示例#1
0
        public void Import(CommandLineOptions options)
        {
            // Load the source bitmap.
            Bitmap bitmap;

            try
            {
                bitmap = new Bitmap(options.SourceFont);
            }
            catch
            {
                throw new Exception(string.Format("Unable to load '{0}'.", options.SourceFont));
            }

            // Convert to our desired pixel format.
            bitmap = BitmapUtils.ChangePixelFormat(bitmap, PixelFormat.Format32bppArgb);

            // What characters are included in this font?
            var characters = CharacterRegion.Flatten(options.CharacterRegions).ToArray();
            int characterIndex = 0;
            char currentCharacter = '\0';

            // Split the source image into a list of individual glyphs.
            var glyphList = new List<Glyph>();

            Glyphs = glyphList;
            LineSpacing = 0;

            foreach (Rectangle rectangle in FindGlyphs(bitmap))
            {
                if (characterIndex < characters.Length)
                    currentCharacter = characters[characterIndex++];
                else
                    currentCharacter++;

                glyphList.Add(new Glyph(currentCharacter, bitmap, rectangle));

                LineSpacing = Math.Max(LineSpacing, rectangle.Height);
            }

            // If the bitmap doesn't already have an alpha channel, create one now.
            if (BitmapUtils.IsAlphaEntirely(255, bitmap))
            {
                BitmapUtils.ConvertGreyToAlpha(bitmap);
            }
        }
示例#2
0
文件: Program.cs 项目: Nezz/SharpDX
 public static void Main(string[] args)
 {
     var options = new CommandLineOptions();
     if (!ConsoleProgram.ParseCommandLine(options, args, 32))
     {
         Environment.Exit(-1);
     }
     MakeSpriteFont(options);
 }
示例#3
0
文件: Program.cs 项目: Nezz/SharpDX
        static void MakeSpriteFont(CommandLineOptions options)
        {
            // Import.
            Console.WriteLine("Importing {0}", options.SourceFont);

            float lineSpacing;

            Glyph[] glyphs = ImportFont(options, out lineSpacing);

            // Optimize.
            Console.WriteLine("Cropping glyph borders");

            foreach (Glyph glyph in glyphs)
            {
                GlyphCropper.Crop(glyph);
            }

            Console.WriteLine("Packing glyphs into sprite sheet");

            Bitmap bitmap = GlyphPacker.ArrangeGlyphs(glyphs);

            // Adjust line and character spacing.
            lineSpacing += options.LineSpacing;

            foreach (Glyph glyph in glyphs)
            {
                glyph.XAdvance += options.CharacterSpacing;
            }

            // Automatically detect whether this is a monochromatic or color font?
            if (options.TextureFormat == TextureFormat.Auto)
            {
                bool isMono = BitmapUtils.IsRgbEntirely(Color.White, bitmap);

                options.TextureFormat = isMono ? TextureFormat.CompressedMono :
                                                 TextureFormat.Rgba32;
            }

            // Convert to premultiplied alpha format.
            if (!options.NoPremultiply)
            {
                Console.WriteLine("Premultiplying alpha");

                BitmapUtils.PremultiplyAlpha(bitmap);
            }

            // Save output files.
            if (!string.IsNullOrEmpty(options.DebugOutputSpriteSheet))
            {
                Console.WriteLine("Saving debug output spritesheet {0}", options.DebugOutputSpriteSheet);

                bitmap.Save(options.DebugOutputSpriteSheet);
            }

            Console.WriteLine("Writing {0} ({1} format)", options.OutputFile, options.TextureFormat);

            SpriteFontWriter.WriteSpriteFont(options, glyphs, lineSpacing, bitmap);
        }
示例#4
0
        public void Import(CommandLineOptions options)
        {
            // Create a bunch of GDI+ objects.
            using (Font font = CreateFont(options))
            using (Brush brush = new SolidBrush(Color.White))
            using (StringFormat stringFormat = new StringFormat(StringFormatFlags.NoFontFallback))
            using (Bitmap bitmap = new Bitmap(MaxGlyphSize, MaxGlyphSize, PixelFormat.Format32bppArgb))
            using (System.Drawing.Graphics graphics = System.Drawing.Graphics.FromImage(bitmap))
            {
                graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
                graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
                graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;

