예제 #1
0
파일: Font.cs 프로젝트: jxpxxzj/WarshipGirl
        public Font(string font, uint size)
        {
            if (!File.Exists(font))
                throw new FileNotFoundException("Failed to load font file:" + font);
            Size = size;
            if (Graphics.Instance.GraphicsDevice == null)
                throw new NullReferenceException("Graphics Device is null.");
            gd = Graphics.Instance.GraphicsDevice;
            IntPtr libptr;
            int ret = FT.FT_Init_FreeType(out libptr);
            if (ret != 0)
                throw new Exception("Failed to load FreeType library.");

            int retb = FT.FT_New_Face(libptr, font, 0, out faceptr);
            if (retb != 0)
                throw new Exception("Failed to create font face.");

            face = (FT_FaceRec)Marshal.PtrToStructure(faceptr, typeof(FT_FaceRec));
            FT.FT_Set_Char_Size(faceptr, (int)size << 6, (int)size << 6, 96, 96);
            FT.FT_Set_Pixel_Sizes(faceptr, size, size);
            ascender = face.ascender >> 6;
            descender = face.descender >> 6;
            fontheight = ((face.height >> 6) + descender + ascender) / 4;
            yoffset = (int)(Size - ascender);
            baseCharacter = CreateChar('i');
        }
예제 #2
0
파일: FTclass.cs 프로젝트: hallgeirl/Hiage
        private void CompileCharacter(FT_FaceRec face, int c)
        {            			
			
            //We first convert the number index to a character index
            uint index = FT.FT_Get_Char_Index(faceptr, (uint)c);

            string sError = "";
            if (index == 0) sError = "No Glyph";

            //Here we load the actual glyph for the character
            int ret = FT.FT_Load_Glyph(faceptr, index, FT.FT_LOAD_RENDER);
            if (ret != 0)
            {
                Report("Load_Glyph failed for character " + c.ToString());
            }

            FT_GlyphSlotRec glyphrec = (FT_GlyphSlotRec)Marshal.PtrToStructure(face.glyph, typeof(FT_GlyphSlotRec));

            RenderAsTexture(glyphrec,c);           
            //RenderAsOutline(glyphrec,c);            
        }
예제 #3
0
파일: FTclass.cs 프로젝트: hallgeirl/Hiage
        /// <summary>
        /// Render the font to a series of OpenGL textures (one per letter)
        /// </summary>
        /// <param name="fontsize">size of the font</param>
        /// <param name="DPI">dots-per-inch setting</param>
        public void ftRenderToTexture(int fontsize, uint DPI)
        {
            if (!fontloaded) return; 
            font_size = fontsize;

            if (faceptr == IntPtr.Zero)
            {
                Report("ERROR: No Face Pointer. Font was not created properly");
                return;
            }

            face = (FT_FaceRec)Marshal.PtrToStructure(faceptr, typeof(FT_FaceRec));
            Report("Num Faces:" + face.num_faces.ToString());
            Report("Num Glyphs:" + face.num_glyphs.ToString());
            Report("Num Char Maps:" + face.num_charmaps.ToString());
            Report("Font Family:" + face.family_name);
            Report("Style Name:" + face.style_name);
            Report("Generic:" + face.generic);
            Report("Bbox:" + face.bbox);
            Report("Glyph:" + face.glyph);
            //kerning = FT.FT_HAS_KERNING(faceptr);

            font_max_chars = (int)face.num_glyphs; 

         //   IConsole.Write("Num Glyphs:", );

            //Freetype measures the font size in 1/64th of pixels for accuracy 
            //so we need to request characters in size*64
            FT.FT_Set_Char_Size(faceptr, font_size << 6, font_size << 6, DPI, DPI);

            //Provide a reasonably accurate estimate for expected pixel sizes
            //when we later on create the bitmaps for the font
            FT.FT_Set_Pixel_Sizes(faceptr, (uint)font_size, (uint)font_size);
            

