Added MSDF to Font and FontRenderer

This commit is contained in:
Simon Lübeß
2021-09-19 21:19:00 +02:00
parent 764b9f27b6
commit 2afff4ec20
5 changed files with 211 additions and 254 deletions
+1 -1
View File
@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", ImGui = "*", ImGuiImplWin32 = "*", ImGuiImplDX11 = "*", DirectXTK = "*", FreeType = "*", cgltf-beef = "*"} Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", ImGui = "*", ImGuiImplWin32 = "*", ImGuiImplDX11 = "*", DirectXTK = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*"}
[Project] [Project]
Name = "GlitchyEngine" Name = "GlitchyEngine"
+171 -49
View File
@@ -2,6 +2,7 @@ using System;
using FreeType; using FreeType;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using System.Collections; using System.Collections;
using msdfgen;
using internal GlitchyEngine.Renderer.Text; using internal GlitchyEngine.Renderer.Text;
@@ -44,6 +45,11 @@ namespace GlitchyEngine.Renderer.Text
GlyphDescriptor _missingGlyph; GlyphDescriptor _missingGlyph;
private SamplerState _sampler ~ _.ReleaseRef(); private SamplerState _sampler ~ _.ReleaseRef();
/// How much we have to scale the geometry to fit it into our desired pixels
private double _geometryScaler;
private double _range = 4.0;
/** /**
* Gets or sets the fallback Font for this Font. * Gets or sets the fallback Font for this Font.
@@ -84,6 +90,12 @@ namespace GlitchyEngine.Renderer.Text
} }
} }
[Inline]
double F26Dot6ToDouble(int32 value)
{
return (double(value) / 64.0);
}
public this(GraphicsContext context, String fontPath, uint32 fontSize, bool hasColor = true, char32 firstChar = '\0', uint32 charCount = 128, int32 faceIndex = 0) public this(GraphicsContext context, String fontPath, uint32 fontSize, bool hasColor = true, char32 firstChar = '\0', uint32 charCount = 128, int32 faceIndex = 0)
{ {
_context = context..AddRef(); _context = context..AddRef();
@@ -105,6 +117,11 @@ namespace GlitchyEngine.Renderer.Text
res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize); res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize);
Log.EngineLogger.Assert(res.Success, scope $"Set_Pixel_Sizes failed({(int)res}): {res}"); Log.EngineLogger.Assert(res.Success, scope $"Set_Pixel_Sizes failed({(int)res}): {res}");
double unitsPerEm = F26Dot6ToDouble(_face.units_per_EM);
_geometryScaler = _fontSize / unitsPerEm;
_range = 4.0 / _geometryScaler;
LoadGlyphs(firstChar, charCount); LoadGlyphs(firstChar, charCount);
} }
@@ -171,6 +188,21 @@ namespace GlitchyEngine.Renderer.Text
DrawAtlas(); DrawAtlas();
} }
/// Debug only
public void RedrawAtlas()
{
for(let (char, desc) in _glyphs)
{
desc?.IsCalculated = false;
desc?.IsRendered = false;
}
_penPos = .Zero;
_lastRowHeight = 0;
UpdateAtlas();
}
Int32_3 PrepareAtlas() Int32_3 PrepareAtlas()
{ {
const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
@@ -201,13 +233,20 @@ namespace GlitchyEngine.Renderer.Text
desc.Metrics = _face.glyph.metrics; desc.Metrics = _face.glyph.metrics;
int32 glyphWidth = (desc.Metrics.width / 64) + 1; int32 border = 2;
int32 glyphHeight = (desc.Metrics.height / 64) + 1;
// TODO: adjust size to glyph
int32 glyphWidth = (.)_fontSize + border;
//int32 glyphWidth = (desc.Metrics.width / 64) + 1;
int32 glyphHeight = (.)_fontSize + border;
//int32 glyphHeight = (desc.Metrics.height / 64) + 1;
