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:
@@ -1,5 +1,5 @@
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FileVersion = 1
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Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", ImGui = "*", ImGuiImplWin32 = "*", ImGuiImplDX11 = "*", DirectXTK = "*", FreeType = "*", cgltf-beef = "*"}
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Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", ImGui = "*", ImGuiImplWin32 = "*", ImGuiImplDX11 = "*", DirectXTK = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*"}
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[Project]
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Name = "GlitchyEngine"
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@@ -2,6 +2,7 @@ using System;
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using FreeType;
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using GlitchyEngine.Math;
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using System.Collections;
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using msdfgen;
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using internal GlitchyEngine.Renderer.Text;
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@@ -45,6 +46,11 @@ namespace GlitchyEngine.Renderer.Text
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private SamplerState _sampler ~ _.ReleaseRef();
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/// How much we have to scale the geometry to fit it into our desired pixels
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private double _geometryScaler;
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private double _range = 4.0;
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/**
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* Gets or sets the fallback Font for this Font.
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* The Fallback font will be used to render Glyphs that are not defined in the current font.
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@@ -84,6 +90,12 @@ namespace GlitchyEngine.Renderer.Text
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}
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}
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[Inline]
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double F26Dot6ToDouble(int32 value)
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{
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return (double(value) / 64.0);
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}
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public this(GraphicsContext context, String fontPath, uint32 fontSize, bool hasColor = true, char32 firstChar = '\0', uint32 charCount = 128, int32 faceIndex = 0)
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{
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_context = context..AddRef();
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@@ -105,6 +117,11 @@ namespace GlitchyEngine.Renderer.Text
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res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize);
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Log.EngineLogger.Assert(res.Success, scope $"Set_Pixel_Sizes failed({(int)res}): {res}");
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double unitsPerEm = F26Dot6ToDouble(_face.units_per_EM);
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_geometryScaler = _fontSize / unitsPerEm;
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_range = 4.0 / _geometryScaler;
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LoadGlyphs(firstChar, charCount);
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}
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@@ -171,6 +188,21 @@ namespace GlitchyEngine.Renderer.Text
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DrawAtlas();
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}
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/// Debug only
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public void RedrawAtlas()
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{
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for(let (char, desc) in _glyphs)
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{
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desc?.IsCalculated = false;
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desc?.IsRendered = false;
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}
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_penPos = .Zero;
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_lastRowHeight = 0;
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UpdateAtlas();
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}
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Int32_3 PrepareAtlas()
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{
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const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
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@@ -201,13 +233,20 @@ namespace GlitchyEngine.Renderer.Text
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desc.Metrics = _face.glyph.metrics;
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int32 glyphWidth = (desc.Metrics.width / 64) + 1;
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int32 glyphHeight = (desc.Metrics.height / 64) + 1;
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int32 border = 2;
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// TODO: adjust size to glyph
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int32 glyphWidth = (.)_fontSize + border;
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//int32 glyphWidth = (desc.Metrics.width / 64) + 1;
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int32 glyphHeight = (.)_fontSize + border;
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//int32 glyphHeight = (desc.Metrics.height / 64) + 1;
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// when size is 0 (1 because we added 1) the glyph has no image
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if(glyphWidth != 1 || glyphHeight != 1)
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if(glyphWidth != border || glyphHeight != border)
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{
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int32 glyphRight = penLeft + glyphWidth;
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//int32 glyphRight = penLeft + glyphWidth;
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int32 glyphRight = penLeft + glyphWidth + border;
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if(glyphRight > maxRes)
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{
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@@ -216,7 +255,7 @@ namespace GlitchyEngine.Renderer.Text
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rowHeight = 0;
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}
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int32 glyphBottom = penTop + glyphHeight;
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int32 glyphBottom = penTop + glyphHeight + border;
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if(glyphBottom > maxRes)
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{
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@@ -234,8 +273,10 @@ namespace GlitchyEngine.Renderer.Text
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}
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desc.MapCoord = pen;
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desc.SizeX = glyphWidth - 1;
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desc.SizeY = glyphHeight - 1;
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//desc.SizeX = glyphWidth - 1;
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//desc.SizeY = glyphHeight - 1;
