Improved MSDF generation and rendering

This commit is contained in:
Simon Lübeß
2021-09-20 15:42:10 +02:00
parent 2afff4ec20
commit 3f1f5736b5
6 changed files with 197 additions and 178 deletions
+25 -25
View File
@@ -9,6 +9,27 @@ namespace GlitchyEngine.Renderer
public class Renderer2D public class Renderer2D
{ {
enum DrawOrder
{
/// Immediately draw the sprites.
Immediate,
/**
* Deferres rendering until the call of End().
* Sorts the sprites by their texture.
*/
SortByTexture,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
*/
BackToFront,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
*/
FrontToBack
}
struct RenderVertex : IVertexData struct RenderVertex : IVertexData
{ {
public Vector2 Position; public Vector2 Position;
@@ -67,6 +88,10 @@ namespace GlitchyEngine.Renderer
private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _; private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _;
private uint32 _setInstances = 0; private uint32 _setInstances = 0;
Matrix _projection;
DrawOrder _drawOrder;
/// The effect that is currently being used to draw the sprites. /// The effect that is currently being used to draw the sprites.
private Effect _currentEffect ~ _?.ReleaseRef(); private Effect _currentEffect ~ _?.ReleaseRef();
@@ -160,31 +185,6 @@ namespace GlitchyEngine.Renderer
instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0); instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0);
} }
Matrix _projection;
DrawOrder _drawOrder;
enum DrawOrder
{
/// Immediately draw the sprites.
Immediate,
/**
* Deferres rendering until the call of End().
* Sorts the sprites by their texture.
*/
SortByTexture,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
*/
BackToFront,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
*/
FrontToBack
}
/** /**
* Initializes the renderer. * Initializes the renderer.
* @param drawOrder Determines if and how the sprites will be ordered before rendering. * @param drawOrder Determines if and how the sprites will be ordered before rendering.
+103 -99
View File
@@ -16,10 +16,19 @@ namespace GlitchyEngine.Renderer.Text
public FT_UInt GlyphIndex; public FT_UInt GlyphIndex;
// TODO: Consider using floats
public Int32_3 MapCoord; public Int32_3 MapCoord;
public int32 SizeX, SizeY; public int32 Width, Height;
public FT_Glyph_Metrics Metrics; public double TranslationX, TranslationY;
/// How many pixels we have to move the pen after drawing this glyph.
public float Advance;
// Aligns the image of the glyph with the baseline
public float AdjustToBaseLine;
// Aligns the image of the glyph with the pen
public float AdjustToPen;
public bool IsBitmap; public bool IsBitmap;
@@ -49,7 +58,7 @@ namespace GlitchyEngine.Renderer.Text
/// How much we have to scale the geometry to fit it into our desired pixels /// How much we have to scale the geometry to fit it into our desired pixels
private double _geometryScaler; private double _geometryScaler;
private double _range = 4.0; internal double _range = 4.0;
/** /**
* Gets or sets the fallback Font for this Font. * Gets or sets the fallback Font for this Font.
@@ -189,7 +198,7 @@ namespace GlitchyEngine.Renderer.Text
} }
/// Debug only /// Debug only
public void RedrawAtlas() private void RedrawAtlas()
{ {
for(let (char, desc) in _glyphs) for(let (char, desc) in _glyphs)
{ {
@@ -200,6 +209,10 @@ namespace GlitchyEngine.Renderer.Text
_penPos = .Zero; _penPos = .Zero;
_lastRowHeight = 0; _lastRowHeight = 0;
int8[] data = new int8[_atlas.Width * _atlas.Height * 4];
_atlas.SetData<Color>((Color*)data.Ptr);
UpdateAtlas(); UpdateAtlas();
} }
@@ -209,92 +222,71 @@ namespace GlitchyEngine.Renderer.Text
const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
ref Int32_3 pen = ref _penPos; ref Int32_3 pen = ref _penPos;
ref int32 penLeft = ref _penPos.X;
ref int32 penTop = ref _penPos.Y;
ref int32 penArray = ref _penPos.Z;