// when size is 0 (1 because we added 1) the glyph has no image // when size is 0 (1 because we added 1) the glyph has no image
if(glyphWidth != 1 || glyphHeight != 1) if(glyphWidth != border || glyphHeight != border)
{ {
int32 glyphRight = penLeft + glyphWidth; //int32 glyphRight = penLeft + glyphWidth;
int32 glyphRight = penLeft + glyphWidth + border;
if(glyphRight > maxRes) if(glyphRight > maxRes)
{ {
@@ -216,7 +255,7 @@ namespace GlitchyEngine.Renderer.Text
rowHeight = 0; rowHeight = 0;
} }
int32 glyphBottom = penTop + glyphHeight; int32 glyphBottom = penTop + glyphHeight + border;
if(glyphBottom > maxRes) if(glyphBottom > maxRes)
{ {
@@ -234,8 +273,10 @@ namespace GlitchyEngine.Renderer.Text
} }
desc.MapCoord = pen; desc.MapCoord = pen;
desc.SizeX = glyphWidth - 1; //desc.SizeX = glyphWidth - 1;
desc.SizeY = glyphHeight - 1; //desc.SizeY = glyphHeight - 1;
desc.SizeX = (.)_fontSize;
desc.SizeY = (.)_fontSize;
if(desc.GlyphIndex == 0 && _missingGlyph == null) if(desc.GlyphIndex == 0 && _missingGlyph == null)
{ {
@@ -262,6 +303,8 @@ namespace GlitchyEngine.Renderer.Text
return .(atlasWidth, atlasHeight, atlasArray); return .(atlasWidth, atlasHeight, atlasArray);
} }
public bool secondTime = false;
void DrawAtlas() void DrawAtlas()
{ {
Int32_3 oldAtlasSize = _atlasSize; Int32_3 oldAtlasSize = _atlasSize;
@@ -272,7 +315,7 @@ namespace GlitchyEngine.Renderer.Text
var oldAtlas = _atlas; var oldAtlas = _atlas;
Texture2DDesc desc; Texture2DDesc desc;
desc.Format = .B8G8R8A8_UNorm; desc.Format = .R8G8B8A8_SNorm;
desc.MipLevels = 1; desc.MipLevels = 1;
desc.Width = (.)_atlasSize.X; desc.Width = (.)_atlasSize.X;
desc.Height = (.)_atlasSize.Y; desc.Height = (.)_atlasSize.Y;
@@ -302,50 +345,129 @@ namespace GlitchyEngine.Renderer.Text
continue; continue;
} }
var loadResult = FreeType.Load_Glyph(_face, glyphIndex, .Color | .Render | .TargetNormal); DoTheThing(desc);
if(loadResult.Error)
{
Log.EngineLogger.Error($"Failed to render glyph for '{char}'(Char Code:{(uint32)char} | Error {(int)loadResult}): {loadResult}");
}
FT_GlyphSlot glyphSlot = _face.glyph;
FT_Bitmap bitmap = glyphSlot.bitmap;
//ResourceBox glyphBox = .((.)desc.MapCoord.X, (.)desc.MapCoord.X, 0,
// (.)desc.MapCoord.X + (.)desc.SizeX, (.)desc.MapCoord.Y + (.)desc.SizeY, 1);
if(_face.glyph.format == .Bitmap)
{
if(bitmap.pixel_mode == .Gray)
{
Color[] pixels = new Color[bitmap.width * bitmap.rows];
defer delete pixels;
for(int i < pixels.Count)
{
uint8 gray = bitmap.buffer[i];
pixels[i] = .(gray, gray, gray, gray);
}
_atlas.SetData(pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
}
else if(bitmap.pixel_mode == .Bgra)
{
_atlas.SetData<Color>((.)bitmap.buffer, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
desc.IsBitmap = true;
}
}
else
{
Runtime.NotImplemented();
}
desc.IsRendered = true; desc.IsRendered = true;
} }
} }
void DoTheThing(GlyphDescriptor desc)
{
// prepare shape
double advance = 0;
Shape shape;
msdfgen.LoadGlyph(out shape, ref _face, desc.GlyphIndex, out advance);
shape.Normalize();
var bounds = shape.GetBounds();
msdfgen.EdgeColoringSimple(shape, 3.0);
// prepare projection
int width;
int height;
double translationX;
double translationY;
if(bounds.Left < bounds.Right && bounds.Bottom < bounds.Top)
{
double l = bounds.Left;
double r = bounds.Right;
double b = bounds.Bottom;
double t = bounds.Top;
l -= 0.5 * _range;
b -= 0.5 * _range;
r += 0.5 * _range;
t += 0.5 * _range;
// TODO: miter?!