                // Which characters do we want to include?
                var characters = CharacterRegion.Flatten(options.CharacterRegions);

                var glyphList = new List<Glyph>();

                // Rasterize each character in turn.
                foreach (char character in characters)
                {
                    Glyph glyph = ImportGlyph(character, font, brush, stringFormat, bitmap, graphics);

                    glyphList.Add(glyph);
                }

                Glyphs = glyphList;

                // Store the font height.
                LineSpacing = font.GetHeight();
            }
        }
示例#5
0
文件: Program.cs 项目: Nezz/SharpDX
        static Glyph[] ImportFont(CommandLineOptions options, out float lineSpacing)
        {
            // Which importer knows how to read this source font?
            IFontImporter importer;

            string fileExtension = Path.GetExtension(options.SourceFont).ToLowerInvariant();

            string[] BitmapFileExtensions = { ".bmp", ".png", ".gif" };

            if (BitmapFileExtensions.Contains(fileExtension))
            {
                importer = new BitmapImporter();
            }
            else
            {
                importer = new TrueTypeImporter();
            }

            // Import the source font data.
            importer.Import(options);

            lineSpacing = importer.LineSpacing;

            var glyphs = importer.Glyphs
                                 .OrderBy(glyph => glyph.Character)
                                 .ToArray();

            // Validate.
            if (glyphs.Length == 0)
            {
                throw new Exception("Font does not contain any glyphs.");
            }

            if ((options.DefaultCharacter != 0) && !glyphs.Any(glyph => glyph.Character == options.DefaultCharacter))
            {
                throw new Exception("The specified DefaultCharacter is not part of this font.");
            }

            return glyphs;
        }
示例#6
0
        // Attempts to instantiate the requested GDI+ font object.
        static Font CreateFont(CommandLineOptions options)
        {
            Font font = new Font(options.SourceFont, PointsToPixels(options.FontSize), options.FontStyle, GraphicsUnit.Pixel);

            try
            {
                // The font constructor automatically substitutes fonts if it can't find the one requested.
                // But we prefer the caller to know if anything is wrong with their data. A simple string compare
                // isn't sufficient because some fonts (eg. MS Mincho) change names depending on the locale.

                // Early out: in most cases the name will match the current or invariant culture.
                if (options.SourceFont.Equals(font.FontFamily.GetName(CultureInfo.CurrentCulture.LCID), StringComparison.OrdinalIgnoreCase) ||
                    options.SourceFont.Equals(font.FontFamily.GetName(CultureInfo.InvariantCulture.LCID), StringComparison.OrdinalIgnoreCase))
                {
                    return font;
                }

                // Check the font name in every culture.
                foreach (CultureInfo culture in CultureInfo.GetCultures(CultureTypes.SpecificCultures))
                {
                    if (options.SourceFont.Equals(font.FontFamily.GetName(culture.LCID), StringComparison.OrdinalIgnoreCase))
                    {
                        return font;
                    }
                }

                // A font substitution must have occurred.
                throw new Exception(string.Format("Can't find font '{0}'.", options.SourceFont));
            }
            catch
            {
                font.Dispose();
                throw;
            }
        }
示例#7
0
        public static void WriteSpriteFont(CommandLineOptions options, Glyph[] glyphs, float lineSpacing, Bitmap bitmap)
        {
            using (FileStream file = File.OpenWrite(options.OutputFile))
            using (BinaryWriter writer = new BinaryWriter(file))
            {
                WriteMagic(writer);
                WriteGlyphs(writer, glyphs);

                writer.Write(lineSpacing);
                writer.Write(options.DefaultCharacter);
                
