Basic font rendering working.
This commit is contained in:
parent
56eca1b0d6
commit
a881f1a086
@ -177,6 +177,7 @@ namespace SlatedGameToolkit.Framework {
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}
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} catch (Exception e) {
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Logger.Fatal(e.ToString());
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throw e;
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} finally {
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stopped = true;
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manager.Dispose();
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@ -13,6 +13,8 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public class GLContext : IDisposable
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{
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#region OpenGLFunctions
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public IntPtr Handle { get; private set; }
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private bool disposed;
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@ -224,6 +226,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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public void Enable(EnableCap cap)
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{
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glEnable.Invoke(cap);
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DetectGLError();
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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@ -251,6 +254,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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public void BlendFunc(BlendingFactor sfactor, BlendingFactor dfactor)
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{
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glBlendFunc.Invoke(sfactor, dfactor);
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DetectGLError();
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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@ -305,6 +309,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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public void PixelStorei(PixelStoreParameter pname, int param)
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{
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glPixelStorei.Invoke(pname, param);
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DetectGLError();
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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@ -362,12 +367,13 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void PFNGLGETINTEGERVPROC(GetPName pname, out int data);
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private delegate void PFNGLGETINTEGERVPROC(GetPName pname, int[] data);
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private PFNGLGETINTEGERVPROC glGetIntegerv;
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public void GetIntegerv(GetPName pname, out int data)
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public void GetIntegerv(GetPName pname, int[] data)
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{
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glGetIntegerv.Invoke(pname, out data);
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glGetIntegerv.Invoke(pname, data);
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DetectGLError();
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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@ -530,6 +536,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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public void TexSubImage2D(TextureTarget target, int level, int xoffset, int yoffset, int width, int height, PixelFormat format, PixelType type, IntPtr pixels)
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{
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glTexSubImage2D.Invoke(target, level, xoffset, yoffset, width, height, format, type, pixels);
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DetectGLError();
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}
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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@ -3153,6 +3160,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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{
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glSampleMaski.Invoke(maskNumber, mask);
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}
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#endregion
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public GLContext(IntPtr windowHandle)
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{
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@ -3162,6 +3170,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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throw new FrameworkSDLException();
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}
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#region OpenGLDelegateAssignment
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glCullFace = Marshal.GetDelegateForFunctionPointer<PFNGLCULLFACEPROC>(loader.Invoke("glCullFace"));
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glFrontFace = Marshal.GetDelegateForFunctionPointer<PFNGLFRONTFACEPROC>(loader.Invoke("glFrontFace"));
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glHint = Marshal.GetDelegateForFunctionPointer<PFNGLHINTPROC>(loader.Invoke("glHint"));
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@ -3506,19 +3515,29 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
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glTexImage3DMultisample = Marshal.GetDelegateForFunctionPointer<PFNGLTEXIMAGE3DMULTISAMPLEPROC>(loader.Invoke("glTexImage3DMultisample"));
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glGetMultisamplefv = Marshal.GetDelegateForFunctionPointer<PFNGLGETMULTISAMPLEFVPROC>(loader.Invoke("glGetMultisamplefv"));
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glSampleMaski = Marshal.GetDelegateForFunctionPointer<PFNGLSAMPLEMASKIPROC>(loader.Invoke("glSampleMaski"));
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#endregion
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}
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/// <summary>
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/// Checks for any issues in this OpenGL Context and throws an exception if it detects one.
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/// May throw OpenGLException.
