mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Improved MSDF generation and rendering
This commit is contained in:
@@ -9,6 +9,27 @@ namespace GlitchyEngine.Renderer
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public class Renderer2D
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{
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enum DrawOrder
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{
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/// Immediately draw the sprites.
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Immediate,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites by their texture.
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*/
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SortByTexture,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
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*/
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BackToFront,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
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*/
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FrontToBack
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}
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struct RenderVertex : IVertexData
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{
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public Vector2 Position;
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@@ -67,6 +88,10 @@ namespace GlitchyEngine.Renderer
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private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _;
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private uint32 _setInstances = 0;
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Matrix _projection;
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DrawOrder _drawOrder;
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/// The effect that is currently being used to draw the sprites.
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private Effect _currentEffect ~ _?.ReleaseRef();
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@@ -160,31 +185,6 @@ namespace GlitchyEngine.Renderer
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instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0);
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}
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Matrix _projection;
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DrawOrder _drawOrder;
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enum DrawOrder
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{
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/// Immediately draw the sprites.
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Immediate,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites by their texture.
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*/
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SortByTexture,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
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*/
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BackToFront,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
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*/
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FrontToBack
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}
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/**
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* Initializes the renderer.
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* @param drawOrder Determines if and how the sprites will be ordered before rendering.
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@@ -16,10 +16,19 @@ namespace GlitchyEngine.Renderer.Text
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public FT_UInt GlyphIndex;
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// TODO: Consider using floats
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public Int32_3 MapCoord;
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public int32 SizeX, SizeY;
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public int32 Width, Height;
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public FT_Glyph_Metrics Metrics;
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public double TranslationX, TranslationY;
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/// How many pixels we have to move the pen after drawing this glyph.
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public float Advance;
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// Aligns the image of the glyph with the baseline
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public float AdjustToBaseLine;
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// Aligns the image of the glyph with the pen
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public float AdjustToPen;
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public bool IsBitmap;
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@@ -49,7 +58,7 @@ namespace GlitchyEngine.Renderer.Text
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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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internal 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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@@ -189,7 +198,7 @@ namespace GlitchyEngine.Renderer.Text
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}
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/// Debug only
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public void RedrawAtlas()
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private void RedrawAtlas()
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{
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for(let (char, desc) in _glyphs)
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{
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@@ -200,6 +209,10 @@ namespace GlitchyEngine.Renderer.Text
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_penPos = .Zero;
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_lastRowHeight = 0;
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int8[] data = new int8[_atlas.Width * _atlas.Height * 4];
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_atlas.SetData<Color>((Color*)data.Ptr);
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UpdateAtlas();
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}
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@@ -209,92 +222,71 @@ namespace GlitchyEngine.Renderer.Text
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const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
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ref Int32_3 pen = ref _penPos;
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ref int32 penLeft = ref _penPos.X;
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ref int32 penTop = ref _penPos.Y;
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ref int32 penArray = ref _penPos.Z;
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ref int32 rowHeight = ref _lastRowHeight;
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int32 atlasWidth = _atlasSize.X;
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int32 atlasHeight = _atlasSize.Y;
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int32 atlasArray = _atlasSize.Z;
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for(let (char, desc) in _glyphs)
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for(var (char, desc) in _glyphs)
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{
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if(desc == null || desc.IsCalculated)
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{
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continue;
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}
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let loadResult = FreeType.Load_Glyph(_face, desc.GlyphIndex, .Color | .TargetNormal);
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if(loadResult.Error)
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if(!Calculate(ref desc))
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continue;
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const int32 border = 1;
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if(desc.Width != 0 && desc.Height != 0)
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{
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Log.EngineLogger.Error($"Failed to load glyph for '{char}'(Char Code:{(uint32)char} | Error {(int)loadResult}): {loadResult}");
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}
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desc.Metrics = _face.glyph.metrics;
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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 != border || glyphHeight != border)
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{
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//int32 glyphRight = penLeft + glyphWidth;
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int32 glyphRight = penLeft + glyphWidth + border;
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int32 glyphRight = pen.X + desc.Width + border;
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if(glyphRight > maxRes)
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{
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penLeft = 0;
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penTop += rowHeight;
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pen.X = 0;
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pen.Y += rowHeight + border;
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rowHeight = 0;
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}
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int32 glyphBottom = penTop + glyphHeight + border;
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int32 glyphBottom = pen.Y + desc.Height + border;
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if(glyphBottom > maxRes)
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{
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penLeft = 0;
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penTop = 0;
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pen.X = 0;
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pen.Y = 0;
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rowHeight = 0;
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penArray++;
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}
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pen.Z++;
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if(penArray >= maxArray)
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{
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Log.EngineLogger.Error("Spritefont exceeds maximum texture size.");
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if(pen.Z >= maxArray)
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{
