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- using System;
- using System.IO;
- using System.Runtime.InteropServices;
- using OpenTK;
- using OpenTK.Graphics.OpenGL;
- using SharpFont;
- namespace Ryujinx.Profiler.UI.SharpFontHelpers
- {
- public class FontService
- {
- private struct CharacterInfo
- {
- public float Left;
- public float Right;
- public float Top;
- public float Bottom;
- public int Width;
- public float Height;
- public float AspectRatio;
- public float BearingX;
- public float BearingY;
- public float Advance;
- }
- private const int SheetWidth = 1024;
- private const int SheetHeight = 512;
- private int ScreenWidth, ScreenHeight;
- private int CharacterTextureSheet;
- private CharacterInfo[] characters;
- public Color fontColor { get; set; } = Color.Black;
- private string GetFontPath()
- {
- string fontFolder = Environment.GetFolderPath(Environment.SpecialFolder.Fonts);
- // Only uses Arial, add more fonts here if wanted
- string path = Path.Combine(fontFolder, "arial.ttf");
- if (File.Exists(path))
- {
- return path;
- }
- throw new Exception($"Profiler exception. Required font Courier New or Arial not installed to {fontFolder}");
- }
- public void InitializeTextures()
- {
- // Create and init some vars
- uint[] rawCharacterSheet = new uint[SheetWidth * SheetHeight];
- int x;
- int y;
- int lineOffset;
- int maxHeight;
- x = y = lineOffset = maxHeight = 0;
- characters = new CharacterInfo[94];
- // Get font
- var font = new FontFace(File.OpenRead(GetFontPath()));
- // Update raw data for each character
- for (int i = 0; i < 94; i++)
- {
- var surface = RenderSurface((char)(i + 33), font, out float xBearing, out float yBearing, out float advance);
- characters[i] = UpdateTexture(surface, ref rawCharacterSheet, ref x, ref y, ref lineOffset);
- characters[i].BearingX = xBearing;
- characters[i].BearingY = yBearing;
- characters[i].Advance = advance;
- if (maxHeight < characters[i].Height)
- maxHeight = (int)characters[i].Height;
- }
- // Fix height for characters shorter than line height
- for (int i = 0; i < 94; i++)
- {
- characters[i].BearingX /= characters[i].Width;
- characters[i].BearingY /= maxHeight;
- characters[i].Advance /= characters[i].Width;
- characters[i].Height /= maxHeight;
- characters[i].AspectRatio = (float)characters[i].Width / maxHeight;
- }
- // Convert raw data into texture
- CharacterTextureSheet = GL.GenTexture();
- GL.BindTexture(TextureTarget.Texture2D, CharacterTextureSheet);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
-
- GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, SheetWidth, SheetHeight, 0, PixelFormat.Rgba, PixelType.UnsignedInt8888, rawCharacterSheet);
- GL.BindTexture(TextureTarget.Texture2D, 0);
- }
- public void UpdateScreenHeight(int height)
- {
- ScreenHeight = height;
- }
- public float DrawText(string text, float x, float y, float height, bool draw = true)
- {
- float originalX = x;
- // Skip out of bounds draw
- if (y < height * -2 || y > ScreenHeight + height * 2)
- {
- draw = false;
- }
- if (draw)
- {
- // Use font map texture
- GL.BindTexture(TextureTarget.Texture2D, CharacterTextureSheet);
- // Enable blending and textures
- GL.Enable(EnableCap.Texture2D);
- GL.Enable(EnableCap.Blend);
- GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
- // Draw all characters
- GL.Begin(PrimitiveType.Triangles);
- GL.Color4(fontColor);
- }
- for (int i = 0; i < text.Length; i++)
- {
- if (text[i] == ' ')
- {
- x += height / 4;
- continue;
- }
- CharacterInfo charInfo = characters[text[i] - 33];
- float width = (charInfo.AspectRatio * height);
- x += (charInfo.BearingX * charInfo.AspectRatio) * width;
- float right = x + width;
- if (draw)
- {
- DrawChar(charInfo, x, right, y + height * (charInfo.Height - charInfo.BearingY), y - height * charInfo.BearingY);
- }
- x = right + charInfo.Advance * charInfo.AspectRatio + 1;
- }
- if (draw)
- {
- GL.End();
- // Cleanup for caller
- GL.BindTexture(TextureTarget.Texture2D, 0);
- GL.Disable(EnableCap.Texture2D);
- GL.Disable(EnableCap.Blend);
- }
- // Return width of rendered text
- return x - originalX;
- }
- private void DrawChar(CharacterInfo charInfo, float left, float right, float top, float bottom)
- {
- GL.TexCoord2(charInfo.Left, charInfo.Bottom); GL.Vertex2(left, bottom);
- GL.TexCoord2(charInfo.Left, charInfo.Top); GL.Vertex2(left, top);
- GL.TexCoord2(charInfo.Right, charInfo.Top); GL.Vertex2(right, top);
- GL.TexCoord2(charInfo.Right, charInfo.Top); GL.Vertex2(right, top);
- GL.TexCoord2(charInfo.Right, charInfo.Bottom); GL.Vertex2(right, bottom);
- GL.TexCoord2(charInfo.Left, charInfo.Bottom); GL.Vertex2(left, bottom);
- }
- public unsafe Surface RenderSurface(char c, FontFace font, out float xBearing, out float yBearing, out float advance)
- {
- var glyph = font.GetGlyph(c, 64);
- xBearing = glyph.HorizontalMetrics.Bearing.X;
- yBearing = glyph.RenderHeight - glyph.HorizontalMetrics.Bearing.Y;
- advance = glyph.HorizontalMetrics.Advance;
- var surface = new Surface
- {
- Bits = Marshal.AllocHGlobal(glyph.RenderWidth * glyph.RenderHeight),
- Width = glyph.RenderWidth,
- Height = glyph.RenderHeight,
- Pitch = glyph.RenderWidth
- };
- var stuff = (byte*)surface.Bits;
- for (int i = 0; i < surface.Width * surface.Height; i++)
- *stuff++ = 0;
- glyph.RenderTo(surface);
- return surface;
- }
- private CharacterInfo UpdateTexture(Surface surface, ref uint[] rawCharMap, ref int posX, ref int posY, ref int lineOffset)
- {
- int width = surface.Width;
- int height = surface.Height;
- int len = width * height;
- byte[] data = new byte[len];
- // Get character bitmap
- Marshal.Copy(surface.Bits, data, 0, len);
- // Find a slot
- if (posX + width > SheetWidth)
- {
- posX = 0;
- posY += lineOffset;
- lineOffset = 0;
- }
- // Update lineOffset
- if (lineOffset < height)
- {
- lineOffset = height + 1;
- }
- // Copy char to sheet
- for (int y = 0; y < height; y++)
- {
- int destOffset = (y + posY) * SheetWidth + posX;
- int sourceOffset = y * width;
- for (int x = 0; x < width; x++)
- {
- rawCharMap[destOffset + x] = (uint)((0xFFFFFF << 8) | data[sourceOffset + x]);
- }
- }
- // Generate character info
- CharacterInfo charInfo = new CharacterInfo()
- {
- Left = (float)posX / SheetWidth,
- Right = (float)(posX + width) / SheetWidth,
- Top = (float)(posY - 1) / SheetHeight,
- Bottom = (float)(posY + height) / SheetHeight,
- Width = width,
- Height = height,
- };
- // Update x
- posX += width + 1;
- // Give the memory back
- Marshal.FreeHGlobal(surface.Bits);
- return charInfo;
- }
- }
- }
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