Bitmap font system works.

This commit is contained in:
Harrison Deng 2020-07-03 18:07:55 -05:00
parent 378712283a
commit ad77fec3a2
8 changed files with 268 additions and 222 deletions

View File

@ -106,6 +106,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
public void TexParameteri(TextureTarget target, TextureParameterName pname, int param)
{
glTexParameteri.Invoke(target, pname, param);
DetectGLError();
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
@ -382,7 +383,9 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
public IntPtr GetString(StringName name)
{
return glGetString.Invoke(name);
IntPtr res = glGetString.Invoke(name);
DetectGLError();
return res;
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
@ -1459,6 +1462,7 @@ namespace SlatedGameToolkit.Framework.Graphics.OpenGL
public void GetUniformfv(uint program, int location, out float parameters)
{
glGetUniformfv.Invoke(program, location, out parameters);
DetectGLError();
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]

View File

@ -16,7 +16,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
private bool disposed;
private float batchDelta;
public GLContext GLContext {get; private set; }
private int projALoc, viewALoc, modelALoc, texturedALoc, singleChanneledALoc;
private int projALoc, viewALoc, modelALoc, texturedALoc, singleChanneledALoc, flippedALoc;
private Camera camera;
private RenderProgram renderProgram;
private ITexture texture;
@ -56,6 +56,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
projALoc = GLContext.GetUniformLocation(renderProgram.Handle, "projection");
texturedALoc = GLContext.GetUniformLocation(renderProgram.Handle, "textured");
singleChanneledALoc = GLContext.GetUniformLocation(renderProgram.Handle, "singleChanneled");
flippedALoc = GLContext.GetUniformLocation(renderProgram.Handle, "flipped");
vertexBuffers.defineVertexAttributes(definitions: definitions);
GLContext.UniformMatrix4fv(projALoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
@ -91,9 +92,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
Flush();
this.texture = mesh.Texture;
GLContext.Uniform1i(texturedALoc, texture == null ? 0 : 1);
}
if (texture != null) {
GLContext.Uniform1i(singleChanneledALoc, texture.SingleChanneled ? 1 : 0);
}
GLContext.Uniform1i(flippedALoc, texture.Flipped ? 1 : 0);
}
ValueTuple<Vector3, Vector2>[] vertices = mesh.Vertices;
uint[] indices = mesh.Elements;
@ -138,7 +140,8 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
Flush();
}
protected virtual void Flush() {
public virtual void Flush() {
if (offsetIndex == 0) return;
if (texture != null) {
GLContext.BindTexture(TextureTarget.Texture2D, texture.Handle);
}

View File

@ -5,14 +5,14 @@ using SlatedGameToolkit.Framework.Graphics.Textures;
namespace SlatedGameToolkit.Framework.Graphics.Render
{
public class RectangleMesh : IMesh
public struct RectangleMesh : IMesh
{
private Matrix4x4 matRot = Matrix4x4.Identity;
private Matrix4x4 matRot;
private bool changed;
private Vector3 rotation;
private Vector2 origin, dimensions;
private ValueTuple<Vector3, Vector2>[] vertices = new ValueTuple<Vector3, Vector2>[4];
private uint[] indices = new uint[] {0, 1, 3, 1, 2, 3};
private ValueTuple<Vector3, Vector2>[] vertices;
private uint[] indices;
public ValueTuple<Vector3, Vector2>[] Vertices
{
@ -113,8 +113,14 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
public RectangleMesh(RectangleF textureRegion, ITexture texture, Color color)
{
this.changed = true;
this.rotation = Vector3.Zero;
this.origin = Vector2.Zero;
this.dimensions = Vector2.Zero;
this.Texture = texture;
this.Color = color;
this.indices = new uint[] {0, 1, 3, 1, 2, 3};
vertices = new ValueTuple<Vector3, Vector2>[4];
this.vertices[0].Item2.X = textureRegion.X;
this.vertices[0].Item2.Y = textureRegion.Y;
@ -127,6 +133,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
this.vertices[3].Item2.X = textureRegion.X;
this.vertices[3].Item2.Y = textureRegion.Y + textureRegion.Height;
this.matRot = Matrix4x4.Identity;
}
public RectangleMesh(RectangleF meshBounds, RectangleF textureRegion, ITexture texture, Color color) : this(textureRegion, texture, color) {