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/// </summary>
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private void DetectGLError() {
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public void DetectGLError() {
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OpenGL.ErrorCode code = GetError();
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if (code != OpenGL.ErrorCode.NoError) {
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throw new OpenGLErrorException(code);
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}
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}
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public void GetViewport(out int x, out int y, out int width, out int height) {
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int[] viewport = new int[4];
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GetIntegerv(GetPName.Viewport, viewport);
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x = viewport[0];
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y = viewport[1];
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width = viewport[2];
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height = viewport[3];
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!disposed)
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@ -32,5 +32,6 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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/// </summary>
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/// <value>A color for this mesh.</value>
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Color Color { get; }
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}
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}
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@ -15,7 +15,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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private bool disposed;
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private float batchDelta;
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public GLContext GLContext {get; private set; }
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private int projALoc, viewALoc, modelALoc, texturedALoc;
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private int projALoc, viewALoc, modelALoc, texturedALoc, singleChanneledALoc;
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private Camera camera;
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private RenderProgram renderProgram;
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private ITexture texture;
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@ -54,6 +54,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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viewALoc = GLContext.GetUniformLocation(renderProgram.Handle, "view");
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projALoc = GLContext.GetUniformLocation(renderProgram.Handle, "projection");
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texturedALoc = GLContext.GetUniformLocation(renderProgram.Handle, "textured");
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singleChanneledALoc = GLContext.GetUniformLocation(renderProgram.Handle, "singleChanneled");
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vertexBuffers.defineVertexAttributes(definitions: definitions);
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GLContext.UniformMatrix4fv(projALoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
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@ -80,15 +81,18 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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IMoveable moveable = mesh as IMoveable;
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if (moveable != null) {
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if (GameEngine.UpdatesPerSecond <= 0) {
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camera.Position = camera.MoveTo;
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moveable.Position = moveable.MoveTo;
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} else {
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camera.Position = camera.Position + (camera.MoveTo - camera.Position) * batchDelta;
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moveable.Position = moveable.Position + (moveable.MoveTo - moveable.Position) * batchDelta;
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}
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}
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if (mesh.Texture?.Handle != this.texture?.Handle) {
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Flush();
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this.texture = mesh.Texture;
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GLContext.Uniform1i(texturedALoc, texture == null ? 0 : 1);
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if (texture != null) {
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GLContext.Uniform1i(singleChanneledALoc, texture.SingleChanneled ? 1 : 0);
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}
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}
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ValueTuple<Vector3, Vector2>[] vertices = mesh.Vertices;
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uint[] indices = mesh.Elements;
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@ -134,7 +138,9 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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}
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protected virtual void Flush() {
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texture?.Use();
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if (texture != null) {
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GLContext.BindTexture(TextureTarget.Texture2D, texture.Handle);
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}
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renderProgram.Use();
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if (GameEngine.UpdatesPerSecond <= 0) {
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camera.Position = camera.MoveTo;
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@ -11,8 +11,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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private bool changed;
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private Vector3 rotation;
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private Vector2 origin, dimensions;
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public readonly Vector2[] textureCoords = new Vector2[4];
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public ValueTuple<Vector3, Vector2>[] vertices = new ValueTuple<Vector3, Vector2>[4];
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private ValueTuple<Vector3, Vector2>[] vertices = new ValueTuple<Vector3, Vector2>[4];
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private uint[] indices = new uint[] {0, 1, 3, 1, 2, 3};
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public ValueTuple<Vector3, Vector2>[] Vertices
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@ -78,6 +77,19 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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}
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}
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public RectangleF Bounds {
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get {
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return new RectangleF(X, Y, Width, Height);
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}
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set {
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X = value.X;
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Y = value.Y;
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Width = value.Width;
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Height = value.Height;
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}
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}
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public uint[] Elements { get {return indices; } }
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public Vector3 Rotation
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@ -99,24 +111,33 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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public Color Color { get; set; }
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public RectangleMesh(ITexture texture, Color color)
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public RectangleMesh(RectangleF textureRegion, ITexture texture, Color color)
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{
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this.Texture = texture;
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this.Color = color;
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this.textureCoords[0].X = 0;
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this.textureCoords[0].Y = 1;
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this.vertices[0].Item2.X = textureRegion.X;
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this.vertices[0].Item2.Y = textureRegion.Y;
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this.textureCoords[1].X = 1;
