示例#1
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 public void GetPacked(int i, out int id, out RectangleI rect)
 {
     if (i < 0 || i >= PackedCount)
     {
         throw new ArgumentOutOfRangeException(nameof(i));
     }
     packer_get(packer, i, out id, out rect.X, out rect.Y, out rect.W, out rect.H);
 }
示例#2
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 public DrawCall(RenderTarget target, Material material)
 {
     Target    = target;
     Material  = material;
     Mesh      = null;
     Blend     = false;
     BlendMode = default(BlendMode);
     Clip      = false;
     ClipRect  = default(RectangleI);
 }
示例#3
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 public DrawCall(RenderTarget target, Material material, Mesh mesh, BlendMode blendMode, RectangleI clipRect)
 {
     Target    = target;
     Material  = material;
     Mesh      = mesh;
     Blend     = true;
     BlendMode = blendMode;
     Clip      = true;
     ClipRect  = clipRect;
 }
示例#4
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 public DrawCall(RenderTarget target, Material material, Mesh mesh, BlendMode blendMode)
 {
     Target    = target;
     Material  = material;
     Mesh      = mesh;
     Blend     = true;
     BlendMode = blendMode;
     Clip      = false;
     ClipRect  = default(RectangleI);
 }
示例#5
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 public DrawCall(Material material, Mesh mesh)
 {
     Target    = null;
     Material  = material;
     Mesh      = mesh;
     Blend     = false;
     BlendMode = default(BlendMode);
     Clip      = false;
     ClipRect  = default(RectangleI);
 }
示例#6
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        public void PushClipRect(ref RectangleI rect)
        {
            Flush();

            ++clipIndex;
            if (clipIndex == clipRects.Length)
            {
                Array.Resize(ref clipRects, clipIndex * 2);
            }
            clipRects[clipIndex] = rect;
            draw.Clip            = true;
            draw.ClipRect        = rect;
        }
示例#7
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        public SubTexture(Texture texture, RectangleI rect, int offsetX, int offsetY, int trimWidth, int trimHeight)
        {
            Texture    = texture;
            Width      = rect.W;
            Height     = rect.H;
            OffsetX    = offsetX;
            OffsetY    = offsetY;
            TrimWidth  = trimWidth;
            TrimHeight = trimHeight;

            var size = new Vector2(texture.Width, texture.Height);

            uv.A = rect.TopLeft / size;
            uv.B = rect.TopRight / size;
            uv.C = rect.BottomRight / size;
            uv.D = rect.BottomLeft / size;
        }
示例#8
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文件: Bitmap.cs 项目: Rahil627/Rise
 public void GetSubRect(Bitmap result, RectangleI rect)
 {
     result.Resize(rect.W, rect.H);
     result.CopyPixels(this, rect, Point2.Zero);
 }
示例#9
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        public AtlasImage AddImage(string name, int width, int height, int offsetX, int offsetY, int trimW, int trimH, RectangleI subRect)
        {
            Rectangle uvRect = subRect;

            uvRect.X /= Texture.Width;
            uvRect.Y /= Texture.Height;
            uvRect.W /= Texture.Width;
            uvRect.H /= Texture.Height;
            return(AddImage(ref name, width, height, offsetX, offsetY, trimW, trimH, ref uvRect, false));
        }
示例#10
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文件: Bitmap.cs 项目: Rahil627/Rise
 public void SetRect(RectangleI rect, Color4 color)
 {
     SetRect(rect.X, rect.Y, rect.W, rect.H, color);
 }
示例#11
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        public void BlitTextureTo(RenderTarget target, int textureNum, BlitFilter filter, RectangleI rect)
        {
            if (textures[textureNum].ID == 0)
            {
                throw new Exception("RenderTarget does not have a texture in slot: " + textureNum);
            }

            Bind(null);
            GL.BindFramebuffer(FramebufferTarget.Read, id);
            GL.BindFramebuffer(FramebufferTarget.Draw, target != null ? target.id : 0);
            GL.ReadBuffer((ReadBuffer)((uint)ReadBuffer.Color0 + textureNum));
            GL.BlitFramebuffer(new RectangleI(Width, Height), rect, BufferBit.Color, filter);
        }
示例#12
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        public Atlas Build(int pad)
        {
            var packer = new RectanglePacker(maxSize, maxSize, packCount);

