lowpoly-walking-simulator/directx11_hellovr/DirectXTK/MakeSpriteFont/GlyphPacker.cs
2024-11-14 20:54:38 +09:00

286 lines
8.8 KiB
C#

// DirectXTK MakeSpriteFont tool
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
namespace MakeSpriteFont
{
// Helper for arranging many small bitmaps onto a single larger surface.
public static class GlyphPacker
{
public static Bitmap ArrangeGlyphsFast(Glyph[] sourceGlyphs)
{
// Build up a list of all the glyphs needing to be arranged.
List<ArrangedGlyph> glyphs = new List<ArrangedGlyph>();
int largestWidth = 1;
int largestHeight = 1;
for (int i = 0; i < sourceGlyphs.Length; i++)
{
ArrangedGlyph glyph = new ArrangedGlyph();
glyph.Source = sourceGlyphs[i];
// Leave a one pixel border around every glyph in the output bitmap.
glyph.Width = sourceGlyphs[i].Subrect.Width + 2;
glyph.Height = sourceGlyphs[i].Subrect.Height + 2;
if (glyph.Width > largestWidth)
largestWidth = glyph.Width;
if (glyph.Height > largestHeight)
largestHeight = glyph.Height;
glyphs.Add(glyph);
}
// Work out how big the output bitmap should be.
int outputWidth = GuessOutputWidth(sourceGlyphs);
// Place each glyph in a grid based on the largest glyph size
int curx = 0;
int cury = 0;
for (int i = 0; i < glyphs.Count; i++)
{
glyphs[i].X = curx;
glyphs[i].Y = cury;
curx += largestWidth;
if (curx + largestWidth > outputWidth)
{
curx = 0;
cury += largestHeight;
}
}
// Create the merged output bitmap.
int outputHeight = MakeValidTextureSize(cury + largestHeight, false);
return CopyGlyphsToOutput(glyphs, outputWidth, outputHeight);
}
public static Bitmap ArrangeGlyphs(Glyph[] sourceGlyphs)
{
// Build up a list of all the glyphs needing to be arranged.
List<ArrangedGlyph> glyphs = new List<ArrangedGlyph>();
for (int i = 0; i < sourceGlyphs.Length; i++)
{
ArrangedGlyph glyph = new ArrangedGlyph();
glyph.Source = sourceGlyphs[i];
// Leave a one pixel border around every glyph in the output bitmap.
glyph.Width = sourceGlyphs[i].Subrect.Width + 2;
glyph.Height = sourceGlyphs[i].Subrect.Height + 2;
glyphs.Add(glyph);
}
// Sort so the largest glyphs get arranged first.
glyphs.Sort(CompareGlyphSizes);
// Work out how big the output bitmap should be.
int outputWidth = GuessOutputWidth(sourceGlyphs);
int outputHeight = 0;
// Choose positions for each glyph, one at a time.
for (int i = 0; i < glyphs.Count; i++)
{
if (i > 0 && (i % 500) == 0)
{
Console.Write(".");
}
PositionGlyph(glyphs, i, outputWidth);
outputHeight = Math.Max(outputHeight, glyphs[i].Y + glyphs[i].Height);
}
if (glyphs.Count >= 500)
{
Console.WriteLine();
}
// Create the merged output bitmap.
outputHeight = MakeValidTextureSize(outputHeight, false);
return CopyGlyphsToOutput(glyphs, outputWidth, outputHeight);
}
// Once arranging is complete, copies each glyph to its chosen position in the single larger output bitmap.
static Bitmap CopyGlyphsToOutput(List<ArrangedGlyph> glyphs, int width, int height)
{
Bitmap output = new Bitmap(width, height, PixelFormat.Format32bppArgb);
int usedPixels = 0;
foreach (ArrangedGlyph glyph in glyphs)
{
Glyph sourceGlyph = glyph.Source;
Rectangle sourceRegion = sourceGlyph.Subrect;
Rectangle destinationRegion = new Rectangle(glyph.X + 1, glyph.Y + 1, sourceRegion.Width, sourceRegion.Height);
BitmapUtils.CopyRect(sourceGlyph.Bitmap, sourceRegion, output, destinationRegion);
BitmapUtils.PadBorderPixels(output, destinationRegion);
sourceGlyph.Bitmap = output;
sourceGlyph.Subrect = destinationRegion;
usedPixels += (glyph.Width * glyph.Height);
}
float utilization = ( (float)usedPixels / (float)(width * height) ) * 100;
Console.WriteLine("Packing efficiency {0}%", utilization );
return output;
}
// Internal helper class keeps track of a glyph while it is being arranged.
class ArrangedGlyph
{
public Glyph Source;
public int X;
public int Y;
public int Width;
public int Height;
}
// Works out where to position a single glyph.
static void PositionGlyph(List<ArrangedGlyph> glyphs, int index, int outputWidth)
{
int x = 0;
int y = 0;
while (true)
{
// Is this position free for us to use?
int intersects = FindIntersectingGlyph(glyphs, index, x, y);
if (intersects < 0)
{
glyphs[index].X = x;
glyphs[index].Y = y;
return;
}
// Skip past the existing glyph that we collided with.
x = glyphs[intersects].X + glyphs[intersects].Width;
// If we ran out of room to move to the right, try the next line down instead.
if (x + glyphs[index].Width > outputWidth)
{
x = 0;
y++;
}
}
}
// Checks if a proposed glyph position collides with anything that we already arranged.
static int FindIntersectingGlyph(List<ArrangedGlyph> glyphs, int index, int x, int y)
{
int w = glyphs[index].Width;
int h = glyphs[index].Height;
for (int i = 0; i < index; i++)
{
if (glyphs[i].X >= x + w)
continue;
if (glyphs[i].X + glyphs[i].Width <= x)
continue;
if (glyphs[i].Y >= y + h)
continue;
if (glyphs[i].Y + glyphs[i].Height <= y)
continue;
return i;
}
return -1;
}
// Comparison function for sorting glyphs by size.
static int CompareGlyphSizes(ArrangedGlyph a, ArrangedGlyph b)
{
const int heightWeight = 1024;
int aSize = a.Height * heightWeight + a.Width;
int bSize = b.Height * heightWeight + b.Width;
if (aSize != bSize)
return bSize.CompareTo(aSize);
else
return a.Source.Character.CompareTo(b.Source.Character);
}
// Heuristic guesses what might be a good output width for a list of glyphs.
static int GuessOutputWidth(Glyph[] sourceGlyphs)
{
int maxWidth = 0;
int totalSize = 0;
foreach (Glyph glyph in sourceGlyphs)
{
maxWidth = Math.Max(maxWidth, glyph.Subrect.Width);
totalSize += glyph.Subrect.Width * glyph.Subrect.Height;
}
int width = Math.Max((int)Math.Sqrt(totalSize), maxWidth);
return MakeValidTextureSize(width, true);
}
// Rounds a value up to the next larger valid texture size.
static int MakeValidTextureSize(int value, bool requirePowerOfTwo)
{
// In case we want to DXT compress, make sure the size is a multiple of 4.
const int blockSize = 4;
if (requirePowerOfTwo)
{
// Round up to a power of two.
int powerOfTwo = blockSize;
while (powerOfTwo < value)
powerOfTwo <<= 1;
return powerOfTwo;
}
else
{
// Round up to the specified block size.
return (value + blockSize - 1) & ~(blockSize - 1);
}
}
}
}