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this.textureCoords[1].Y = 1;
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this.vertices[1].Item2.X = textureRegion.X + textureRegion.Width;
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this.vertices[1].Item2.Y = textureRegion.Y;
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this.textureCoords[2].X = 1;
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this.textureCoords[2].Y = 0;
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this.vertices[2].Item2.X = textureRegion.X + textureRegion.Width;
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this.vertices[2].Item2.Y = textureRegion.Y + textureRegion.Height;
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this.textureCoords[3].X = 0;
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this.textureCoords[3].Y = 0;
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this.vertices[3].Item2.X = textureRegion.X;
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this.vertices[3].Item2.Y = textureRegion.Y + textureRegion.Height;
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}
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public RectangleMesh(RectangleF meshBounds, RectangleF textureRegion, ITexture texture, Color color) : this(textureRegion, texture, color) {
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this.Bounds = meshBounds;
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}
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public RectangleMesh(ITexture texture, Color color) : this(new Rectangle(0, 0, 1, 1), texture, color) {
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}
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private void CalculateVertices() {
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if (!changed) return;
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@ -128,7 +149,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i] = (Vector3.Transform(baseVerts[i], matRot), textureCoords[i]);
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vertices[i].Item1 = Vector3.Transform(baseVerts[i], matRot);
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}
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changed = false;
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}
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272
src/SlatedGameToolkit.Framework/Graphics/Text/BitmapFont.cs
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272
src/SlatedGameToolkit.Framework/Graphics/Text/BitmapFont.cs
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@ -0,0 +1,272 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using SlatedGameToolkit.Framework.Graphics.OpenGL;
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using SlatedGameToolkit.Framework.Graphics.Render;
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using SlatedGameToolkit.Framework.Graphics.Textures;
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using SlatedGameToolkit.Framework.Graphics.Window;
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using SlatedGameToolkit.Framework.Utilities;
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using SlatedGameToolkit.Framework.Utilities.Collections;
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using StbTrueTypeSharp;
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namespace SlatedGameToolkit.Framework.Graphics.Text
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{
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public class BitmapFont : IDisposable
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{
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private StbTrueType.stbtt_fontinfo info;
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private byte[] fontData;
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private bool disposed;
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private float scale;
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private int bitmapLength;
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private int pixelHeight;
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public int PixelHeight {
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get {
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return pixelHeight;
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}
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set {
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pixelHeight = value;
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scale = StbTrueType.stbtt_ScaleForPixelHeight(info, value);
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}
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}
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private float kerning;
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public float Kerning {
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get {
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return kerning;
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}
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set {
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kerning = value;
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}
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}
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private Dictionary<(float, char), int> bitmapLocations;
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private LRUCache<char, int> glyphIndexCache;
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private FontBitmap[] textureBuffers;
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private int drawingTo = 0;
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GLContext glContext;
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/// <summary>
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/// Creates a font with the given data.
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/// </summary>
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/// <param name="fontData">The byte array containing all ttf data.</param>
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/// <param name="glContext">The OpenGL context to use to associate with.</param>
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/// <param name="cacheSize">The size of the caches.</param>
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/// <param name="bitmapLength">The length of one side of a bitmap, therefore, the total would be this squared.</param>
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/// <param name="numberOfTextures">The number of backing textures to use.</param>
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/// <param name="initialCharacters">An initial set of characters to load.</param>
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public unsafe BitmapFont(byte[] fontData, GLContext glContext = null, int cacheSize = 1024, int bitmapLength = 512, int numberOfTextures = 2, params char[] initialCharacters) {
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this.glContext = glContext ?? WindowContextsManager.CurrentGL;
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if (bitmapLength < 0) throw new ArgumentOutOfRangeException("bitmapLength");
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if (fontData == null || fontData.Length <= 0) throw new ArgumentException("fontData must be an array of bytes representing a TTF file.");
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glyphIndexCache = new LRUCache<char, int>(cacheSize);
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bitmapLocations = new Dictionary<(float, char), int>();
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this.fontData = fontData;
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textureBuffers = new FontBitmap[numberOfTextures];
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this.bitmapLength = bitmapLength;
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for (int i = 0; i < textureBuffers.Length; i++)
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{
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textureBuffers[i] = new FontBitmap(this.glContext, bitmapLength);
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}
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info = new StbTrueType.stbtt_fontinfo();
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fixed (byte* data = &fontData[0]) {
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StbTrueType.stbtt_InitFont(info, data, 0);
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}
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PixelHeight = 64;
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}
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public unsafe BitmapFont(string path, GLContext glContext = null, int cacheSize = 1024, int bitmapLength = 512, int numberOfTextures = 2, params char[] initialCharacters) :
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this(File.ReadAllBytes(path), glContext, cacheSize, bitmapLength, numberOfTextures, initialCharacters)
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{
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}
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/// <summary>
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/// Loads the requested character.