            //This ID is used to keep the rectangles ordered (we need to unpack in the same order we packed)
            int nextID = 0;

            //Add all the bitmaps (padding them)
            foreach (var pair in bitmaps)
            {
                RectangleI rect;
                if (!trims.TryGetValue(pair.Value, out rect))
                {
                    rect = new RectangleI(pair.Value.Width, pair.Value.Height);
                }
                packer.Add(++nextID, rect.W + pad, rect.H + pad, true);
            }

            //Add all the font characters (padding them)
            foreach (var pair in fonts)
            {
                FontChar chr;
                for (int i = 0; i < pair.Value.CharCount; ++i)
                {
                    pair.Value.GetCharInfoAt(i, out chr);
                    if (!pair.Value.IsEmpty(chr.Char))
                    {
                        packer.Add(++nextID, chr.Width + pad, chr.Height + pad, true);
                    }
                }
            }

            //Add all the tiles (padding them)
            foreach (var pair in tiles)
            {
                var        tileset = pair.Value;
                RectangleI rect;
                for (int y = 0; y < tileset.Rows; ++y)
                {
                    for (int x = 0; x < tileset.Cols; ++x)
                    {
                        var tile = tileset.Bitmaps[x, y];
                        if (tile != null)
                        {
                            if (!trims.TryGetValue(tile, out rect))
                            {
                                rect = new RectangleI(tile.Width, tile.Height);
                            }
                            packer.Add(++nextID, rect.W + pad, rect.H + pad, true);
                        }
                    }
                }
            }

            //Pack the rectangles
            if (!packer.Pack())
            {
                return(null);
            }

            //Sort the packed rectangles so they're in the same order we added them
            var packed = new Packed[packer.PackedCount];

            for (int i = 0; i < packed.Length; ++i)
            {
                packer.GetPacked(i, out packed[i].ID, out packed[i].Rect);
            }
            Array.Sort(packed, (a, b) => a.ID.CompareTo(b.ID));

            //Get the atlas size
            int atlasW, atlasH;

            packer.GetBounds(out atlasW, out atlasH);
            atlasW = atlasW.ToPowerOf2();
            atlasH = atlasH.ToPowerOf2();

            ///Create the atlas with an empty texture for now
            var atlas       = new Atlas(new Texture2D(atlasW, atlasH, TextureFormat.RGBA));
            var atlasBitmap = new Bitmap(atlasW, atlasH);
            var rotBitmap   = new Bitmap(1, 1);
            var trimBitmap  = new Bitmap(1, 1);

            //Reset the ID so we get the correct packed rectangles as we go
            nextID = 0;

            AtlasImage AddImage(string name, Bitmap bitmap)
            {
                RectangleI trim;

                if (!trims.TryGetValue(bitmap, out trim))
                {
                    trim = new RectangleI(bitmap.Width, bitmap.Height);
                }

                //Get the rectangle and unpad it
                var rect = packed[nextID++].Rect;

                rect.W -= pad;
                rect.H -= pad;

                var img = atlas.AddImage(name, bitmap.Width, bitmap.Height, trim.X, trim.Y, trim.W, trim.H, rect, trim.W != rect.W);

                //Blit the bitmap onto the atlas, optionally rotating it
                if (trim.W != rect.W)
                {
                    //Rotate the bitmap, trimming first if the bitmap was trimmed
                    if (trim.W < bitmap.Width || trim.H < bitmap.Height)
                    {
                        bitmap.GetSubRect(trimBitmap, trim);
                        trimBitmap.RotateRight(rotBitmap);
                    }
                    else
                    {
                        bitmap.RotateRight(rotBitmap);
                    }

                    atlasBitmap.CopyPixels(rotBitmap, rect.X, rect.Y);
                }
                else
                {
                    atlasBitmap.CopyPixels(bitmap, trim.X, trim.Y, trim.W, trim.H, rect.X, rect.Y);
                }

                return(img);
            }

            //Add the images
            foreach (var pair in bitmaps)
            {
                AddImage(pair.Key, pair.Value);
            }

            //Add the fonts
            Bitmap charBitmap = null;

            foreach (var pair in fonts)
            {
                var size = pair.Value;