                WriteBitmap(writer, options, bitmap);
            }
        }
示例#8
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        // We want to compress our font textures, because, like, smaller is better, 
        // right? But a standard DXT compressor doesn't do a great job with fonts that 
        // are in premultiplied alpha format. Our font data is greyscale, so all of the 
        // RGBA channels have the same value. If one channel is compressed differently 
        // to another, this causes an ugly variation in brightness of the rendered text. 
        // Also, fonts are mostly either black or white, with grey values only used for 
        // antialiasing along their edges. It is very important that the black and white 
        // areas be accurately represented, while the precise value of grey is less 
        // important.
        //
        // Trouble is, your average DXT compressor knows nothing about these 
        // requirements. It will optimize to minimize a generic error metric such as 
        // RMS, but this will often sacrifice crisp black and white in exchange for 
        // needless accuracy of the antialiasing pixels, or encode RGB differently to 
        // alpha. UGLY!
        //
        // Fortunately, encoding monochrome fonts turns out to be trivial. Using DXT3, 
        // we can fix the end colors as black and white, which gives guaranteed exact 
        // encoding of the font inside and outside, plus two fractional values for edge 
        // antialiasing. Also, these RGB values (0, 1/3, 2/3, 1) map exactly to four of 
        // the possible 16 alpha values available in DXT3, so we can ensure the RGB and 
        // alpha channels always exactly match.

        static void CompressBlock(BinaryWriter writer, BitmapUtils.PixelAccessor bitmapData, int blockX, int blockY, CommandLineOptions options)
        {
            long alphaBits = 0;
            int rgbBits = 0;

            int pixelCount = 0;

            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    long alpha;
                    int rgb;

                    int value = bitmapData[blockX + x, blockY + y].A;

                    if (options.NoPremultiply)
                    {
                        // If we are not premultiplied, RGB is always white and we have 4 bit alpha.
                        alpha = value >> 4;
                        rgb = 0;
                    }
                    else
                    {
                        // For premultiplied encoding, quantize the source value to 2 bit precision.
                        if (value < 256 / 6)
                        {
                            alpha = 0;
                            rgb = 1;
                        }
                        else if (value < 256 / 2)
                        {
                            alpha = 5;
                            rgb = 3;
                        }
                        else if (value < 256 * 5 / 6)
                        {
                            alpha = 10;
                            rgb = 2;
                        }
                        else
                        {
                            alpha = 15;
                            rgb = 0;
                        }
                    }

                    // Add this pixel to the alpha and RGB bit masks.
                    alphaBits |= alpha << (pixelCount * 4);
                    rgbBits |= rgb << (pixelCount * 2);

                    pixelCount++;
                }
            }

            // Output the alpha bit mask.
            writer.Write(alphaBits);

            // Output the two endpoint colors (black and white in 5.6.5 format).
            writer.Write((ushort)0xFFFF);
            writer.Write((ushort)0);

            // Output the RGB bit mask.
            writer.Write(rgbBits);
        }
示例#9
0
        // Writes a block compressed monochromatic font texture.
        static void WriteCompressedMono(BinaryWriter writer, Bitmap bitmap, CommandLineOptions options)
        {
            if ((bitmap.Width & 3) != 0 ||
                (bitmap.Height & 3) != 0)
            {
                throw new ArgumentException("Block compression requires texture size to be a multiple of 4.");
            }

            writer.Write(DXGI_FORMAT_BC2_UNORM);

            writer.Write(bitmap.Width * 4);
            writer.Write(bitmap.Height / 4);

            using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly))
            {
                for (int y = 0; y < bitmap.Height; y += 4)
                {
                    for (int x = 0; x < bitmap.Width; x += 4)
                    {
                        CompressBlock(writer, bitmapData, x, y, options);
                    }
                }
            }
        }
示例#10
0
        static void WriteBitmap(BinaryWriter writer, CommandLineOptions options, Bitmap bitmap)
        {
            writer.Write(bitmap.Width);
            writer.Write(bitmap.Height);

            switch (options.TextureFormat)
            {
                case TextureFormat.Rgba32:
                    WriteRgba32(writer, bitmap);
                    break;
             
                case TextureFormat.Bgra4444:
                    WriteBgra4444(writer, bitmap);
                    break;
                
                case TextureFormat.CompressedMono:
                    WriteCompressedMono(writer, bitmap, options);
                    break;
                
                default:
                    throw new NotSupportedException();
            }
        }