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desc.SizeX = (.)_fontSize;
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desc.SizeY = (.)_fontSize;
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if(desc.GlyphIndex == 0 && _missingGlyph == null)
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{
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@@ -262,6 +303,8 @@ namespace GlitchyEngine.Renderer.Text
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return .(atlasWidth, atlasHeight, atlasArray);
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}
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public bool secondTime = false;
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void DrawAtlas()
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{
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Int32_3 oldAtlasSize = _atlasSize;
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@@ -272,7 +315,7 @@ namespace GlitchyEngine.Renderer.Text
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var oldAtlas = _atlas;
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Texture2DDesc desc;
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desc.Format = .B8G8R8A8_UNorm;
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desc.Format = .R8G8B8A8_SNorm;
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desc.MipLevels = 1;
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desc.Width = (.)_atlasSize.X;
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desc.Height = (.)_atlasSize.Y;
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@@ -302,50 +345,129 @@ namespace GlitchyEngine.Renderer.Text
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continue;
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}
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var loadResult = FreeType.Load_Glyph(_face, glyphIndex, .Color | .Render | .TargetNormal);
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if(loadResult.Error)
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{
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Log.EngineLogger.Error($"Failed to render glyph for '{char}'(Char Code:{(uint32)char} | Error {(int)loadResult}): {loadResult}");
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}
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FT_GlyphSlot glyphSlot = _face.glyph;
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FT_Bitmap bitmap = glyphSlot.bitmap;
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//ResourceBox glyphBox = .((.)desc.MapCoord.X, (.)desc.MapCoord.X, 0,
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// (.)desc.MapCoord.X + (.)desc.SizeX, (.)desc.MapCoord.Y + (.)desc.SizeY, 1);
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if(_face.glyph.format == .Bitmap)
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{
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if(bitmap.pixel_mode == .Gray)
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{
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Color[] pixels = new Color[bitmap.width * bitmap.rows];
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defer delete pixels;
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for(int i < pixels.Count)
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{
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uint8 gray = bitmap.buffer[i];
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pixels[i] = .(gray, gray, gray, gray);
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}
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_atlas.SetData(pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
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(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
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}
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else if(bitmap.pixel_mode == .Bgra)
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{
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_atlas.SetData<Color>((.)bitmap.buffer, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
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(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
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desc.IsBitmap = true;
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}
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}
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else
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{
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Runtime.NotImplemented();
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}
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DoTheThing(desc);
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desc.IsRendered = true;
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}
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}
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void DoTheThing(GlyphDescriptor desc)
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{
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// prepare shape
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double advance = 0;
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Shape shape;
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msdfgen.LoadGlyph(out shape, ref _face, desc.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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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 = _geometryScaler * (r - l);
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double h = _geometryScaler * (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) / _geometryScaler;
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translationY = -b + 0.5 * (height - h) / _geometryScaler;
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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 = _geometryScaler;
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projection.ScaleY = _geometryScaler;
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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 = _fontSize;
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int y = _fontSize;
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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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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 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 * x + ix];
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int index = ((y - iy - 1) * x + ix) * 4;
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pixels[index + 0] = ToInt8(pixel.Red);
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pixels[index + 1] = ToInt8(pixel.Green);
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pixels[index + 2] = ToInt8(pixel.Blue);
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pixels[index + 3] = Int8.MaxValue;
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}
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_atlas.SetData<Color>((Color*)pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
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(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z);
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}
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}
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}
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@@ -61,6 +61,15 @@ namespace GlitchyEngine.Renderer.Text
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List<Texture2D> atlasses = scope .();
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// We render every char with a slightly greater depth, so that the chars don't cull each other.
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// In order to do that we increment an integer for each glyph and use it as the depth for the next one.
