mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
282 lines
8.6 KiB
C#
282 lines
8.6 KiB
C#
|
// DirectXTK MakeSpriteFont tool
|
||
|
//
|
||
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// 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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|