Exemplo n.º 1
0
        /// <summary>
        /// Information of rendering a glyph.
        /// 绘制一个字符(串)所需要的信息。
        /// </summary>
        /// <param name="characters">The glyph(a character or a string).此字符(串)。</param>
        /// <param name="leftTop">UV of left top.此字符的字形在纹理的横向偏移量(左上角uv)</param>
        /// <param name="rightBottom">UV of right bottom.此字符的字形在纹理的纵向偏移量(右下角uv)</param>
        /// <param name="textureIndex">Index of the the texture which this glyph belongs to in the 2D texture array.此字符所在的纹理,在二维纹理数组中的索引。</param>
        public GlyphInfo(string characters, vec2 leftTop, vec2 rightBottom, int textureIndex)
        {
            this.characters = characters;
            var leftBottom = new vec2(leftTop.x, rightBottom.y);
            var rightTop   = new vec2(rightBottom.x, leftTop.y);

            this.quad         = new QuadStruct(leftTop, leftBottom, rightBottom, rightTop);
            this.textureIndex = textureIndex;
        }
Exemplo n.º 2
0
        /// <summary>
        /// start from (0, 0) to the right.
        /// </summary>
        /// <param name="text"></param>
        /// <param name="server"></param>
        /// <param name="totalWidth"></param>
        /// <param name="totalHeight"></param>
        unsafe private void PositionPass(string text, GlyphServer server,
                                         out float totalWidth, out float totalHeight)
        {
            int          textureWidth  = server.TextureWidth;
            int          textureHeight = server.TextureHeight;
            VertexBuffer buffer        = this.positionBuffer;
            var          positionArray = (QuadStruct *)buffer.MapBuffer(MapBufferAccess.ReadWrite);
            const float  height        = 2.0f; // let's say height is 2.0f.

            totalWidth  = 0;
            totalHeight = height;
            int index = 0;

            foreach (var c in text)
            {
                GlyphInfo glyphInfo;
                float     wByH = 0;
                if (server.GetGlyphInfo(c, out glyphInfo))
                {
                    float w = (glyphInfo.quad.rightBottom.x - glyphInfo.quad.leftBottom.x) * textureWidth;
                    float h = (glyphInfo.quad.rightBottom.y - glyphInfo.quad.rightTop.y) * textureHeight;
                    wByH = height * w / h;
                }
                else
                {
                    // put an empty glyph(square) here.
                    wByH = height * 1.0f / 1.0f;
                }

                var leftTop     = new vec2(totalWidth, 1f);
                var leftBottom  = new vec2(totalWidth, -1f);
                var rightBottom = new vec2(totalWidth + wByH, -1f);
                var rightTop    = new vec2(totalWidth + wByH, 1f);
                positionArray[index++] = new QuadStruct(leftTop, leftBottom, rightBottom, rightTop);
                totalWidth            += wByH;
            }

            // move to center.
            const float scale = 1f;

            for (int i = 0; i < text.Length; i++)
            {
                QuadStruct quad   = positionArray[i];
                var        newPos = new QuadStruct(
                    // y is already in [-1, 1], so just shrink x to [-1, 1]
                    new vec2(quad.leftTop.x / totalWidth * 2.0f - 1f, quad.leftTop.y) * scale,
                    new vec2(quad.leftBottom.x / totalWidth * 2.0f - 1f, quad.leftBottom.y) * scale,
                    new vec2(quad.rightBottom.x / totalWidth * 2.0f - 1f, quad.rightBottom.y) * scale,
                    new vec2(quad.rightTop.x / totalWidth * 2.0f - 1f, quad.rightTop.y) * scale
                    );

                positionArray[i] = newPos;
            }

            buffer.UnmapBuffer();
        }