double w = _geometryScaler * (r - l);
double h = _geometryScaler * (t - b);
width = (int)Math.Ceiling(w) + 1;
height = (int)Math.Ceiling(h) + 1;
translationX = -l + 0.5 * (width - w) / _geometryScaler;
translationY = -b + 0.5 * (height - h) / _geometryScaler;
}
else
{
width = 0;
height = 0;
translationX = 0;
translationY = 0;
}
msdfgen.Projection projection = .();
projection.ScaleX = _geometryScaler;
projection.ScaleY = _geometryScaler;
projection.TranslationX = translationX;
projection.TranslationY = translationY;
/*
void GlyphGeometry::wrapBox(double scale, double range, double miterLimit) {
scale *= geometryScale;
range /= geometryScale;
box.range = range;
box.scale = scale;
if (bounds.l < bounds.r && bounds.b < bounds.t) {
double l = bounds.l, b = bounds.b, r = bounds.r, t = bounds.t;
l -= .5*range, b -= .5*range;
r += .5*range, t += .5*range;
if (miterLimit > 0)
shape.boundMiters(l, b, r, t, .5*range, miterLimit, 1);
double w = scale*(r-l);
double h = scale*(t-b);
box.rect.w = (int) ceil(w)+1;
box.rect.h = (int) ceil(h)+1;
box.translate.x = -l+.5*(box.rect.w-w)/scale;
box.translate.y = -b+.5*(box.rect.h-h)/scale;
} else {
box.rect.w = 0, box.rect.h = 0;
box.translate = msdfgen::Vector2();
}
}
*/
int x = _fontSize;
int y = _fontSize;
Bitmap<ColorRGB, const 1> bitmap = .((.)x, (.)y);
MSDFGeneratorConfig config = .();
msdfgen.GenerateMSDF(*(Bitmap<float, const 3>*)&bitmap, shape, projection, _range, config);
int8[] pixels = new int8[x * y * 4];
int8 ToInt8(float f) => (.)Math.Clamp(127f * f, int8.MinValue, int8.MaxValue);
for(int iy = 0; iy < y; iy++)
for(int ix = 0; ix < x; ix++)
{
ColorRGB pixel = bitmap.Pixels[iy * x + ix];
int index = ((y - iy - 1) * x + ix) * 4;
pixels[index + 0] = ToInt8(pixel.Red);
pixels[index + 1] = ToInt8(pixel.Green);
pixels[index + 2] = ToInt8(pixel.Blue);
pixels[index + 3] = Int8.MaxValue;
}
_atlas.SetData<Color>((Color*)pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
}
} }
} }
@@ -61,6 +61,15 @@ namespace GlitchyEngine.Renderer.Text
List<Texture2D> atlasses = scope .(); List<Texture2D> atlasses = scope .();
// We render every char with a slightly greater depth, so that the chars don't cull each other.
// In order to do that we increment an integer for each glyph and use it as the depth for the next one.
// Whenn passing the depth to the renderer we treat the integer as the binary representation of a float.
// Therefore every increment will increment the mantissa of the float and is therefore equivalent to the
// smallest possible increase a float can represent.
// Note: This might do funky stuff when objects are very close to each other. But realistically whe have to do
// about 8 million (2^23) increments to reach a depth of 1 so I think it's safe enough.
int32 depthInt = 0;
// enumerate through the unicode codepoints // enumerate through the unicode codepoints
for(char32 char in text.DecodedChars) for(char32 char in text.DecodedChars)
{ {
@@ -99,10 +108,21 @@ namespace GlitchyEngine.Renderer.Text
Vector2 atlasSize = .(atlas.Width, atlas.Height); Vector2 atlasSize = .(atlas.Width, atlas.Height);
float geoToTex = (float)glyphDesc.Font.[Friend]_geometryScaler;
float adjustToPenX = - 4.0f / geoToTex + (glyphDesc.Metrics.horiBearingX / 64);
adjustToPenX *= (float)fontSize / glyphDesc.Font._fontSize;
float adjustToBaseline = glyphDesc.Font._fontSize - 4.0f / geoToTex -
(glyphDesc.Metrics.height / 64) * geoToTex +
(glyphDesc.Metrics.horiBearingY / 64) * geoToTex;
adjustToBaseline *= (float)fontSize / glyphDesc.Font._fontSize;
// Rectangle on the screen // Rectangle on the screen
Vector4 viewportRect = .( Vector4 viewportRect = .(
penPosition + (glyphDesc.Metrics.horiBearingX / 64) * scale, penPosition + adjustToPenX,
baseline - (glyphDesc.Metrics.horiBearingY / 64) * scale, baseline - adjustToBaseline,
glyphDesc.SizeX * scale, glyphDesc.SizeX * scale,