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Log.EngineLogger.Error("Sprite font exceeded maximum texture size.");
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}
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}
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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 = (.)_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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_missingGlyph = desc;
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}
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penLeft += glyphWidth;
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pen.X += desc.Width + border;
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if (penLeft > atlasWidth)
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atlasWidth = penLeft;
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if (pen.X > atlasWidth)
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atlasWidth = pen.X;
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if (glyphHeight > rowHeight)
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rowHeight = glyphHeight;
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if (desc.Height > rowHeight)
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rowHeight = desc.Height;
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if (penTop + glyphHeight > atlasHeight)
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atlasHeight = penTop + glyphHeight;
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if (pen.Y + desc.Height > atlasHeight)
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atlasHeight = pen.Y + desc.Height;
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if (penArray == atlasArray)
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if (pen.Z == atlasArray)
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atlasArray++;
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desc.IsCalculated = true;
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@@ -340,36 +332,39 @@ namespace GlitchyEngine.Renderer.Text
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var glyphIndex = desc.GlyphIndex;
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if(desc.IsRendered || glyphIndex == 0 || desc.SizeX == 0 || desc.SizeY == 0)
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if(desc.IsRendered || glyphIndex == 0 || desc.Width == 0 || desc.Height == 0)
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{
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continue;
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}
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DoTheThing(desc);
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GenerateMSDF(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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bool Calculate(ref 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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if(!msdfgen.LoadGlyph(out shape, ref _face, desc.GlyphIndex, out advance) || !shape.Validate())
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{
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return false;
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}
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desc.Advance = (float)(advance * _geometryScaler);
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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 width;
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double height;
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double translationX;
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double translationY;
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@@ -386,13 +381,15 @@ namespace GlitchyEngine.Renderer.Text
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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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// TODO: miter?
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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 = _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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width = Math.Ceiling(w) + 1;
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height = 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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@@ -405,59 +402,66 @@ namespace GlitchyEngine.Renderer.Text
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translationY = 0;
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}
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desc.Width = (.)width;
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desc.Height = (.)height;
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desc.TranslationX = translationX;
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desc.TranslationY = translationY;
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//desc.AdjustToBaseLine = (float)(- height + _range + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
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//(float)(- height + translationY * _geometryScaler + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
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desc.AdjustToBaseLine = (float)(-height + translationY * _geometryScaler);
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//desc.AdjustToPen = (float)(- _range + (_face.glyph.metrics.horiBearingX / 64) * _geometryScaler);
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desc.AdjustToPen = (float)(-translationX);
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return true;
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}
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void GenerateMSDF(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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shape.ReverseIfNeeded(bounds);
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msdfgen.EdgeColoringSimple(shape, 3.0);
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// prepare projection
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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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projection.TranslationX = desc.TranslationX;
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projection.TranslationY = desc.TranslationY;
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/*
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int bufferX = desc.Width;
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int bufferY = desc.Height;
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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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Bitmap<ColorRGB, const 1> bitmap = .((.)bufferX, (.)bufferY);
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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[] pixels = new int8[desc.Width * desc.Height * 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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for(int y = 0; y < desc.Height; y++)
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for(int x = 0; x < desc.Width; x++)
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{
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ColorRGB pixel = bitmap.Pixels[iy * x + ix];
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ColorRGB pixel = bitmap.Pixels[(y) * bufferX + x];
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int index = ((y - iy - 1) * x + ix) * 4;
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int index = ((desc.Height - y - 1) * desc.Width + x) * 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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@@ -467,7 +471,7 @@ namespace GlitchyEngine.Renderer.Text
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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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(.)desc.Width, (.)desc.Height, (.)desc.MapCoord.Z);
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}
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}
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}
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@@ -21,38 +21,58 @@ namespace GlitchyEngine.Renderer.Text
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}
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}
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public static Effect _msdfEffect;
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static this()
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{
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FontRenderer.InitLibrary();
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}
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public static void Init(EffectLibrary effectLibrary)
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{
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if(effectLibrary.Exists("msdfShader"))
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_msdfEffect = effectLibrary.Get("msdfShader");
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else
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_msdfEffect = effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
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}
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public static void DeInit()
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{
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_msdfEffect?.ReleaseRef();
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_msdfEffect = null;
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}
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/** @brief Draws a given text using a specified font stack and renderer.
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* @param renderer The 2D renderer that will be used to draw the text.
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* @param font the Fontstack that will be used to draw the text.
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* @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).
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* @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).
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* @param fontSize The font size in pixels. Note: due to technical reasons the actual size might deviate from the specified size.
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* @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).
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* @param bitmapColor The (default) color used for glyphs that are bitmaps (e.g. emojies, if the font provies them as bitmap).
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* @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.
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* @param lineGapOffset Can be used to manually increase or decrease the gap between lines.