ref int32 rowHeight = ref _lastRowHeight; ref int32 rowHeight = ref _lastRowHeight;
int32 atlasWidth = _atlasSize.X; int32 atlasWidth = _atlasSize.X;
int32 atlasHeight = _atlasSize.Y; int32 atlasHeight = _atlasSize.Y;
int32 atlasArray = _atlasSize.Z; int32 atlasArray = _atlasSize.Z;
for(let (char, desc) in _glyphs) for(var (char, desc) in _glyphs)
{ {
if(desc == null || desc.IsCalculated) if(desc == null || desc.IsCalculated)
{ {
continue; continue;
} }
let loadResult = FreeType.Load_Glyph(_face, desc.GlyphIndex, .Color | .TargetNormal); if(!Calculate(ref desc))
if(loadResult.Error) continue;
const int32 border = 1;
if(desc.Width != 0 && desc.Height != 0)
{ {
Log.EngineLogger.Error($"Failed to load glyph for '{char}'(Char Code:{(uint32)char} | Error {(int)loadResult}): {loadResult}"); int32 glyphRight = pen.X + desc.Width + border;
}
desc.Metrics = _face.glyph.metrics;
int32 border = 2;
// 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
if(glyphWidth != border || glyphHeight != border)
{
//int32 glyphRight = penLeft + glyphWidth;
int32 glyphRight = penLeft + glyphWidth + border;
if(glyphRight > maxRes) if(glyphRight > maxRes)
{ {
penLeft = 0; pen.X = 0;
penTop += rowHeight; pen.Y += rowHeight + border;
rowHeight = 0; rowHeight = 0;
} }
int32 glyphBottom = penTop + glyphHeight + border; int32 glyphBottom = pen.Y + desc.Height + border;
if(glyphBottom > maxRes) if(glyphBottom > maxRes)
{ {
penLeft = 0; pen.X = 0;
penTop = 0; pen.Y = 0;
rowHeight = 0; rowHeight = 0;
penArray++; pen.Z++;
}
if(penArray >= maxArray) if(pen.Z >= maxArray)
{ {
Log.EngineLogger.Error("Spritefont exceeds maximum texture size."); Log.EngineLogger.Error("Sprite font exceeded maximum texture size.");
}
} }
} }
desc.MapCoord = pen; desc.MapCoord = pen;
//desc.SizeX = glyphWidth - 1;
//desc.SizeY = glyphHeight - 1;
desc.SizeX = (.)_fontSize;
desc.SizeY = (.)_fontSize;
if(desc.GlyphIndex == 0 && _missingGlyph == null) if(desc.GlyphIndex == 0 && _missingGlyph == null)
{ {
_missingGlyph = desc; _missingGlyph = desc;
} }
penLeft += glyphWidth; pen.X += desc.Width + border;
if (penLeft > atlasWidth) if (pen.X > atlasWidth)
atlasWidth = penLeft; atlasWidth = pen.X;
if (glyphHeight > rowHeight) if (desc.Height > rowHeight)
rowHeight = glyphHeight; rowHeight = desc.Height;
if (penTop + glyphHeight > atlasHeight) if (pen.Y + desc.Height > atlasHeight)
atlasHeight = penTop + glyphHeight; atlasHeight = pen.Y + desc.Height;
if (penArray == atlasArray) if (pen.Z == atlasArray)
atlasArray++; atlasArray++;
desc.IsCalculated = true; desc.IsCalculated = true;
@@ -340,36 +332,39 @@ namespace GlitchyEngine.Renderer.Text
var glyphIndex = desc.GlyphIndex; var glyphIndex = desc.GlyphIndex;
if(desc.IsRendered || glyphIndex == 0 || desc.SizeX == 0 || desc.SizeY == 0) if(desc.IsRendered || glyphIndex == 0 || desc.Width == 0 || desc.Height == 0)
{ {
continue; continue;
} }
DoTheThing(desc); GenerateMSDF(desc);
desc.IsRendered = true; desc.IsRendered = true;
} }
} }
void DoTheThing(GlyphDescriptor desc) bool Calculate(ref GlyphDescriptor desc)
{ {
// prepare shape // prepare shape
double advance = 0; double advance = 0;
Shape shape; Shape shape;
msdfgen.LoadGlyph(out shape, ref _face, desc.GlyphIndex, out advance); if(!msdfgen.LoadGlyph(out shape, ref _face, desc.GlyphIndex, out advance) || !shape.Validate())
{
return false;
}
desc.Advance = (float)(advance * _geometryScaler);
shape.Normalize(); shape.Normalize();
var bounds = shape.GetBounds(); var bounds = shape.GetBounds();
msdfgen.EdgeColoringSimple(shape, 3.0);
// prepare projection // prepare projection
int width; double width;
int height; double height;
double translationX; double translationX;
double translationY; double translationY;
@@ -386,13 +381,15 @@ namespace GlitchyEngine.Renderer.Text
r += 0.5 * _range; r += 0.5 * _range;
t += 0.5 * _range; t += 0.5 * _range;
// TODO: miter?! // TODO: miter?