glyphDesc.SizeY * scale); glyphDesc.SizeY * scale);
@@ -113,9 +133,12 @@ namespace GlitchyEngine.Renderer.Text
texRect /= Vector4(atlasSize, atlasSize); texRect /= Vector4(atlasSize, atlasSize);
renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, 0.0f, texRect); renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect);
penPosition += (glyphDesc.Metrics.horiAdvance / 64) * scale; penPosition += (glyphDesc.Metrics.horiAdvance / 64) * scale;
// Increase depth for the next glyph
depthInt++;
} }
renderer.End(); renderer.End();
-2
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@@ -43,9 +43,7 @@ float4 PS(PS_Input input) : SV_Target0
float screenPxDistance = screenPixelRange * (sd - 0.5); float screenPxDistance = screenPixelRange * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
//color = mix(bgColor, fgColor, opacity); //color = mix(bgColor, fgColor, opacity);
//float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity); //float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity);
//return color; //return color;
return float4(input.Color.rgb, opacity * input.Color.a); return float4(input.Color.rgb, opacity * input.Color.a);
+13 -199
View File
@@ -135,186 +135,13 @@ namespace Sandbox
emojis.Fallback = mathstuff..ReleaseRefNoDelete(); emojis.Fallback = mathstuff..ReleaseRefNoDelete();
// Load test text // Load test text
var result = File.ReadAllText("test.txt", testText = new String(), true); File.ReadAllText("test.txt", testText = new String(), true);
//Log.EngineLogger.Assert(result)
_msdfEffect = _effectLibrary.Load("content\\Shaders\\msdfShader.hlsl"); _msdfEffect = _effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
_textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary); _textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary);
} }
double F26Dot6ToDouble(uint16 value)
{
return (double(value) / 64.0);
}
void DoTheThing(FreeType.FT_Face fontFace, double pixelSizeY)
{
double unitsPerEm = F26Dot6ToDouble(fontFace.units_per_EM);
// How much we have to scale the geometry to fit it into our desired pixels
double geometryScaler = pixelSizeY / unitsPerEm;
// prepare shape
double advance = 0;
var glyphIndex = FreeType.FreeType.Get_Char_Index(fonty.[Friend]_face, 'ß');
Shape shape;
msdfgen.LoadGlyph(out shape, &fonty.[Friend]_face, glyphIndex, out advance);
shape.Normalize();
var bounds = shape.GetBounds();
msdfgen.EdgeColoringSimple(shape, 3.0);
// prepare projection
double scale = geometryScaler;
double range = 4.0 / geometryScaler;
int width;
int height;
double translationX;
double translationY;
if(bounds.Left < bounds.Right && bounds.Bottom < bounds.Top)
{
double l = bounds.Left;
double r = bounds.Right;
double b = bounds.Bottom;
double t = bounds.Top;
l -= 0.5 * range;
b -= 0.5 * range;
r += 0.5 * range;
t += 0.5 * range;
// TODO: miter?!
double w = scale * (r - l);
double h = scale * (t - b);
width = (int)Math.Ceiling(w) + 1;
height = (int)Math.Ceiling(h) + 1;
translationX = -l + 0.5 * (width - w) / scale;
translationY = -b + 0.5 * (height - h) / scale;
}
else
{
width = 0;
height = 0;
translationX = 0;
translationY = 0;
}
msdfgen.Projection projection = .();
projection.ScaleX = scale;
projection.ScaleY = scale;
projection.TranslationX = translationX;
projection.TranslationY = translationY;
/*
void GlyphGeometry::wrapBox(double scale, double range, double miterLimit) {
scale *= geometryScale;
range /= geometryScale;
box.range = range;
box.scale = scale;
if (bounds.l < bounds.r && bounds.b < bounds.t) {
double l = bounds.l, b = bounds.b, r = bounds.r, t = bounds.t;
l -= .5*range, b -= .5*range;
r += .5*range, t += .5*range;
if (miterLimit > 0)
shape.boundMiters(l, b, r, t, .5*range, miterLimit, 1);
double w = scale*(r-l);
double h = scale*(t-b);
box.rect.w = (int) ceil(w)+1;
box.rect.h = (int) ceil(h)+1;
box.translate.x = -l+.5*(box.rect.w-w)/scale;
