = _painter.FontFillColor;
     //for sharp edge glyph
     _pcx.DrawGlyphImageWithSubPixelRenderingTechnique4_FromVBO(
         glBmp,
         renderVx.GetVbo(),
         renderVx.IndexArrayCount,
         (float)Math.Round(x),
         (float)Math.Floor(y));
 }
コード例 #6
0
        public bool HasAvailableSpace(GLRenderVxFormattedString renderVxFormattedString)
        {
            //check if we have avaliable space for this?

            float width    = renderVxFormattedString.Width;
            float previewY = _currentY;

#if DEBUG
            float previewX = _currentX;
#endif
            if (_currentX + width > _plateWidth)
            {
                //move to newline
                previewY += _currentLineHeightMax + INTERLINE_SPACE;
            }

            return(previewY + renderVxFormattedString.SpanHeight < _plateHeight);
        }
コード例 #7
0
        public void PrepareStringForRenderVx(GLRenderVxFormattedString renderVxFormattedString, char[] buffer, int startAt, int len)
        {
            int top  = 0; //simulate top
            int left = 0; //simulate left

            _vboBuilder.Clear();
            _vboBuilder.SetTextureInfo(_glBmp.Width, _glBmp.Height, _glBmp.IsYFlipped, _pcx.OriginKind);

            //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;
            //--------------------------
            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

            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 ***
                //
                _vboBuilder.WriteVboToList(ref srcRect, g_left, g_top);
            }
            //---
            //copy vbo result and store into  renderVx
            float[]  vertexList = _vboBuilder._buffer.ToArray();
            ushort[] indexList  = _vboBuilder._indexList.ToArray();
            //---

            renderVxFormattedString.IndexArrayCount = _vboBuilder._indexList.Count;
            renderVxFormattedString.IndexArray      = _vboBuilder._indexList.ToArray();
            renderVxFormattedString.VertexCoords    = _vboBuilder._buffer.ToArray();
            _vboBuilder.Clear();
        }
コード例 #8
0
        public bool CreateWordStrip(GLPainter painter, GLRenderVxFormattedString renderVxFormattedString)
        {
            //--------------
            //create stencil text buffer
            //we use white glyphs on black bg
            //--------------

            if (!_isInitBg)
            {
                //by default, we init bg to black for stencil buffer
                _isInitBg = true;
                painter.Clear(Color.Black);
            }


            float width = renderVxFormattedString.Width;

            if (_currentX + width > _plateWidth)
            {
                //move to newline
                _currentY += _currentLineHeightMax + INTERLINE_SPACE;//interspace =4 px
                _currentX  = 0;
                //new line
                _currentLineHeightMax = (int)Math.Ceiling(renderVxFormattedString.SpanHeight);
            }

            //on current line
            //check available height
            if (_currentY + renderVxFormattedString.SpanHeight > _plateHeight)
            {
                _full = true;
                return(false);
            }
            //----------------------------------

            if (renderVxFormattedString.SpanHeight > _currentLineHeightMax)
            {
                _currentLineHeightMax = (int)Math.Ceiling(renderVxFormattedString.SpanHeight);
            }


            Color prevColor              = painter.FontFillColor;
            Color prevTextBgHint         = painter.TextBgColorHint;
            bool  prevPreparingWordStrip = painter.PreparingWordStrip;
            GlyphTexturePrinterDrawingTechnique prevTextDrawing = painter.TextPrinterDrawingTechnique;

            painter.TextBgColorHint    = Color.Black;
            painter.FontFillColor      = Color.White;
            painter.PreparingWordStrip = true;
            renderVxFormattedString.UseWithWordPlate = false;


            GLBitmapGlyphTextPrinter textPrinter = (GLBitmapGlyphTextPrinter)painter.TextPrinter;

            switch (renderVxFormattedString.GlyphMixMode)
            {
            case GLRenderVxFormattedStringGlyphMixMode.OnlyColorGlyphs:
            {
                //TODO: review this option again
                //optional
                painter.TextPrinterDrawingTechnique = GlyphTexturePrinterDrawingTechnique.Copy;
                Rectangle currentClip = painter.ClipBox;
                painter.SetClipBox(_currentX, _currentY, (int)(_currentX + width), _currentY + _currentLineHeightMax);
                painter.Clear(Color.Transparent);
                painter.SetClipBox(currentClip.Left, currentClip.Top, currentClip.Right, currentClip.Bottom);         //restore
            }
            break;
            }

            //use special mode of the GLBitmapGlyphTextPrinter
            //-----------
            textPrinter.WordPlateCreatingMode = true;              //turn on platemode
            textPrinter.DrawString(renderVxFormattedString, _currentX, _currentY);
            textPrinter.WordPlateCreatingMode = false;             //switch back
            //-----------
            renderVxFormattedString.UseWithWordPlate = true;       //restore
            painter.FontFillColor               = prevColor;       //restore
            painter.TextBgColorHint             = prevTextBgHint;  //restore
            painter.PreparingWordStrip          = prevPreparingWordStrip;
            painter.TextPrinterDrawingTechnique = prevTextDrawing; //restore
            //in this case we can dispose vbo inside renderVx
            //(we can recreate that vbo later)
            renderVxFormattedString.DisposeVbo();

            renderVxFormattedString.OwnerPlate       = this;
            renderVxFormattedString.WordPlateLeft    = (ushort)_currentX;
            renderVxFormattedString.WordPlateTop     = (ushort)_currentY;
            renderVxFormattedString.UseWithWordPlate = true;

#if DEBUG
            dbugUsedCount++;
#endif
            _wordStrips.Add(renderVxFormattedString, true);
            //--------

            _currentX += (int)Math.Ceiling(renderVxFormattedString.Width) + INTERWORD_SPACE; //interspace x 1px

#if DEBUG
            //dbugSaveBackBuffer("dbug_test1.png");
#endif

            return(true);
        }