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*/
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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)
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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)
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{
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if(text.IsWhiteSpace)
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return;
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float scale = 1.0f;
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renderer.End();
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var lastEffect = renderer.[Friend]_currentEffect;
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renderer.[Friend]_currentEffect = _msdfEffect..AddRef();
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if(fontSize != 0)
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{
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scale = (float)fontSize / (float)font._fontSize;
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}
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float scale = (float)fontSize / (float)font._fontSize;
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_msdfEffect.Variables["screenPixelRange"].SetData(scale * 4.0f);
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// Space between two baselines
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float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale;
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// The line we are writing on
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float baseline = y + linespace;
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//renderer.Draw(null, x, baseline, 10000, 1, .Blue);
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||||
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// Position of the next character on the line
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||||
float penPosition = x;
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||||
|
||||
@@ -68,7 +88,8 @@ namespace GlitchyEngine.Renderer.Text
|
||||
// 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;
|
||||
float f = 1.0f;
|
||||
int32 depthInt = *(int32*)&f;
|
||||
|
||||
// enumerate through the unicode codepoints
|
||||
for(char32 char in text.DecodedChars)
|
||||
@@ -92,13 +113,19 @@ namespace GlitchyEngine.Renderer.Text
|
||||
movedLines = 0;
|
||||
}
|
||||
|
||||
//renderer.Draw(null, penPosition, baseline - fontSize, 1, fontSize, .Lime);
|
||||
|
||||
// Get glyph from Font
|
||||
var glyphDesc = font.GetGlyph(char);
|
||||
|
||||
// This never happens
|
||||
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
|
||||
if(!atlasses.Contains(atlas))
|
||||
@@ -108,26 +135,21 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
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);
|
||||
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;
|
||||
float adjustToBaseline = glyphDesc.AdjustToBaseLine;
|
||||
adjustToBaseline *= glyphFontScale;
|
||||
|
||||
// Rectangle on the screen
|
||||
Vector4 viewportRect = .(
|
||||
penPosition + adjustToPenX,
|
||||
baseline - adjustToBaseline,
|
||||
glyphDesc.SizeX * scale,
|
||||
glyphDesc.SizeY * scale);
|
||||
baseline + adjustToBaseline,
|
||||
glyphDesc.Width * glyphFontScale,
|
||||
glyphDesc.Height * glyphFontScale);
|
||||
|
||||
// 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;
|
||||
|
||||
@@ -135,14 +157,17 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
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
|
||||
depthInt++;
|
||||
depthInt--;
|
||||
}
|
||||
|
||||
renderer.End();
|
||||
|
||||
_msdfEffect.ReleaseRef();
|
||||
renderer.[Friend]_currentEffect = lastEffect;
|
||||
|
||||
// release all atlas textures
|
||||
for(int i < atlasses.Count)
|
||||
{
|
||||
|
||||
Vendored
+1
-1
Submodule GlitchyEngine/vendor/msdfgen updated: 87cdeae2bc...634a8ee221
@@ -42,8 +42,7 @@ float4 PS(PS_Input input) : SV_Target0
|
||||
float sd = median(msd.r, msd.g, msd.b);
|
||||
float screenPxDistance = screenPixelRange * (sd - 0.5);
|
||||
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
|
||||
//color = mix(bgColor, fgColor, opacity);
|
||||
//float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity);
|
||||
//float4 color = lerp(float4(1, 0, 0, 1), input.Color, opacity);
|
||||
//return color;
|
||||
|
||||
return float4(input.Color.rgb, opacity * input.Color.a);
|
||||
|
||||
@@ -64,8 +64,6 @@ namespace Sandbox
|
||||
|
||||
String testText ~ delete _;
|
||||
|
||||
Effect _msdfEffect ~ _.ReleaseRef();
|
||||
|
||||
TextureViewer _textureViewer ~ delete _;
|
||||
|
||||
[AllowAppend]
|
||||
@@ -137,9 +135,14 @@ namespace Sandbox
|
||||
// Load test text
|
||||
File.ReadAllText("test.txt", testText = new String(), true);
|
||||
|
||||
_msdfEffect = _effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
|
||||
|
||||
_textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary);
|
||||
|
||||
FontRenderer.Init(_effectLibrary);
|
||||
}
|
||||
|
||||
public ~this()
|
||||
{
|
||||
FontRenderer.DeInit();
|
||||
}
|
||||
|
||||
Font fonty ~ _.ReleaseRef();
|
||||
@@ -222,11 +225,6 @@ 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)
|
||||
@@ -328,19 +326,12 @@ namespace Sandbox
|
||||
_alphaBlendState.Bind();
|
||||
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();
|
||||
|
||||
_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);
|
||||
|
||||
FontRenderer.DrawText(Renderer2D, fonty, "Hallo", 0, 0, .White, .White, 256);
|
||||
FontRenderer.DrawText(Renderer2D, fonty, "Hallo! gjy", 0, 0, 512, .White, .White);
|
||||
|
||||
Renderer2D.End();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user