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/// </summary>
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/// <param name="character">The character to load.</param>
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/// <returns>True if already loaded or successfully loaded, false if could not load.</returns>
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public unsafe bool LoadGlyph(char character) {
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if (!(bitmapLocations.ContainsKey((scale, character)) && textureBuffers[bitmapLocations[(scale, character)]].Contains(scale, character))) {
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bitmapLocations.Remove((scale, character));
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int glyphIndex = glyphIndexCache.ComputeIfNonExistent(character, (c) => StbTrueType.stbtt_FindGlyphIndex(info, c));
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int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
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StbTrueType.stbtt_GetGlyphBitmapBox(info, glyphIndex, scale, scale, &x0, &y0, &x1, &y1);
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if (!textureBuffers[drawingTo].CanAdd(x1 - x0, y1 - y0)) {
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return false;
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}
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textureBuffers[drawingTo].Upload(character, x1 - x0, y1 - y0, scale, info, glyphIndex);
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bitmapLocations.Add((scale, character), drawingTo);
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}
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return true;
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}
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public unsafe void Draw(MeshBatch batch, double delta, float x, float y, string characters, Color color) {
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float horizontal = x;
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foreach (char c in characters)
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{
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int used = 0;
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while (!LoadGlyph(c)) {
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used++;
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drawingTo++;
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if (drawingTo > textureBuffers.Length) {
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drawingTo = 0;
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}
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if (used >= textureBuffers.Length) {
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batch.End();
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batch.Begin(Matrix4x4.Identity, delta);
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used = 0;
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}
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}
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ITexture texture = textureBuffers[bitmapLocations[(scale, c)]];
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RectangleF glyphBounds = textureBuffers[bitmapLocations[(scale, c)]].GetGlyphTextureBounds(scale, c);
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int width, height, vX, vY;
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glContext.GetViewport(out vX, out vY, out width, out height);
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float glyphWidth = glyphBounds.Width / width;
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float glyphHeight = glyphBounds.Height / height;
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RectangleMesh mesh = new RectangleMesh(new RectangleF(horizontal, y, glyphWidth, glyphHeight), glyphBounds.MultiplyBy(1f/bitmapLength), texture, color);
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horizontal += (glyphBounds.Width - kerning) / width;
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batch.Draw(mesh);
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}
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}
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public ITexture GetActiveTextureBacking() {
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return textureBuffers[drawingTo];
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!disposed)
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{
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if (disposing)
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{
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}
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foreach (FontBitmap bitmap in textureBuffers)
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{
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bitmap.Dispose();
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}
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disposed = true;
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}
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}
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~BitmapFont()
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{
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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private class FontBitmap : ITexture
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{
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private GLContext glContext;
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private bool disposed;
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private int bitmapLength;
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private int lastRow;
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private Point bitmapPosition;
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private Dictionary<(float, char), RectangleF> glyphBitmaps = new Dictionary<(float, char), RectangleF>();
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public uint Handle {get; private set;}
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public uint Width {get; private set;}
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public uint Height {get; private set;}
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public bool SingleChanneled => true;
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public unsafe FontBitmap(GLContext glContext, int length) {
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uint[] handles = new uint[1];
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this.glContext = glContext;
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glContext.GenTextures(handles.Length, handles);
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Handle = handles[0];
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glContext.BindTexture(TextureTarget.Texture2D, Handle);
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glContext.TexImage2D(TextureTarget.Texture2D, 0, InternalFormat.Red, (uint)length, (uint)length, 0, PixelFormat.Red, PixelType.UnsignedByte, IntPtr.Zero);
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glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
|
||||
glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
|
||||
glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
|
||||
glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
this.bitmapLength = length;
|
||||
}
|
||||
|
||||
public bool Contains(float scale, char character) {
|
||||
return glyphBitmaps.ContainsKey((scale, character));
|
||||
}
|
||||
|
||||
public RectangleF GetGlyphTextureBounds(float scale, char character) {
|
||||
return glyphBitmaps[(scale, character)];
|
||||
}
|
||||
|
||||
public unsafe void Upload(char character, int width, int height, float scale, StbTrueType.stbtt_fontinfo info, int glyphIndex) {
|
||||
if (bitmapPosition.X + width < bitmapLength) { // Within the first row
|
||||
if (bitmapPosition.Y - lastRow < height) {
|
||||
bitmapPosition.Y = lastRow + height + 1;
|
||||
if (bitmapPosition.Y >= bitmapLength) {
|
||||
bitmapPosition = Point.Empty;
|
||||
glyphBitmaps.Clear();
|
||||
}
|
||||
} // the prev row + the current bitmaps height will be the maximum height.