box.translate.y = -b+.5*(box.rect.h-h)/scale;
} else {
box.rect.w = 0, box.rect.h = 0;
box.translate = msdfgen::Vector2();
}
}
*/
int x = (int)pixelSizeY;
int y = (int)pixelSizeY;
Bitmap<ColorRGB, const 1> bitmap = .((.)x, (.)y);
MSDFGeneratorConfig config = .();
msdfgen.GenerateMSDF(*(Bitmap<float, const 3>*)&bitmap, shape, projection, range, config);
// Save png
/*
uint8[] data = new uint8[x * y * 3];
for(int i = 0; i < x * y * 3; i++)
{
float f = bitmap.Pixels[i / 3].Red / 2f + 0.5f;
float f2 = bitmap.Pixels[i / 3].Green / 2f + 0.5f;
float f3 = bitmap.Pixels[i / 3].Blue / 2f + 0.5f;
data[i++] = (uint8)Math.Clamp(256.0f * f, 0, 255);
data[i++] = (uint8)Math.Clamp(256.0f * f2, 0, 255);
data[i] = (uint8)Math.Clamp(256.0f * f3, 0, 255);
}
// TODO: free shape
LodePng.LodePng.EncodeFile("test.png", data.Ptr, (.)x, (.)y, .RGB, 8);
*/
Texture2DDesc desc;
desc.Width = (.)x;
desc.Height = (.)y;
desc.Format = .R8G8B8A8_SNorm;
desc.MipLevels = 1;
desc.Usage = .Immutable;
desc.CpuAccess = .None;
desc.ArraySize = 1;
_dasTestA = new Texture2D(_context, desc);
int8[] pixels = new int8[x * y * 4];
int8 ToInt8(float f) => (.)Math.Clamp(127f * f, int8.MinValue, int8.MaxValue);
//for(int i = 0; i < x * y; i++)
for(int iy = 0; iy < y; iy++)
for(int ix = 0; ix < x; ix++)
{
ColorRGB pixel = bitmap.Pixels[iy * y + ix];
float f = pixel.Red;// / 2f + 0.5f;
float f2 = pixel.Green;// / 2f + 0.5f;
float f3 = pixel.Blue;// / 2f + 0.5f;
int index = ((y - iy - 1) * y + ix) * 4;
pixels[index + 0] = ToInt8(f);
pixels[index + 1] = ToInt8(f2);
pixels[index + 2] = ToInt8(f3);
pixels[index + 3] = 0;
//pixels[(y - iy - 1) * y + ix] = Color(f, f2, f3);
}
_dasTestA.SetData<Color>((.)pixels.Ptr, 0, 0, (.)x, (.)y);
//_dasTestA.SetData<uint8>(pixelData.Ptr, 0, 0, (.)x, (.)y);
}
Texture2D _dasTestA ~ _.ReleaseRef();
Font fonty ~ _.ReleaseRef(); Font fonty ~ _.ReleaseRef();
VertexLayout layout ~ _?.ReleaseRef(); VertexLayout layout ~ _?.ReleaseRef();
@@ -395,6 +222,11 @@ namespace Sandbox
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
{ {
if(Input.IsKeyPressing(Key.P))
{
fonty.RedrawAtlas();
}
var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity); var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity);
if(Application.Get().Window.IsActive) if(Application.Get().Window.IsActive)
@@ -496,20 +328,19 @@ namespace Sandbox
_alphaBlendState.Bind(); _alphaBlendState.Bind();
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height)); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
Renderer2D.Draw(null, 0, 0, 502, 502, .Black, 5); //Renderer2D.Draw(null, 0, 0, fonty.[Friend]_atlas.Width * 10, fonty.[Friend]_atlas.Height * 10, .Red, 5);
// 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. // 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.
//FontRenderer.DrawText(Renderer2D, fonty, testText, 0, 0, .White, .White, 32); //FontRenderer.DrawText(Renderer2D, fonty, testText, 0, 0, .White, .White, 32);
Renderer2D.End(); Renderer2D.End();
_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f);
_alphaBlendState.Bind();
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect);
_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f); FontRenderer.DrawText(Renderer2D, fonty, "Hallo", 0, 0, .White, .White, 256);
Renderer2D.Draw(_dasTestA, 1, 1, size, size);
// TODO: SDFs in Font Atlas packen
Renderer2D.End(); Renderer2D.End();
} }
@@ -570,23 +401,6 @@ namespace Sandbox
return false; return false;
} }
float zoom = 1.0f;
private void TextureViewer()
{
ImGui.Begin("Texture Viewer");
ImGui.SliderFloat("Zoom", &zoom, 0.01f, 100.0f);
ImGui.BeginChild("imageChild", default, true, .HorizontalScrollbar);
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));
ImGui.EndChild();
ImGui.End();
}
private bool OnWindowResize(WindowResizeEvent e) private bool OnWindowResize(WindowResizeEvent e)
{ {
_depthTarget.ReleaseRef(); _depthTarget.ReleaseRef();