// 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 glyphs = new List(); 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 glyphs = new List(); 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 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 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 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); } } } }