//if (miterLimit > 0)
// shape.boundMiters(l, b, r, t, .5*range, miterLimit, 1);
double w = _geometryScaler * (r - l); double w = _geometryScaler * (r - l);
double h = _geometryScaler * (t - b); double h = _geometryScaler * (t - b);
width = (int)Math.Ceiling(w) + 1; width = Math.Ceiling(w) + 1;
height = (int)Math.Ceiling(h) + 1; height = Math.Ceiling(h) + 1;
translationX = -l + 0.5 * (width - w) / _geometryScaler; translationX = -l + 0.5 * (width - w) / _geometryScaler;
translationY = -b + 0.5 * (height - h) / _geometryScaler; translationY = -b + 0.5 * (height - h) / _geometryScaler;
@@ -405,59 +402,66 @@ namespace GlitchyEngine.Renderer.Text
translationY = 0; translationY = 0;
} }
desc.Width = (.)width;
desc.Height = (.)height;
desc.TranslationX = translationX;
desc.TranslationY = translationY;
//desc.AdjustToBaseLine = (float)(- height + _range + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
//(float)(- height + translationY * _geometryScaler + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
desc.AdjustToBaseLine = (float)(-height + translationY * _geometryScaler);
//desc.AdjustToPen = (float)(- _range + (_face.glyph.metrics.horiBearingX / 64) * _geometryScaler);
desc.AdjustToPen = (float)(-translationX);
return true;
}
void GenerateMSDF(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();
shape.ReverseIfNeeded(bounds);
msdfgen.EdgeColoringSimple(shape, 3.0);
// prepare projection
msdfgen.Projection projection = .(); msdfgen.Projection projection = .();
projection.ScaleX = _geometryScaler; projection.ScaleX = _geometryScaler;
projection.ScaleY = _geometryScaler; projection.ScaleY = _geometryScaler;
projection.TranslationX = translationX; projection.TranslationX = desc.TranslationX;
projection.TranslationY = translationY; projection.TranslationY = desc.TranslationY;
/* int bufferX = desc.Width;
int bufferY = desc.Height;
void GlyphGeometry::wrapBox(double scale, double range, double miterLimit) { Bitmap<ColorRGB, const 1> bitmap = .((.)bufferX, (.)bufferY);
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 = .(); MSDFGeneratorConfig config = .();
msdfgen.GenerateMSDF(*(Bitmap<float, const 3>*)&bitmap, shape, projection, _range, config); msdfgen.GenerateMSDF(*(Bitmap<float, const 3>*)&bitmap, shape, projection, _range, config);
int8[] pixels = new int8[x * y * 4]; int8[] pixels = new int8[desc.Width * desc.Height * 4];
int8 ToInt8(float f) => (.)Math.Clamp(127f * f, int8.MinValue, int8.MaxValue); int8 ToInt8(float f) => (.)Math.Clamp(127f * f, int8.MinValue, int8.MaxValue);
for(int iy = 0; iy < y; iy++) for(int y = 0; y < desc.Height; y++)
for(int ix = 0; ix < x; ix++) for(int x = 0; x < desc.Width; x++)
{ {
ColorRGB pixel = bitmap.Pixels[iy * x + ix]; ColorRGB pixel = bitmap.Pixels[(y) * bufferX + x];
int index = ((y - iy - 1) * x + ix) * 4; int index = ((desc.Height - y - 1) * desc.Width + x) * 4;
pixels[index + 0] = ToInt8(pixel.Red); pixels[index + 0] = ToInt8(pixel.Red);
pixels[index + 1] = ToInt8(pixel.Green); pixels[index + 1] = ToInt8(pixel.Green);
@@ -467,7 +471,7 @@ namespace GlitchyEngine.Renderer.Text
} }
_atlas.SetData<Color>((Color*)pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y, _atlas.SetData<Color>((Color*)pixels.Ptr, (.)desc.MapCoord.X, (.)desc.MapCoord.Y,
(.)desc.SizeX, (.)desc.SizeY, (.)desc.MapCoord.Z); (.)desc.Width, (.)desc.Height, (.)desc.MapCoord.Z);
} }
} }
} }
+49 -24
View File
@@ -21,38 +21,58 @@ namespace GlitchyEngine.Renderer.Text
} }
} }
public static Effect _msdfEffect;
static this() static this()
{ {
FontRenderer.InitLibrary(); FontRenderer.InitLibrary();
} }
public static void Init(EffectLibrary effectLibrary)
{
if(effectLibrary.Exists("msdfShader"))
_msdfEffect = effectLibrary.Get("msdfShader");
else
_msdfEffect = effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
}
public static void DeInit()
{
_msdfEffect?.ReleaseRef();
_msdfEffect = null;
}
/** @brief Draws a given text using a specified font stack and renderer. /** @brief Draws a given text using a specified font stack and renderer.