|
||||
bitmapPosition.X += width + 1; // move the x position.
|
||||
glContext.BindTexture(TextureTarget.Texture2D, Handle);
|
||||
int w = 0, h = 0, xoff = 0, yoff = 0;
|
||||
byte* dataPtr = StbTrueType.stbtt_GetGlyphBitmap(info, scale, scale, glyphIndex, &w, &h, &xoff, &yoff);
|
||||
IntPtr data = new IntPtr(dataPtr);
|
||||
Rectangle drawLocation = new Rectangle(bitmapPosition.X - width, bitmapPosition.Y - height, width, height);
|
||||
int prevAlignment = 0;
|
||||
int[] prevAlignArr = new int[1];
|
||||
glContext.GetIntegerv(GetPName.UnpackAlignment, prevAlignArr);
|
||||
prevAlignment = prevAlignArr[0];
|
||||
if (prevAlignment != 1) {
|
||||
glContext.PixelStorei(PixelStoreParameter.UnpackAlignment, 1);
|
||||
}
|
||||
glContext.TexSubImage2D(TextureTarget.Texture2D, 0, drawLocation.X, drawLocation.Y, drawLocation.Width, drawLocation.Height, PixelFormat.Red, PixelType.UnsignedByte, data);
|
||||
if (prevAlignment != 1) {
|
||||
glContext.PixelStorei(PixelStoreParameter.UnpackAlignment, prevAlignment);
|
||||
}
|
||||
StbTrueType.stbtt_FreeBitmap(dataPtr, null);
|
||||
glyphBitmaps.Add((scale, character), new Rectangle(drawLocation.X, bitmapLength - drawLocation.Y - drawLocation.Height, drawLocation.Width, drawLocation.Height));
|
||||
|
||||
} else { // Next row
|
||||
lastRow = bitmapPosition.Y; // sets the previous row var to the previous row.
|
||||
bitmapPosition.X = 0;
|
||||
Upload(character, width, height, scale, info, glyphIndex);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanAdd(int width, int height) {
|
||||
return (bitmapPosition.X + width < bitmapLength) && (bitmapPosition.Y + height < bitmapLength);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!disposed)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
}
|
||||
glContext.DeleteTextures(1, new uint[] {Handle});
|
||||
disposed = true;
|
||||
}
|
||||
}
|
||||
|
||||
~FontBitmap()
|
||||
{
|
||||
Dispose(disposing: false);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(disposing: true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Text
|
||||
{
|
||||
public class DynamicFont {
|
||||
private readonly Dictionary<char, uint> glyphLocations = new Dictionary<char, uint>();
|
||||
|
||||
public DynamicFont() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Text
|
||||
{
|
||||
public struct DynamicGlyph {
|
||||
public readonly char character;
|
||||
public readonly (Vector2, Vector2)[] vertices;
|
||||
|
||||
public DynamicGlyph(char character, (Vector2, Vector2)[] vertices) {
|
||||
this.character = character;
|
||||
this.vertices = vertices;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,8 +1,16 @@
|
||||
using System;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Textures
|
||||
{
|
||||
public interface ITexture
|
||||
public interface ITexture : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether or not this model uses a texture that is single chanelled.
|
||||
/// </summary>
|
||||
/// <value>true for single channeled.</value>
|
||||
bool SingleChanneled { get; }
|
||||
uint Handle {get;}
|
||||
void Use();
|
||||
uint Width {get;}
|
||||
uint Height {get;}
|
||||
}
|
||||
}
|
@ -7,13 +7,19 @@ using SlatedGameToolkit.Framework.AssetSystem;
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Textures
|
||||
{
|
||||
public class Texture : IAssetUseable, ITexture {
|
||||
public readonly int width, height;
|
||||
public readonly uint width, height;
|
||||
private bool disposed;
|
||||
private GLContext glContext;
|
||||
private uint handle;
|
||||
|
||||
public uint Handle {get { return handle; }}
|
||||
|
||||
public uint Width => width;
|
||||
|
||||
public uint Height => height;
|
||||
|
||||
public bool SingleChanneled => false;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an OpenGL Texture2D in the given GL Context.