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using SlatedGameToolkit.Framework.Exceptions;
using SlatedGameToolkit.Framework.Graphics.OpenGL;
using SlatedGameToolkit.Framework.Graphics.Render;
using SlatedGameToolkit.Framework.Graphics.Textures;
@ -16,130 +16,221 @@ namespace SlatedGameToolkit.Framework.Graphics.Text
{
public class BitmapFont : IDisposable
{
private StbTrueType.stbtt_fontinfo info;
private byte[] fontData;
private bool disposed;
private GLContext context;
LRUCache<char, int> glyphIndices;
FontTexture[] textures;
StbTrueType.stbtt_fontinfo info;
private int spaceAdvance;
private float scale;
private int bitmapLength;
private int pixelHeight;
public int PixelHeight {
get {
private float pixelHeight;
public float PixelHeight
{
get
{
return pixelHeight;
}
set {
pixelHeight = value;
scale = StbTrueType.stbtt_ScaleForPixelHeight(info, value);
}
}
private float kerning;
public float Kerning {
get {
return kerning;
}
set {
kerning = value;
}
}
private Dictionary<(float, char), int> bitmapLocations;
private LRUCache<char, int> glyphIndexCache;
private FontBitmap[] textureBuffers;
private int drawingTo = 0;
GLContext glContext;
/// <summary>
/// Creates a font with the given data.
/// </summary>
/// <param name="fontData">The byte array containing all ttf data.</param>
/// <param name="glContext">The OpenGL context to use to associate with.</param>
/// <param name="cacheSize">The size of the caches.</param>
/// <param name="bitmapLength">The length of one side of a bitmap, therefore, the total would be this squared.</param>
/// <param name="numberOfTextures">The number of backing textures to use.</param>
/// <param name="initialCharacters">An initial set of characters to load.</param>
public unsafe BitmapFont(byte[] fontData, GLContext glContext = null, int cacheSize = 1024, int bitmapLength = 512, int numberOfTextures = 2, params char[] initialCharacters) {
this.glContext = glContext ?? WindowContextsManager.CurrentGL;
if (bitmapLength < 0) throw new ArgumentOutOfRangeException("bitmapLength");
if (fontData == null || fontData.Length <= 0) throw new ArgumentException("fontData must be an array of bytes representing a TTF file.");
glyphIndexCache = new LRUCache<char, int>(cacheSize);
bitmapLocations = new Dictionary<(float, char), int>();
this.fontData = fontData;
textureBuffers = new FontBitmap[numberOfTextures];
this.bitmapLength = bitmapLength;
for (int i = 0; i < textureBuffers.Length; i++)
set
{
textureBuffers[i] = new FontBitmap(this.glContext, bitmapLength);
this.scale = StbTrueType.stbtt_ScaleForPixelHeight(info, value);
this.pixelHeight = value;
}
}
private Dictionary<(char, float), int> glyphTexLocations = new Dictionary<(char, float), int>();
private LRUCache<char, CharacterMetrics> metricsCache;
private int drawingTo;
private bool disposed;
public unsafe BitmapFont(byte[] data, GLContext glContext = null, int cacheSize = 1024, int textures = 2, uint textureSizes = 512) {
info = new StbTrueType.stbtt_fontinfo();
fixed (byte* data = &fontData[0]) {
StbTrueType.stbtt_InitFont(info, data, 0);
fixed(byte* dataPtr = &data[0]) {
StbTrueType.stbtt_InitFont(info, dataPtr, 0);
}
this.glyphIndices = new LRUCache<char, int>(cacheSize);
this.metricsCache = new LRUCache<char, CharacterMetrics>(cacheSize);
this.textures = new FontTexture[textures];
this.context = glContext ?? WindowContextsManager.CurrentGL;
for (int i = 0; i < this.textures.Length; i++) {
this.textures[i] = new FontTexture(info, context, glyphIndices, textureSizes);
}
PixelHeight = 64;
int spaceAdvance, leftSideBearing;
StbTrueType.stbtt_GetCodepointHMetrics(info, ' ', &spaceAdvance, &leftSideBearing);
this.spaceAdvance = spaceAdvance;
}
public unsafe BitmapFont(string path, GLContext glContext = null, int cacheSize = 1024, int bitmapLength = 512, int numberOfTextures = 2, params char[] initialCharacters) :
this(File.ReadAllBytes(path), glContext, cacheSize, bitmapLength, numberOfTextures, initialCharacters)
{
public BitmapFont(string path, GLContext glContext = null, int cacheSize = 1024, int textures = 2, uint textureSizes = 512) : this(File.ReadAllBytes(path), glContext, cacheSize, textures, textureSizes) {
}
/// <summary>
/// Loads the requested character.
/// </summary>
/// <param name="character">The character to load.</param>
/// <returns>True if already loaded or successfully loaded, false if could not load.</returns>
public unsafe bool LoadGlyph(char character) {
if (!(bitmapLocations.ContainsKey((scale, character)) && textureBuffers[bitmapLocations[(scale, character)]].Contains(scale, character))) {