* @param renderer The 2D renderer that will be used to draw the text. * @param renderer The 2D renderer that will be used to draw the text.
* @param font the Fontstack that will be used to draw the text. * @param font the Fontstack that will be used to draw the text.
* @param x The horizontal position of the text (i.e. distance between left side of viewport and the left side of the left-most character, well not really but close enough). * @param x The horizontal position of the text (i.e. distance between left side of viewport and the left side of the left-most character, well not really but close enough).
* @param y The vertical position of the text (i.e. distance between top side of viewport and the top side of the top-most character, well not really but close enough). * @param y The vertical position of the text (i.e. distance between top side of viewport and the top side of the top-most character, well not really but close enough).
* @param fontSize The font size in pixels. Note: due to technical reasons the actual size might deviate from the specified size.
* @param fontColor The (default) color used for glyphs that don't have color (e.g. letters or emojies if the font doesn't use bitmaps for them). * @param fontColor The (default) color used for glyphs that don't have color (e.g. letters or emojies if the font doesn't use bitmaps for them).
* @param bitmapColor The (default) color used for glyphs that are bitmaps (e.g. emojies, if the font provies them as bitmap). * @param bitmapColor The (default) color used for glyphs that are bitmaps (e.g. emojies, if the font provies them as bitmap).
* @param fontSize The font size in pixels. If set to 0 the default size of the font will be used. Note: due to technical reasons the actual size might deviate from the specified size.
* @param lineGapOffset Can be used to manually increase or decrease the gap between lines. * @param lineGapOffset Can be used to manually increase or decrease the gap between lines.
*/ */
public static void DrawText(Renderer2D renderer, Font font, String text, float x, float y, Color fontColor = .White, Color bitmapColor = .White, float fontSize = 0, float lineGapOffset = 0) public static void DrawText(Renderer2D renderer, Font font, String text, float x, float y, float fontSize, Color fontColor = .White, Color bitmapColor = .White, float lineGapOffset = 0)
{ {
if(text.IsWhiteSpace) if(text.IsWhiteSpace)
return; return;
float scale = 1.0f; renderer.End();
var lastEffect = renderer.[Friend]_currentEffect;
renderer.[Friend]_currentEffect = _msdfEffect..AddRef();
if(fontSize != 0) float scale = (float)fontSize / (float)font._fontSize;
{
scale = (float)fontSize / (float)font._fontSize; _msdfEffect.Variables["screenPixelRange"].SetData(scale * 4.0f);
}
// Space between two baselines // Space between two baselines
float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale; float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale;
// The line we are writing on // The line we are writing on
float baseline = y + linespace; float baseline = y + linespace;
//renderer.Draw(null, x, baseline, 10000, 1, .Blue);
// Position of the next character on the line // Position of the next character on the line
float penPosition = x; float penPosition = x;
@@ -68,7 +88,8 @@ namespace GlitchyEngine.Renderer.Text
// smallest possible increase a float can represent. // 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 // 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. // about 8 million (2^23) increments to reach a depth of 1 so I think it's safe enough.
