mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added MSDF to Font and FontRenderer
This commit is contained in:
+13
-199
@@ -135,186 +135,13 @@ namespace Sandbox
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emojis.Fallback = mathstuff..ReleaseRefNoDelete();
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// Load test text
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var result = File.ReadAllText("test.txt", testText = new String(), true);
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//Log.EngineLogger.Assert(result)
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File.ReadAllText("test.txt", testText = new String(), true);
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_msdfEffect = _effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
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_textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary);
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}
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double F26Dot6ToDouble(uint16 value)
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{
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return (double(value) / 64.0);
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}
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void DoTheThing(FreeType.FT_Face fontFace, double pixelSizeY)
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{
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double unitsPerEm = F26Dot6ToDouble(fontFace.units_per_EM);
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// How much we have to scale the geometry to fit it into our desired pixels
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double geometryScaler = pixelSizeY / unitsPerEm;
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// prepare shape
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double advance = 0;
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var glyphIndex = FreeType.FreeType.Get_Char_Index(fonty.[Friend]_face, 'ß');
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Shape shape;
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msdfgen.LoadGlyph(out shape, &fonty.[Friend]_face, glyphIndex, out advance);
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shape.Normalize();
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var bounds = shape.GetBounds();
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msdfgen.EdgeColoringSimple(shape, 3.0);
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// prepare projection
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double scale = geometryScaler;
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double range = 4.0 / geometryScaler;
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int width;
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int height;
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double translationX;
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double translationY;
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if(bounds.Left < bounds.Right && bounds.Bottom < bounds.Top)
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{
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double l = bounds.Left;
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double r = bounds.Right;
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double b = bounds.Bottom;
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double t = bounds.Top;
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l -= 0.5 * range;
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b -= 0.5 * range;
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r += 0.5 * range;
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t += 0.5 * range;
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// TODO: miter?!
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double w = scale * (r - l);
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double h = scale * (t - b);
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width = (int)Math.Ceiling(w) + 1;
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height = (int)Math.Ceiling(h) + 1;
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translationX = -l + 0.5 * (width - w) / scale;
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translationY = -b + 0.5 * (height - h) / scale;
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}
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else
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{
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width = 0;
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height = 0;
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translationX = 0;
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translationY = 0;
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}
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msdfgen.Projection projection = .();
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projection.ScaleX = scale;
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projection.ScaleY = scale;
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projection.TranslationX = translationX;
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projection.TranslationY = translationY;
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/*
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void GlyphGeometry::wrapBox(double scale, double range, double miterLimit) {
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scale *= geometryScale;
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range /= geometryScale;
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box.range = range;
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box.scale = scale;
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if (bounds.l < bounds.r && bounds.b < bounds.t) {
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double l = bounds.l, b = bounds.b, r = bounds.r, t = bounds.t;
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l -= .5*range, b -= .5*range;
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r += .5*range, t += .5*range;
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if (miterLimit > 0)
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shape.boundMiters(l, b, r, t, .5*range, miterLimit, 1);
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double w = scale*(r-l);
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double h = scale*(t-b);
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box.rect.w = (int) ceil(w)+1;
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box.rect.h = (int) ceil(h)+1;
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box.translate.x = -l+.5*(box.rect.w-w)/scale;
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box.translate.y = -b+.5*(box.rect.h-h)/scale;
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} else {
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box.rect.w = 0, box.rect.h = 0;
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box.translate = msdfgen::Vector2();
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}
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}
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*/
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int x = (int)pixelSizeY;
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int y = (int)pixelSizeY;
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Bitmap<ColorRGB, const 1> bitmap = .((.)x, (.)y);
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MSDFGeneratorConfig config = .();
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msdfgen.GenerateMSDF(*(Bitmap<float, const 3>*)&bitmap, shape, projection, range, config);
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// Save png
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/*