bitmapLocations.Remove((scale, character));
int glyphIndex = glyphIndexCache.ComputeIfNonExistent(character, (c) => StbTrueType.stbtt_FindGlyphIndex(info, c));
int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
public ITexture GetTextureBacking(int index) {
return textures[index];
}
public unsafe void Draw(MeshBatch batch, float x, float baseLine, string text, Color color) {
int textureChanges = 0;
float currentPoint = x;
char[] chars = text.ToCharArray();
for (int i = 0; i < chars.Length; i++) {
char c = chars[i];
int glyphIndex = glyphIndices.ComputeIfNonExistent(c, (p) => StbTrueType.stbtt_FindGlyphIndex(info, p));
CharacterMetrics metrics = metricsCache.ComputeIfNonExistent(c, (p) => new CharacterMetrics(glyphIndex, info));
int viewWidth, viewHeight, vX, vY;
context.GetViewport(out vX, out vY, out viewWidth, out viewHeight);
if (c != ' ') {
//Check if glyph is loaded, if not, load it.
if (!glyphTexLocations.ContainsKey((c, scale)) || !textures[glyphTexLocations[(c, scale)]].ContainsChar(c, scale)) {
glyphTexLocations.Remove((c, scale));
if (!textures[drawingTo].Upload(scale, c)) {
drawingTo++;
if (drawingTo >= textures.Length) drawingTo = 0;
FontTexture fontTexture = textures[drawingTo];
fontTexture.Clear();
fontTexture.Upload(scale, c);
textureChanges++;
if (textureChanges > textures.Length) throw new FrameworkUsageException(string.Format("String \"{0}\" takes up too much texture space! Consider increasing decreasing font size, or increasing texture lengths, or number of backing textures. Attempted to swap {1} times within draw call.", text, textureChanges));
}
glyphTexLocations.Add((c, scale), drawingTo);
}
FontTexture texture = textures[glyphTexLocations[(c, scale)]];
RectangleF texBounds = texture.GetGlyphBoundaries(c, scale);
RectangleF transformedTexBounds = texBounds.MultiplyBy(1f/texture.Length);
transformedTexBounds.Y += transformedTexBounds.Height;
transformedTexBounds.Height *= -1;
RectangleF glyphBounds = new RectangleF(currentPoint, baseLine, texBounds.Width / viewWidth, texBounds.Height / viewHeight);
glyphBounds.X += (metrics.leftSideBearing * scale) / viewWidth;
glyphBounds.Y += (metrics.vertOffset * scale) / viewHeight;
batch.Draw(new RectangleMesh(glyphBounds, transformedTexBounds, texture, color));
currentPoint += (metrics.advanceWidth * scale) / viewWidth;
if (i + 1 < chars.Length) {
int nextGlyph = glyphIndices.ComputeIfNonExistent(chars[i + 1], (p) => StbTrueType.stbtt_FindGlyphIndex(info, p));
currentPoint += (StbTrueType.stbtt_GetGlyphKernAdvance(info, glyphIndex, nextGlyph) * scale) / viewWidth;
}
} else {
currentPoint += (scale * spaceAdvance) / viewWidth;
}
}
}
private struct CharacterMetrics {
public readonly int vertOffset;
public readonly int leftSideBearing;
public readonly int advanceWidth;
public unsafe CharacterMetrics(int glyphIndex, StbTrueType.stbtt_fontinfo info) {
int x0, y0, leftSideBearing, advanceWidth;
StbTrueType.stbtt_GetGlyphHMetrics(info, glyphIndex, &advanceWidth, &leftSideBearing);
StbTrueType.stbtt_GetGlyphBox(info, glyphIndex, &x0, &y0, null, null);
this.vertOffset = y0;
this.leftSideBearing = leftSideBearing;
this.advanceWidth = advanceWidth;
}
}
private class FontTexture : ITexture {
private LRUCache<char, int> glyphIndices;
public uint Length {get; private set;}
StbTrueType.stbtt_fontinfo info;
GLContext context;
private bool disposed;
public bool SingleChanneled => true;
public uint Handle {get; private set;}
public uint Width => Length;
public uint Height => Length;
public bool Flipped => false;
private Dictionary<(char, float), Rectangle> glyphBounds = new Dictionary<(char, float), Rectangle>();
private int row, column, previousRow;
public FontTexture(StbTrueType.stbtt_fontinfo info, GLContext context, LRUCache<char, int> glyphIndices, uint length) {
this.context = context;
this.Length = length;
this.info = info;
this.glyphIndices = glyphIndices;
context.DetectGLError();
uint[] handles = new uint[1];
context.GenTextures(handles.Length, handles);
Handle = handles[0];
context.BindTexture(TextureTarget.Texture2D, Handle);
context.TexImage2D(TextureTarget.Texture2D, 0, InternalFormat.Red, length, length, 0, PixelFormat.Red, PixelType.UnsignedByte, IntPtr.Zero);
context.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
context.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
context.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
context.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
}
public bool ContainsChar(char c, float scale) {
return glyphBounds.ContainsKey((c, scale));
}
public Rectangle GetGlyphBoundaries(char c, float scale) {