int32 depthInt = 0; float f = 1.0f;
int32 depthInt = *(int32*)&f;
// enumerate through the unicode codepoints // enumerate through the unicode codepoints
for(char32 char in text.DecodedChars) for(char32 char in text.DecodedChars)
@@ -92,13 +113,19 @@ namespace GlitchyEngine.Renderer.Text
movedLines = 0; movedLines = 0;
} }
//renderer.Draw(null, penPosition, baseline - fontSize, 1, fontSize, .Lime);
// Get glyph from Font // Get glyph from Font
var glyphDesc = font.GetGlyph(char); var glyphDesc = font.GetGlyph(char);
// This never happens // This never happens
Debug.Assert(glyphDesc != null); Debug.Assert(glyphDesc != null);
Texture2D atlas = glyphDesc.Font._atlas; // The glyph might belong to a fallback font
var glyphFont = glyphDesc.Font;
float glyphFontScale = (float)fontSize / glyphFont._fontSize;
Texture2D atlas = glyphFont._atlas;
// Add reference to atlas in case it is recreated during rendering // Add reference to atlas in case it is recreated during rendering
if(!atlasses.Contains(atlas)) if(!atlasses.Contains(atlas))
@@ -108,26 +135,21 @@ 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 = glyphDesc.AdjustToPen;
adjustToPenX *= glyphFontScale;
float adjustToPenX = - 4.0f / geoToTex + (glyphDesc.Metrics.horiBearingX / 64); float adjustToBaseline = glyphDesc.AdjustToBaseLine;
adjustToPenX *= (float)fontSize / glyphDesc.Font._fontSize; adjustToBaseline *= glyphFontScale;
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 + adjustToPenX, penPosition + adjustToPenX,
baseline - adjustToBaseline, baseline + adjustToBaseline,
glyphDesc.SizeX * scale, glyphDesc.Width * glyphFontScale,
glyphDesc.SizeY * scale); glyphDesc.Height * glyphFontScale);
// Rectangle on the font atlas // Rectangle on the font atlas
Vector4 texRect = .(glyphDesc.MapCoord.X, glyphDesc.MapCoord.Y, glyphDesc.SizeX, glyphDesc.SizeY); Vector4 texRect = .(glyphDesc.MapCoord.X, glyphDesc.MapCoord.Y, glyphDesc.Width, glyphDesc.Height);
Color glyphColor = glyphDesc.IsBitmap ? bitmapColor : fontColor; Color glyphColor = glyphDesc.IsBitmap ? bitmapColor : fontColor;
@@ -135,14 +157,17 @@ namespace GlitchyEngine.Renderer.Text
renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect); renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect);
penPosition += (glyphDesc.Metrics.horiAdvance / 64) * scale; penPosition += glyphDesc.Advance * glyphFontScale;
// Increase depth for the next glyph // Increase depth for the next glyph
depthInt++; depthInt--;
} }
renderer.End(); renderer.End();
_msdfEffect.ReleaseRef();
renderer.[Friend]_currentEffect = lastEffect;
// release all atlas textures // release all atlas textures
for(int i < atlasses.Count) for(int i < atlasses.Count)
{ {
Submodule GlitchyEngine/vendor/msdfgen updated: 87cdeae2bc...634a8ee221
+1 -2
View File
@@ -42,8 +42,7 @@ float4 PS(PS_Input input) : SV_Target0
float sd = median(msd.r, msd.g, msd.b); float sd = median(msd.r, msd.g, msd.b);
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); //float4 color = lerp(float4(1, 0, 0, 1), 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);
+9 -18
View File
@@ -64,8 +64,6 @@ namespace Sandbox
String testText ~ delete _; String testText ~ delete _;
Effect _msdfEffect ~ _.ReleaseRef();
TextureViewer _textureViewer ~ delete _; TextureViewer _textureViewer ~ delete _;
[AllowAppend] [AllowAppend]
@@ -137,9 +135,14 @@ namespace Sandbox
// Load test text // Load test text
File.ReadAllText("test.txt", testText = new String(), true); File.ReadAllText("test.txt", testText = new String(), true);
_msdfEffect = _effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
_textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary); _textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary);
FontRenderer.Init(_effectLibrary);
}
public ~this()
{
FontRenderer.DeInit();
} }
Font fonty ~ _.ReleaseRef(); Font fonty ~ _.ReleaseRef();
@@ -222,11 +225,6 @@ 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)
@@ -328,19 +326,12 @@ 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, 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.End();
_msdfEffect.Variables["screenPixelRange"].SetData(size / 64f * 4.0f);
_alphaBlendState.Bind(); _alphaBlendState.Bind();
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100, _msdfEffect); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100);
FontRenderer.DrawText(Renderer2D, fonty, "Hallo", 0, 0, .White, .White, 256); FontRenderer.DrawText(Renderer2D, fonty, "Hallo! gjy", 0, 0, 512, .White, .White);
Renderer2D.End(); Renderer2D.End();
} }