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// Whenn passing the depth to the renderer we treat the integer as the binary representation of a float.
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// Therefore every increment will increment the mantissa of the float and is therefore equivalent to the
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// smallest possible increase a float can represent.
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// Note: This might do funky stuff when objects are very close to each other. But realistically whe have to do
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// about 8 million (2^23) increments to reach a depth of 1 so I think it's safe enough.
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int32 depthInt = 0;
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// enumerate through the unicode codepoints
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for(char32 char in text.DecodedChars)
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{
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@@ -99,10 +108,21 @@ namespace GlitchyEngine.Renderer.Text
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Vector2 atlasSize = .(atlas.Width, atlas.Height);
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float geoToTex = (float)glyphDesc.Font.[Friend]_geometryScaler;
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float adjustToPenX = - 4.0f / geoToTex + (glyphDesc.Metrics.horiBearingX / 64);
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adjustToPenX *= (float)fontSize / glyphDesc.Font._fontSize;
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float adjustToBaseline = glyphDesc.Font._fontSize - 4.0f / geoToTex -
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(glyphDesc.Metrics.height / 64) * geoToTex +
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(glyphDesc.Metrics.horiBearingY / 64) * geoToTex;
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adjustToBaseline *= (float)fontSize / glyphDesc.Font._fontSize;
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// Rectangle on the screen
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Vector4 viewportRect = .(
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penPosition + (glyphDesc.Metrics.horiBearingX / 64) * scale,
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baseline - (glyphDesc.Metrics.horiBearingY / 64) * scale,
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penPosition + adjustToPenX,
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baseline - adjustToBaseline,
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glyphDesc.SizeX * scale,
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glyphDesc.SizeY * scale);
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@@ -113,9 +133,12 @@ namespace GlitchyEngine.Renderer.Text
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texRect /= Vector4(atlasSize, atlasSize);
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renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, 0.0f, texRect);
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renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect);
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penPosition += (glyphDesc.Metrics.horiAdvance / 64) * scale;
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// Increase depth for the next glyph
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depthInt++;
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}
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renderer.End();
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@@ -43,9 +43,7 @@ float4 PS(PS_Input input) : SV_Target0
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float screenPxDistance = screenPixelRange * (sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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//color = mix(bgColor, fgColor, opacity);
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//float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity);
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//return color;
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return float4(input.Color.rgb, opacity * input.Color.a);
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+10
-196
@@ -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;
|
||||
l -= .5*range, b -= .5*range;
|
||||
r += .5*range, t += .5*range;
|
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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();
|
||||
|
||||
VertexLayout layout ~ _?.ReleaseRef();
|
||||
@@ -395,6 +222,11 @@ namespace Sandbox
|
||||
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
if(Input.IsKeyPressing(Key.P))
|
||||
{
|
||||
fonty.RedrawAtlas();
|
||||
}
|
||||
|
||||
var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity);
|
||||
|
||||
if(Application.Get().Window.IsActive)
|
||||
@@ -496,20 +328,19 @@ namespace Sandbox
|
||||
_alphaBlendState.Bind();
|
||||
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.
|
||||
//FontRenderer.DrawText(Renderer2D, fonty, testText, 0, 0, .White, .White, 32);
|
||||
|
||||
Renderer2D.End();
|
||||
|
||||
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect);
|
||||
|
||||
_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f);
|
||||
|
||||
Renderer2D.Draw(_dasTestA, 1, 1, size, size);
|
||||
_alphaBlendState.Bind();
|
||||
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect);
|
||||
|
||||
// TODO: SDFs in Font Atlas packen
|
||||
FontRenderer.DrawText(Renderer2D, fonty, "Hallo", 0, 0, .White, .White, 256);
|
||||
|
||||
Renderer2D.End();
|
||||
}
|
||||
@@ -570,23 +401,6 @@ namespace Sandbox
|
||||
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)
|
||||
{
|
||||
_depthTarget.ReleaseRef();
|
||||
|
||||
Reference in New Issue
Block a user