            // Once we have the face loaded and sized we generate opengl textures 
            // from the glyphs  for each printable character
            Report("Compiling Font Characters 0.." + max_chars.ToString());
            textures = new int[max_chars];
            extent_x = new int[max_chars];
            offsets = new FTGlyphOffset[max_chars];
            list_base = Gl.glGenLists(max_chars);
            //Console.WriteLine("Font Compiled:" + sChars);            
        }
예제 #4
0
파일: FTclass.cs 프로젝트: ajmaya/box2dx
		private void CompileCharacterToTexture(FT_FaceRec face, int c)
		{
			FTGlyphOffset offset = new FTGlyphOffset();

			//We first convert the number index to a character index
			uint index = FT.FT_Get_Char_Index(faceptr, (uint)c);

			string sError = "";
			if (index == 0) sError = "No Glyph";

			//Here we load the actual glyph for the character
			int ret = FT.FT_Load_Glyph(faceptr, index, FT.FT_LOAD_DEFAULT);
			if (ret != 0)
			{
				Console.Write("Load_Glyph failed for character " + c.ToString());
			}

			FT_GlyphSlotRec glyphrec = (FT_GlyphSlotRec)Marshal.PtrToStructure(face.glyph, typeof(FT_GlyphSlotRec));

			ret = FT.FT_Render_Glyph(ref glyphrec, FT_Render_Mode.FT_RENDER_MODE_NORMAL);

			if (ret != 0)
			{
				Console.Write("Render failed for character " + c.ToString());
			}

			int size = (glyphrec.bitmap.width * glyphrec.bitmap.rows);
			if (size <= 0)
			{
				//Console.Write("Blank Character: " + c.ToString());
				//space is a special `blank` character
				extent_x[c] = 0;
				if (c == 32)
				{
					Gl.glNewList((list_base + c), Gl.GL_COMPILE);
					Gl.glTranslatef(font_size >> 1, 0, 0);
					extent_x[c] = font_size >> 1;
					Gl.glEndList();
					offset.left = 0;
					offset.top = 0;
					offset.height = 0;
					offset.width = extent_x[c];
					offsets[c] = offset;
				}
				return;

			}

			byte[] bmp = new byte[size];
			Marshal.Copy(glyphrec.bitmap.buffer, bmp, 0, bmp.Length);

			//Next we expand the bitmap into an opengl texture 	    	
			int width = next_po2(glyphrec.bitmap.width);
			int height = next_po2(glyphrec.bitmap.rows);

			byte[] expanded = new byte[2 * width * height];
			for (int j = 0; j < height; j++)
			{
				for (int i = 0; i < width; i++)
				{
					//Luminance
					expanded[2 * (i + j * width)] = (byte)255;
					//expanded[4 * (i + j * width) + 1] = (byte)255;
					//expanded[4 * (i + j * width) + 2] = (byte)255;

					// Alpha
					expanded[2 * (i + j * width) + 1] =
						(i >= glyphrec.bitmap.width || j >= glyphrec.bitmap.rows) ?
						(byte)0 : (byte)(bmp[i + glyphrec.bitmap.width * j]);
				}
			}

			//Set up some texture parameters for opengl
			Gl.glBindTexture(Gl.GL_TEXTURE_2D, textures[c]);
			Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_CLAMP_TO_EDGE);
			Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_CLAMP_TO_EDGE);
			Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
			Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR);

			//Create the texture
			Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, width, height,
				0, Gl.GL_LUMINANCE_ALPHA, Gl.GL_UNSIGNED_BYTE, expanded);
			expanded = null;
			bmp = null;

			//Create a display list and bind a texture to it
			Gl.glNewList((list_base + c), Gl.GL_COMPILE);
			Gl.glBindTexture(Gl.GL_TEXTURE_2D, textures[c]);