return glyphBounds[(c, scale)];
}
public unsafe bool Upload(float scale, char c) {
int x0, y0, x1, y1;
int glyphIndex = glyphIndices.ComputeIfNonExistent(c, (p) => StbTrueType.stbtt_FindGlyphIndex(info, p));
StbTrueType.stbtt_GetGlyphBitmapBox(info, glyphIndex, scale, scale, &x0, &y0, &x1, &y1);
if (!textureBuffers[drawingTo].CanAdd(x1 - x0, y1 - y0)) {
int width = x1 - x0, height = y1 - y0;
if (width == 0 || height == 0) throw new InternalFrameworkException("Glyph width or height was 0. Character was: " + c);
if (column + width >= Length) {
column = 0;
if (row + height + 1 >= Length) {
return false;
} else {
previousRow = row;
}
}
if (row - height <= previousRow) {
row = previousRow + height + 1;
}
column += 1 + width;
context.BindTexture(TextureTarget.Texture2D, Handle);
int alignment;
int[] alignments = new int[1];
context.GetIntegerv(GetPName.UnpackAlignment, alignments);
alignment = alignments[0];
if (alignment != 1) {
context.PixelStorei(PixelStoreParameter.UnpackAlignment, 1);
}
byte[] bitmap = new byte[width * height];
fixed(byte* data = &bitmap[0]) {
StbTrueType.stbtt_MakeGlyphBitmap(info, data, width, height, width, scale, scale, glyphIndex);
context.TexSubImage2D(TextureTarget.Texture2D, 0, column - width, row - height, width, height, PixelFormat.Red, PixelType.UnsignedByte, new IntPtr(data));
}
if (alignment != 1) {
context.PixelStorei(PixelStoreParameter.UnpackAlignment, alignment);
}
textureBuffers[drawingTo].Upload(character, x1 - x0, y1 - y0, scale, info, glyphIndex);
bitmapLocations.Add((scale, character), drawingTo);
}
glyphBounds.Add((c, scale), new Rectangle(column - width, row - height, width, height));
return true;
}
public unsafe void Draw(MeshBatch batch, double delta, float x, float y, string characters, Color color) {
float horizontal = x;
foreach (char c in characters)
{
int used = 0;
while (!LoadGlyph(c)) {
used++;
drawingTo++;
if (drawingTo > textureBuffers.Length) {
drawingTo = 0;
}
if (used >= textureBuffers.Length) {
batch.End();
batch.Begin(Matrix4x4.Identity, delta);
used = 0;
}
}
ITexture texture = textureBuffers[bitmapLocations[(scale, c)]];
RectangleF glyphBounds = textureBuffers[bitmapLocations[(scale, c)]].GetGlyphTextureBounds(scale, c);
int width, height, vX, vY;
glContext.GetViewport(out vX, out vY, out width, out height);
float glyphWidth = glyphBounds.Width / width;
float glyphHeight = glyphBounds.Height / height;
RectangleMesh mesh = new RectangleMesh(new RectangleF(horizontal, y, glyphWidth, glyphHeight), glyphBounds.MultiplyBy(1f/bitmapLength), texture, color);
horizontal += (glyphBounds.Width - kerning) / width;
batch.Draw(mesh);
public bool CanFit(int width, int height) {
if (row + height < Length) {
return true;
} else if (column + width < Length) {
return true;
}
return false;
}
public ITexture GetActiveTextureBacking() {
return textureBuffers[drawingTo];
public void Clear() {
glyphBounds.Clear();
row = 0;
column = 0;
previousRow = 0;
}
protected virtual void Dispose(bool disposing)
@ -149,9 +240,34 @@ namespace SlatedGameToolkit.Framework.Graphics.Text
if (disposing)
{
}
foreach (FontBitmap bitmap in textureBuffers)
context.DeleteTextures(1, new uint[] {Handle});
disposed = true;
}
}
~FontTexture()
{
bitmap.Dispose();
Dispose(disposing: false);
}
public void Dispose()
{
Dispose(disposing: true);
System.GC.SuppressFinalize(this);
}
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
// TODO: dispose managed state (managed objects)
}
foreach (FontTexture texture in this.textures)
{
texture.Dispose();
}
disposed = true;
}
@ -167,106 +283,5 @@ namespace SlatedGameToolkit.Framework.Graphics.Text
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
private class FontBitmap : ITexture
{
private GLContext glContext;
private bool disposed;
private int bitmapLength;
private int lastRow;
private Point bitmapPosition;
private Dictionary<(float, char), RectangleF> glyphBitmaps = new Dictionary<(float, char), RectangleF>();
public uint Handle {get; private set;}
public uint Width {get; private set;}
public uint Height {get; private set;}
public bool SingleChanneled => true;
public unsafe FontBitmap(GLContext glContext, int length) {
uint[] handles = new uint[1];
this.glContext = glContext;
glContext.GenTextures(handles.Length, handles);
Handle = handles[0];
glContext.BindTexture(TextureTarget.Texture2D, Handle);
glContext.TexImage2D(TextureTarget.Texture2D, 0, InternalFormat.Red, (uint)length, (uint)length, 0, PixelFormat.Red, PixelType.UnsignedByte, IntPtr.Zero);
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);
}
}
}
}