|
||||
/// </summary>
|
||||
@ -21,8 +27,8 @@ namespace SlatedGameToolkit.Framework.Graphics.Textures
|
||||
/// <param name="context">The openGL context to associate this with. If null, will use the currently active context. Defaults to null.</param>
|
||||
public unsafe Texture(TextureData textureData, GLContext context = null) {
|
||||
this.glContext = context ?? WindowContextsManager.CurrentGL;
|
||||
this.width = textureData.width;
|
||||
this.height = textureData.height;
|
||||
this.width = (uint)textureData.width;
|
||||
this.height = (uint)textureData.height;
|
||||
uint[] handles = new uint[1];
|
||||
glContext.GenTextures(1, handles);
|
||||
this.handle = handles[0];
|
||||
@ -32,6 +38,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Textures
|
||||
glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
|
||||
glContext.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
fixed(void* p = &textureData.data[0]) {
|
||||
glContext.PixelStorei(PixelStoreParameter.UnpackAlignment, 4);
|
||||
glContext.TexImage2D(TextureTarget.Texture2D, 0, InternalFormat.Rgba, (uint)textureData.width, (uint)textureData.height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, new IntPtr(p));
|
||||
}
|
||||
glContext.GenerateMipmap(OpenGL.TextureTarget.Texture2D);
|
||||
|
@ -16,7 +16,12 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
|
||||
get {
|
||||
return current;
|
||||
}
|
||||
|
||||
set {
|
||||
value.MakeCurrent();
|
||||
}
|
||||
}
|
||||
|
||||
private static Dictionary<uint, WindowContext> existingWindows = new Dictionary<uint, WindowContext>();
|
||||
|
||||
/// <summary>
|
||||
|
@ -4,13 +4,19 @@ out vec4 outputColor;
|
||||
in vec2 texCoord;
|
||||
in vec4 color;
|
||||
|
||||
uniform bool singleChanneled;
|
||||
uniform bool textured;
|
||||
uniform sampler2D texture0;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (textured) {
|
||||
outputColor = texture(texture0, texCoord) * color;
|
||||
if (singleChanneled) {
|
||||
float singleVal = texture(texture0, vec2(texCoord.x, 1 - texCoord.y)).r;
|
||||
outputColor = vec4(singleVal);
|
||||
} else {
|
||||
outputColor = texture(texture0, vec2(texCoord.x, 1 - texCoord.y)) * color;
|
||||
}
|
||||
} else {
|
||||
outputColor = color;
|
||||
}
|
||||
|
@ -14,6 +14,5 @@ void main()
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
color = aColor;
|
||||
|
||||
gl_Position = projection * view * models * vec4(aPosition, 1.0);
|
||||
}
|
16
src/SlatedGameToolkit.Framework/Utilities/RectangleUtils.cs
Normal file
16
src/SlatedGameToolkit.Framework/Utilities/RectangleUtils.cs
Normal file
@ -0,0 +1,16 @@
|
||||
using System.Drawing;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Utilities
|
||||
{
|
||||
public static class RectangleUtils
|
||||
{
|
||||
public static RectangleF MultiplyBy(this RectangleF rectangle, float multiplier) {
|
||||
RectangleF rect = rectangle;
|
||||
rect.X *= multiplier;
|
||||
rect.Y *= multiplier;
|
||||
rect.Width *= multiplier;
|
||||
rect.Height *= multiplier;
|
||||
return rect;
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
@ -10,6 +10,7 @@
|
||||
<TargetFramework>netcoreapp3.1</TargetFramework>
|
||||
<AssemblyVersion>1.0.0.0</AssemblyVersion>
|
||||
<Description>A tool to help with developing a game using SlatedGameToolkit.</Description>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
@ -1,14 +1,18 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
using SDL2;
|
||||
using SlatedGameToolkit.Commons.Loaders;
|
||||
using SlatedGameToolkit.Framework.Graphics.Render;
