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ProjectBackup/C#/OpenGLTutorial/Rendering/Objects/Components/TextComponent.cs
2022-09-04 13:23:45 +02:00

173 lines
6.6 KiB
C#

#pragma warning disable CA1416
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Drawing.Text;
using System.IO;
using System.Numerics;
using System.Text;
using System.Text.Json;
using OpenGLTutorial.Rendering.Display;
using static OpenGL.GL;
namespace OpenGLTutorial.Rendering.Objects.Components {
[Serializable]
public class TextSettings {
public int GlyphsPerLine { get; set; } = 16;
public int GlyphLineCount { get; set; } = 16;
public int GlyphWidth { get; set; } = 30;
public int GlyphHeight { get; set; } = 48;
public float CharXSpacing { get; set; } = 0.0f;
// Used to offset rendering glyphs to bitmap
public int AtlasOffsetX { get; set; } = -3;
public int AtlasOffsetY { get; set; } = -1;
public int FontSize { get; set; } = 35;
public bool BitmapFont { get; set; } = false;
public float TexCoordOffset { get; set; } = 0.005f;
public void Save(string file) {
string json = JsonSerializer.Serialize(this, new JsonSerializerOptions {WriteIndented = true});
File.WriteAllText(file, json, Encoding.UTF8);
}
public static TextSettings Load(string file) {
string text = File.ReadAllText(file, Encoding.UTF8);
return JsonSerializer.Deserialize<TextSettings>(text);
}
}
public class TextComponent : IComponent {
public static TextSettings CompileFont(string fontNameOrUrl, string output, TextSettings settings = null) {
if (settings is null)
settings = new TextSettings();
int bitmapWidth = settings.GlyphsPerLine * settings.GlyphWidth;
int bitmapHeight = settings.GlyphLineCount * settings.GlyphHeight;
using Bitmap texture = new Bitmap(bitmapWidth, bitmapHeight, PixelFormat.Format32bppArgb);
Font font;
if (File.Exists(fontNameOrUrl))
{
var collection = new PrivateFontCollection();
collection.AddFontFile(fontNameOrUrl);
var fontFamily = new FontFamily(Path.GetFileNameWithoutExtension(fontNameOrUrl), collection);
font = new Font(fontFamily, settings.FontSize);
}
else {
font = new Font(new FontFamily(fontNameOrUrl), settings.FontSize);
}
using (var g = Graphics.FromImage(texture)) {
if (settings.BitmapFont) {
g.SmoothingMode = SmoothingMode.None;
g.TextRenderingHint = TextRenderingHint.SingleBitPerPixel;
}
else {
g.SmoothingMode = SmoothingMode.HighQuality;
g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
}
for (int p = 0; p < settings.GlyphLineCount; p++) {
for (int n = 0; n < settings.GlyphsPerLine; n++) {
char c = (char)(n + p * settings.GlyphsPerLine);
g.DrawString(c.ToString(), font, Brushes.White,
n * settings.GlyphWidth + settings.AtlasOffsetX,
p * settings.GlyphHeight + settings.AtlasOffsetY);
}
}
}
texture.Save(output);
return settings;
}
public string Text { get; set; }
public Vector2 Size { get; private set; }
public Color TextColor { get; set; } = Color.White;
private Shape Shape { get; set; }
private Texture Texture { get; set; }
private TextSettings Settings { get; set; }
private string CurrentText { get; set; }
public TextComponent(string fontImage, string text, TextSettings settings = null, int renderingMode = GL_STATIC_DRAW) {
Texture = new Texture(fontImage);
Shape = new Shape(Shapes.Rectangle, renderingMode);
Settings = settings is not null ? settings : new TextSettings();
}
public void Load(GameObject thisObject) {
Texture.Load();
Shape.Load();
}
public void Update(GameObject thisObject) {
if (CurrentText == Text) return;
CurrentText = Text;
List<float> vertices = new List<float>();
float x = 0;
float y = 0;
float uW = Settings.GlyphWidth / (float)Texture.Width;
float vH = Settings.GlyphHeight / (float)Texture.Height;
float w = Settings.GlyphWidth / (float)Settings.GlyphHeight;
const float h = 1.0f;
for (int n = 0; n < Text.Length; n++) {
char idx = Text[n];
if (idx == '\n') {
y += 1;
x = 0;
continue;
}
if (idx == '\t') {
x += (w + Settings.CharXSpacing) * 4;
continue;
}
float u = (idx % Settings.GlyphsPerLine) * uW + Settings.TexCoordOffset;
float v = (idx / Settings.GlyphsPerLine) * vH + Settings.TexCoordOffset;
vertices.AddRange(new[] {
x, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v + vH,
x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v,
x + w, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v,
x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v
});
x += w + Settings.CharXSpacing;
}
Shape.SetVertices(vertices.ToArray());
Size = new Vector2(x, y);
}
public void Destroy(GameObject thisObject) {
Shape.Delete();
Texture.Delete();
}
public void Render(GameObject thisObject) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Texture.Use();
glBindVertexArray(Shape.Vao);
glDrawArrays(GL_TRIANGLES, 0, Shape.GetVertexCount());
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
}