FontGlyph GetGlyphWithoutBitmap(GlyphCollection collection, int codepoint) { FontGlyph glyph = null; if (collection.Glyphs.TryGetValue(codepoint, out glyph)) { return(glyph); } Font font; var g = GetCodepointIndex(codepoint, out font); if (g == 0) { collection.Glyphs[codepoint] = null; return(null); } int advance, lsb, x0, y0, x1, y1; font.BuildGlyphBitmap(g, FontSize, font.Scale, &advance, &lsb, &x0, &y0, &x1, &y1); var pad = Math.Max(FontGlyph.PadFromBlur(BlurAmount), FontGlyph.PadFromBlur(StrokeAmount)); var gw = x1 - x0 + pad * 2; var gh = y1 - y0 + pad * 2; var offset = FontGlyph.PadFromBlur(BlurAmount); glyph = new FontGlyph { Font = font, Codepoint = codepoint, Size = FontSize, Index = g, Bounds = new Rectangle(0, 0, gw, gh), XAdvance = (int)(font.Scale * advance * 10.0f), XOffset = x0 - offset, YOffset = y0 - offset }; collection.Glyphs[codepoint] = glyph; return(glyph); }
public void RenderGlyph(GraphicsDevice device, FontGlyph glyph, int blurAmount, int strokeAmount) { var pad = Math.Max(FontGlyph.PadFromBlur(blurAmount), FontGlyph.PadFromBlur(strokeAmount)); // Render glyph to byte buffer var bufferSize = glyph.Bounds.Width * glyph.Bounds.Height; var buffer = _byteBuffer; if ((buffer == null) || (buffer.Length < bufferSize)) { buffer = new byte[bufferSize]; _byteBuffer = buffer; } Array.Clear(buffer, 0, bufferSize); var g = glyph.Index; var colorSize = glyph.Bounds.Width * glyph.Bounds.Height; var colorBuffer = _colorBuffer; if ((colorBuffer == null) || (colorBuffer.Length < colorSize)) { colorBuffer = new Color[colorSize]; _colorBuffer = colorBuffer; } fixed(byte *dst = &buffer[pad + pad *glyph.Bounds.Width]) { glyph.Font.RenderGlyphBitmap(dst, glyph.Bounds.Width - pad * 2, glyph.Bounds.Height - pad * 2, glyph.Bounds.Width, g); } if (strokeAmount > 0) { var width = glyph.Bounds.Width; var top = width * strokeAmount; var bottom = (glyph.Bounds.Height - strokeAmount) * glyph.Bounds.Width; var right = glyph.Bounds.Width - strokeAmount; var left = strokeAmount; byte d; for (var i = 0; i < colorSize; ++i) { var col = buffer[i]; var black = 0; if (col == 255) { colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = colorBuffer[i].A = 255; continue; } if (i >= top) { black = buffer[i - top]; } if (i < bottom) { d = buffer[i + top]; black = ((255 - d) * black + 255 * d) / 255; } if (i % width >= left) { d = buffer[i - strokeAmount]; black = ((255 - d) * black + 255 * d) / 255; } if (i % width < right) { d = buffer[i + strokeAmount]; black = ((255 - d) * black + 255 * d) / 255; } if (black == 0) { if (col == 0) { colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = colorBuffer[i].A = 0; //black transparency to suit stroke continue; } #if PREMULTIPLIEDALPHA colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = colorBuffer[i].A = col; #else colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = 255; colorBuffer[i].A = col; #endif } else { if (col == 0) { colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = 0; colorBuffer[i].A = (byte)black; continue; } #if PREMULTIPLIEDALPHA var alpha = ((255 - col) * black + 255 * col) / 255; colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = (byte)((alpha * col) / 255); colorBuffer[i].A = (byte)alpha; #else colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = col; colorBuffer[i].A = (byte)(((255 - col) * black + 255 * col) / 255); #endif } } } else { if (blurAmount > 0) { fixed(byte *bdst = &buffer[0]) { Blur(bdst, glyph.Bounds.Width, glyph.Bounds.Height, glyph.Bounds.Width, blurAmount); } } for (var i = 0; i < colorSize; ++i) { var c = buffer[i]; #if PREMULTIPLIEDALPHA colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = colorBuffer[i].A = c; #else colorBuffer[i].R = colorBuffer[i].G = colorBuffer[i].B = 255; colorBuffer[i].A = c; #endif } } // Write to texture if (Texture == null) { Texture = new Texture2D(device, Width, Height); } #if TEXTURESETDATAEXT fixed(Color *p = colorBuffer) #if FNA Texture.SetDataPointerEXT(0, glyph.Bounds, (IntPtr)p, colorSize * sizeof(Color)); #else Texture.SetDataEXT(0, 0, glyph.Bounds, (IntPtr)p, colorSize * sizeof(Color)); #endif #else Texture.SetData(0, 0, glyph.Bounds, colorBuffer, 0, colorSize); #endif }