|
||||
using SlatedGameToolkit.Framework.Graphics.Text;
|
||||
using SlatedGameToolkit.Framework.Graphics.Textures;
|
||||
using SlatedGameToolkit.Framework.Graphics.Window;
|
||||
using SlatedGameToolkit.Framework.Input.Devices;
|
||||
using SlatedGameToolkit.Framework.StateSystem;
|
||||
using SlatedGameToolkit.Framework.StateSystem.States;
|
||||
using StbTrueTypeSharp;
|
||||
|
||||
namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
{
|
||||
@ -17,6 +21,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
private WindowContext window;
|
||||
private Camera2D camera;
|
||||
private MeshBatch renderer;
|
||||
private BitmapFont font;
|
||||
private Texture logoTexture, fillerTexture;
|
||||
private RectangleMesh logo, textureTester, untextured;
|
||||
|
||||
@ -36,6 +41,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
{
|
||||
logoTexture.Dispose();
|
||||
fillerTexture.Dispose();
|
||||
font.Dispose();
|
||||
renderer.Dispose();
|
||||
window.Dispose();
|
||||
}
|
||||
@ -45,13 +51,13 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
return "main state";
|
||||
}
|
||||
|
||||
public void Initialize(StateManager manager)
|
||||
public unsafe void Initialize(StateManager manager)
|
||||
{
|
||||
window = new WindowContext("SlatedGameToolkit Playground");
|
||||
camera = new Camera2D(2, 2);
|
||||
renderer = new MeshBatch(camera);
|
||||
|
||||
logoTexture = TextureLoader.Load2DTexture("Resources/Playground/yhdnbgnc.png", null);
|
||||
logoTexture = TextureLoader.Load2DTexture("Resources/Playground/yhdnbgnc.png");
|
||||
logo = new RectangleMesh(logoTexture, Color.White);
|
||||
logo.Width = 0.5f;
|
||||
logo.Height = 0.5f;
|
||||
@ -59,7 +65,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
logo.Y = -0.25f;
|
||||
|
||||
|
||||
fillerTexture = TextureLoader.Load2DTexture("Resources/Playground/filler.png", null);
|
||||
fillerTexture = TextureLoader.Load2DTexture("Resources/Playground/filler.png");
|
||||
textureTester = new RectangleMesh(fillerTexture, Color.White);
|
||||
textureTester.Width = 0.15f;
|
||||
textureTester.Height = 0.15f;
|
||||
@ -70,6 +76,8 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
untextured.Height = 0.1f;
|
||||
untextured.X = 0.25f;
|
||||
untextured.Y = - 0.15f;
|
||||
|
||||
font = new BitmapFont("Resources/Playground/earwig_factory_rg.ttf");
|
||||
}
|
||||
|
||||
public void Render(double delta)
|
||||
@ -78,6 +86,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
renderer.Draw(logo);
|
||||
renderer.Draw(textureTester);
|
||||
renderer.Draw(untextured);
|
||||
font.Draw(renderer, delta, 0.25f, -0.25f, "123", Color.White);
|
||||
renderer.End();
|
||||
}
|
||||
|
||||
|
@ -50,5 +50,25 @@ namespace SlatedGameToolkit.Framework.Tests.Utilities.Collections.Caching
|
||||
cache[5] = 5;
|
||||
Assert.IsTrue(cache.ContainsKey(2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ComputeIfNonexistentTest() {
|
||||
LRUCache<int, int> cache = new LRUCache<int, int>(4);
|
||||
for (int i = 0; i < cache.MaxLength; i++) {
|
||||
cache.ComputeIfNonExistent(i, (a) => a);
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ComputeIfNonexistentTestExists() {
|
||||
LRUCache<int, int> cache = new LRUCache<int, int>(4);
|
||||
for (int i = 0; i < cache.MaxLength; i++) {
|
||||
cache.ComputeIfNonExistent(i, (a) => a);
|
||||
}
|
||||
|
||||
for (int i = 0; i < cache.MaxLength; i++) {
|
||||
Assert.AreEqual(i, cache.ComputeIfNonExistent(i, (a) => -a));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user