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uint8[] data = new uint8[x * y * 3];
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for(int i = 0; i < x * y * 3; i++)
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{
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float f = bitmap.Pixels[i / 3].Red / 2f + 0.5f;
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float f2 = bitmap.Pixels[i / 3].Green / 2f + 0.5f;
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float f3 = bitmap.Pixels[i / 3].Blue / 2f + 0.5f;
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data[i++] = (uint8)Math.Clamp(256.0f * f, 0, 255);
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data[i++] = (uint8)Math.Clamp(256.0f * f2, 0, 255);
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data[i] = (uint8)Math.Clamp(256.0f * f3, 0, 255);
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}
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// TODO: free shape
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LodePng.LodePng.EncodeFile("test.png", data.Ptr, (.)x, (.)y, .RGB, 8);
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*/
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Texture2DDesc desc;
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desc.Width = (.)x;
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desc.Height = (.)y;
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desc.Format = .R8G8B8A8_SNorm;
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desc.MipLevels = 1;
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desc.Usage = .Immutable;
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desc.CpuAccess = .None;
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desc.ArraySize = 1;
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_dasTestA = new Texture2D(_context, desc);
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int8[] pixels = new int8[x * y * 4];
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int8 ToInt8(float f) => (.)Math.Clamp(127f * f, int8.MinValue, int8.MaxValue);
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//for(int i = 0; i < x * y; i++)
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for(int iy = 0; iy < y; iy++)
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for(int ix = 0; ix < x; ix++)
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{
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ColorRGB pixel = bitmap.Pixels[iy * y + ix];
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float f = pixel.Red;// / 2f + 0.5f;
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float f2 = pixel.Green;// / 2f + 0.5f;
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float f3 = pixel.Blue;// / 2f + 0.5f;
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int index = ((y - iy - 1) * y + ix) * 4;
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pixels[index + 0] = ToInt8(f);
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pixels[index + 1] = ToInt8(f2);
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pixels[index + 2] = ToInt8(f3);
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pixels[index + 3] = 0;
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//pixels[(y - iy - 1) * y + ix] = Color(f, f2, f3);
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}
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_dasTestA.SetData<Color>((.)pixels.Ptr, 0, 0, (.)x, (.)y);
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//_dasTestA.SetData<uint8>(pixelData.Ptr, 0, 0, (.)x, (.)y);
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}
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Texture2D _dasTestA ~ _.ReleaseRef();
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Font fonty ~ _.ReleaseRef();
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VertexLayout layout ~ _?.ReleaseRef();
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@@ -395,6 +222,11 @@ namespace Sandbox
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public override void Update(GameTime gameTime)
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{
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if(Input.IsKeyPressing(Key.P))
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{
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fonty.RedrawAtlas();
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}
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var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity);
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if(Application.Get().Window.IsActive)
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@@ -496,20 +328,19 @@ namespace Sandbox
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_alphaBlendState.Bind();
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Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
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Renderer2D.Draw(null, 0, 0, 502, 502, .Black, 5);
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//Renderer2D.Draw(null, 0, 0, fonty.[Friend]_atlas.Width * 10, fonty.[Friend]_atlas.Height * 10, .Red, 5);
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// Hallo Welt, wie geht es dir? 😂😂😂\nMir geht es gut, danke der Nachfrage. Wie geht es dir?\nMir geht es hervorragend und besser noch: meine Engine kann endlich Text rendern!💕❤\n und es scheint ganz in ordnung zu sein.
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//FontRenderer.DrawText(Renderer2D, fonty, testText, 0, 0, .White, .White, 32);
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Renderer2D.End();
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_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f);
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_alphaBlendState.Bind();
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Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect);
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_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f);
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Renderer2D.Draw(_dasTestA, 1, 1, size, size);
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// TODO: SDFs in Font Atlas packen
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FontRenderer.DrawText(Renderer2D, fonty, "Hallo", 0, 0, .White, .White, 256);
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Renderer2D.End();
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}
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@@ -570,23 +401,6 @@ namespace Sandbox
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return false;
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}
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float zoom = 1.0f;
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private void TextureViewer()
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{
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ImGui.Begin("Texture Viewer");
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ImGui.SliderFloat("Zoom", &zoom, 0.01f, 100.0f);
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ImGui.BeginChild("imageChild", default, true, .HorizontalScrollbar);
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ImGui.Image(fonty.[Friend]_atlas.[Friend]nativeResourceView, .(fonty.[Friend]_atlas.Width * zoom, fonty.[Friend]_atlas.Height * zoom), .(0.0f, 0.0f), .(1.0f, 1.0f), .(1.0f, 1.0f, 1.0f, 1.0f), .(1.0f, 0, 0, 1));
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ImGui.EndChild();
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ImGui.End();
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}
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private bool OnWindowResize(WindowResizeEvent e)
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{
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_depthTarget.ReleaseRef();
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