View File

@ -9,6 +9,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Textures
/// </summary>
/// <value>true for single channeled.</value>
bool SingleChanneled { get; }
bool Flipped { get; }
uint Handle {get;}
uint Width {get;}
uint Height {get;}

View File

@ -20,6 +20,8 @@ namespace SlatedGameToolkit.Framework.Graphics.Textures
public bool SingleChanneled => false;
public bool Flipped => true;
/// <summary>
/// Creates an OpenGL Texture2D in the given GL Context.
/// </summary>

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@ -5,16 +5,21 @@ in vec2 texCoord;
in vec4 color;
uniform bool singleChanneled;
uniform bool flipped;
uniform bool textured;
uniform sampler2D texture0;
void main()
{
float yVal = texCoord.y;
if (flipped) {
yVal = 1 - texCoord.y;
}
if (textured) {
if (singleChanneled) {
outputColor = vec4(color.xyz, texture(texture0, vec2(texCoord.x, 1 - texCoord.y)).r);
outputColor = vec4(color.xyz, texture(texture0, vec2(texCoord.x, yVal)).r);
} else {
outputColor = texture(texture0, vec2(texCoord.x, 1 - texCoord.y)) * color;
outputColor = texture(texture0, vec2(texCoord.x, yVal)) * color;
}
} else {
outputColor = color;

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@ -24,6 +24,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
private BitmapFont font;
private Texture logoTexture, fillerTexture;
private RectangleMesh logo, textureTester, untextured;
private string lastPressed;
public WindowContext CurrentWindow { get { return window;}}
@ -78,6 +79,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
untextured.Y = - 0.15f;
font = new BitmapFont("Resources/Playground/earwig_factory_rg.ttf");
font.PixelHeight = 128;
}
public void Render(double delta)
@ -86,8 +88,8 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
renderer.Draw(logo);
renderer.Draw(textureTester);
renderer.Draw(untextured);
font.Draw(renderer, delta, 0.25f, -0.25f, "1234", Color.White);
font.Draw(renderer, delta, 0.25f, -0.35f, "abcd", Color.White);
font.Draw(renderer, 0.25f, -0.35f, "ABCDEFHIJKLMNOPQRSTUVWXYZ1234567890", Color.White);
renderer.Draw(new RectangleMesh(new RectangleF(-1, -1, 0.5f, 0.5f), new RectangleF(0, 1, 1, -1), font.GetTextureBacking(0), Color.White));
renderer.End();
}
@ -106,5 +108,9 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
camera.MoveTo += new Vector2((0.25f) * (float) timeStep, 0);
}
}
public void KeyPressed(SDL.SDL_Keycode keycode, bool pressed) {
if (pressed) lastPressed = SDL.SDL_GetKeyName(keycode);
}
}
}