                //This is the bitmap we'll render the character onto
                if (charBitmap == null)
                {
                    charBitmap = new Bitmap(size.MaxCharW, size.MaxCharH);
                }
                else
                {
                    charBitmap.Resize(size.MaxCharW, size.MaxCharH);
                }

                //Create an atlas font to populate with the characters
                var        font = atlas.AddFont(pair.Key, size.Ascent, size.Descent, size.LineGap);
                FontChar   chr;
                RectangleI rect;
                for (int i = 0; i < size.CharCount; ++i)
                {
                    size.GetCharInfoAt(i, out chr);

                    if (!size.IsEmpty(chr.Char))
                    {
                        //Get the packed rectangle and unpad it
                        rect    = packed[nextID++].Rect;
                        rect.W -= pad;
                        rect.H -= pad;

                        //Rasterize the character and optionally rotate it before blitting
                        size.GetPixels(chr.Char, charBitmap, fontsToPremultiply.Contains(size));
                        if (chr.Width != rect.W)
                        {
                            charBitmap.RotateRight(rotBitmap);
                            atlasBitmap.CopyPixels(rotBitmap, rect.X, rect.Y);
                        }
                        else
                        {
                            atlasBitmap.CopyPixels(charBitmap, rect.X, rect.Y);
                        }
                    }
                    else
                    {
                        rect = RectangleI.Empty;
                    }

                    var atlasChar = font.AddChar(chr.Char, chr.Width, chr.Height, chr.Advance, chr.OffsetX, chr.OffsetY, rect, chr.Width != rect.W);

                    //Set character kerning
                    for (int j = 0; j < size.CharCount; ++j)
                    {
                        char nextChar = size.GetCharAt(j);
                        int  kern     = size.GetKerning(chr.Char, nextChar);
                        if (kern != 0)
                        {
                            atlasChar.SetKerning(nextChar, kern);
                        }
                    }
                }
            }

            //Add the tiles
            foreach (var pair in tiles)
            {
                var prefix     = pair.Key;
                var tileset    = pair.Value;
                var atlasTiles = atlas.AddTiles(prefix, tileset.Cols, tileset.Rows, tileset.TileWidth, tileset.TileHeight);

                for (int y = 0; y < tileset.Rows; ++y)
                {
                    for (int x = 0; x < tileset.Cols; ++x)
                    {
                        var tile = tileset.Bitmaps[x, y];
                        if (tile != null)
                        {
                            var image = AddImage($"{prefix}:{x},{y}", tile);
                            atlasTiles.SetTile(x, y, image);
                        }
                    }
                }
            }

            //Now that the bitmap is rendered, upload it to the texture
            atlas.Texture.SetPixels(atlasBitmap);

            return(atlas);
        }
示例#13
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        public AtlasChar AddChar(char chr, int width, int height, int advance, int offsetX, int offsetY, RectangleI subRect, bool rotate90)
        {
            Rectangle uvRect = subRect;

            uvRect.X /= Atlas.Width;
            uvRect.Y /= Atlas.Height;
            uvRect.W /= Atlas.Width;
            uvRect.H /= Atlas.Height;
            return(AddChar(chr, width, height, advance, offsetX, offsetY, uvRect, rotate90));
        }
示例#14
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 public void SetClipRect(ref RectangleI clipRect)
 {
     Clip     = true;
     ClipRect = clipRect;
 }
示例#15
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 public void SetClipRect(RectangleI clipRect)
 {
     SetClipRect(ref clipRect);
 }
示例#16
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文件: Bitmap.cs 项目: Rahil627/Rise
 public void CopyPixels(Bitmap source, RectangleI src, Point2 dst)
 {
     CopyPixels(source, src.X, src.Y, src.W, src.H, dst.X, dst.Y);
 }
示例#17
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 public void PushClipRect(RectangleI rect)
 {
     PushClipRect(ref rect);
 }
示例#18
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文件: Bitmap.cs 项目: Rahil627/Rise
 public bool HasVisiblePixelsInRect(RectangleI rect)
 {
     return(HasVisiblePixelsInRect(rect.X, rect.Y, rect.W, rect.H));
 }
示例#19
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 public SubTexture(Texture texture, RectangleI rect)
     : this(texture, rect, 0, 0, rect.W, rect.H)
 {
 }