			//Account for freetype spacing rules
			Gl.glTranslatef(glyphrec.bitmap_left, 0, 0);
			Gl.glPushMatrix();
			Gl.glTranslatef(0, glyphrec.bitmap_top - glyphrec.bitmap.rows, 0);
			float x = (float)glyphrec.bitmap.width / (float)width;
			float y = (float)glyphrec.bitmap.rows / (float)height;

			offset.left = glyphrec.bitmap_left;
			offset.top = glyphrec.bitmap_top;
			offset.height = glyphrec.bitmap.rows;
			offset.width = glyphrec.bitmap.width;
			offset.advance = glyphrec.advance;
			offset.lsb_delta = glyphrec.lsb_delta;
			offset.rsb_delta = glyphrec.rsb_delta;
			offset.linearHoriAdvance = glyphrec.linearHoriAdvance;
			offset.linearVertAdvance = glyphrec.linearVertAdvance;
			offsets[c] = offset;

			//Draw the quad
			Gl.glBegin(Gl.GL_QUADS);
			Gl.glTexCoord2d(0, 0); Gl.glVertex2f(0, glyphrec.bitmap.rows);
			Gl.glTexCoord2d(0, y); Gl.glVertex2f(0, 0);
			Gl.glTexCoord2d(x, y); Gl.glVertex2f(glyphrec.bitmap.width, 0);
			Gl.glTexCoord2d(x, 0); Gl.glVertex2f(glyphrec.bitmap.width, glyphrec.bitmap.rows);
			Gl.glEnd();
			Gl.glPopMatrix();

			//Advance for the next character			
			Gl.glTranslatef(glyphrec.bitmap.width, 0, 0);
			extent_x[c] = glyphrec.bitmap_left + glyphrec.bitmap.width;
			Gl.glEndList();
			sChars += "f:" + c.ToString() + "[w:" + glyphrec.bitmap.width.ToString() + "][h:" + glyphrec.bitmap.rows.ToString() + "]" + sError;
		}
예제 #5
0
파일: FTclass.cs 프로젝트: ajmaya/box2dx
		/// <summary>
		/// Render the font to a series of OpenGL textures (one per letter)
		/// </summary>
		/// <param name="fontsize">size of the font</param>
		/// <param name="DPI">dots-per-inch setting</param>
		public void ftRenderToTexture(int fontsize, uint DPI)
		{
			font_size = fontsize;

			face = (FT_FaceRec)Marshal.PtrToStructure(faceptr, typeof(FT_FaceRec));
			Console.WriteLine("Num Faces:" + face.num_faces.ToString());
			Console.WriteLine("Num Glyphs:" + face.num_glyphs.ToString());
			Console.WriteLine("Num Char Maps:" + face.num_charmaps.ToString());
			Console.WriteLine("Font Family:" + face.family_name);
			Console.WriteLine("Style Name:" + face.style_name);
			Console.WriteLine("Generic:" + face.generic);
			Console.WriteLine("Bbox:" + face.bbox);
			Console.WriteLine("Glyph:" + face.glyph);
			//   IConsole.Write("Num Glyphs:", );

			//Freetype measures the font size in 1/64th of pixels for accuracy 
			//so we need to request characters in size*64
			FT.FT_Set_Char_Size(faceptr, font_size << 6, font_size << 6, DPI, DPI);

			//Provide a reasonably accurate estimate for expected pixel sizes
			//when we later on create the bitmaps for the font
			FT.FT_Set_Pixel_Sizes(faceptr, (uint)font_size, (uint)font_size);


			// Once we have the face loaded and sized we generate opengl textures 
			// from the glyphs  for each printable character
			Console.WriteLine("Compiling Font Characters 0..127");
			textures = new int[128];
			extent_x = new int[128];
			offsets = new FTGlyphOffset[128];
			list_base = Gl.glGenLists(128);
			Gl.glGenTextures(128, textures);
			for (int c = 0; c < 128; c++)
			{
				CompileCharacterToTexture(face, c);

				if (c < 127)
					sChars += ",";
			}
			//Console.WriteLine("Font Compiled:" + sChars);            
		}