示例#1
0
Primitive::Ptr Renderer::CreateText( const sf::Text& text, sf::Color background_color_hint ) {
	Primitive::Ptr primitive( new Primitive );

	const sf::Font& font = text.getFont();
	unsigned int character_size = text.getCharacterSize();
	sf::Color color = text.getColor();

	if( m_preblend ) {
		color = sf::Color::White;
	}

	sf::Vector2f atlas_offset = LoadFont( font, character_size, background_color_hint, text.getColor() );

	const sf::String& str = text.getString();
	std::size_t length = str.getSize();

	float horizontal_spacing = static_cast<float>( font.getGlyph( L' ', character_size, false ).advance );
	float vertical_spacing = static_cast<float>( font.getLineSpacing( character_size ) );
	sf::Vector2f position( std::floor( text.getPosition().x + .5f ), std::floor( text.getPosition().y + static_cast<float>( character_size ) + .5f ) );

	const static float tab_spaces = 2.f;

	sf::Uint32 previous_character = 0;

	for( std::size_t index = 0; index < length; ++index ) {
		sf::Uint32 current_character = str[index];

		position.x += static_cast<float>( font.getKerning( previous_character, current_character, character_size ) );

		switch( current_character ) {
			case L' ':
				position.x += horizontal_spacing;
				continue;
			case L'\t':
				position.x += horizontal_spacing * tab_spaces;
				continue;
			case L'\n':
				position.y += vertical_spacing;
				position.x = 0.f;
				continue;
			case L'\v':
				position.y += vertical_spacing * tab_spaces;
				continue;
			default:
				break;
		}

		const sf::Glyph& glyph = font.getGlyph( current_character, character_size, false );

		Primitive::Vertex vertex0;
		Primitive::Vertex vertex1;
		Primitive::Vertex vertex2;
		Primitive::Vertex vertex3;

		vertex0.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left ), static_cast<float>( glyph.bounds.top ) );
		vertex1.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left ), static_cast<float>( glyph.bounds.top + glyph.bounds.height ) );
		vertex2.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left + glyph.bounds.width ), static_cast<float>( glyph.bounds.top ) );
		vertex3.position = position + sf::Vector2f( static_cast<float>( glyph.bounds.left + glyph.bounds.width ), static_cast<float>( glyph.bounds.top + glyph.bounds.height ) );

		vertex0.color = color;
		vertex1.color = color;
		vertex2.color = color;
		vertex3.color = color;

		// Let SFML cast the Rect for us.
		sf::FloatRect texture_rect( glyph.textureRect );

		vertex0.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left, texture_rect.top );
		vertex1.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left, texture_rect.top + texture_rect.height );
		vertex2.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left + texture_rect.width, texture_rect.top );
		vertex3.texture_coordinate = atlas_offset + sf::Vector2f( texture_rect.left + texture_rect.width, texture_rect.top + texture_rect.height );

		primitive->AddVertex( vertex0 );
		primitive->AddVertex( vertex1 );
		primitive->AddVertex( vertex2 );
		primitive->AddVertex( vertex2 );
		primitive->AddVertex( vertex1 );
		primitive->AddVertex( vertex3 );

		position.x += static_cast<float>( glyph.advance );

		previous_character = current_character;
	}

	AddPrimitive( primitive );

	return primitive;
}
示例#2
0
	// Render text with gaussian blur drop shadow
	void ShadowTextRenderer::DrawDropShadowText(sf::RenderTarget& target, sf::Text& text, bool highQuality = true)
	{
		sf::View oldView = Utilities::SetDefaultView(target);

		sf::RenderStates states = sf::RenderStates();
		states.blendMode = sf::BlendMode::BlendAlpha;

		if (gaussianShader && highQuality)
		{
			sf::FloatRect bounds = text.getGlobalBounds();
			sf::Vector2u size = sf::Vector2u(bounds.width * 2.0f, bounds.height * 4.0f);

			auto ptr = findFromTextureCache(size);
			sf::RenderTexture* base;
			if (ptr != 0)
				base = ptr;
			else
			{
				base = new sf::RenderTexture();
				base->create(size.x, size.y);
				base->setSmooth(true);
			}

			sf::View view = base->getView();
			view.setCenter(text.getPosition().x + bounds.width / 2.0f, text.getPosition().y + bounds.height / 2.0f);
			base->setView(view);

			base->clear(sf::Color::Transparent);

			sf::Color oldColor = text.getColor();
			text.setColor(sf::Color::Black);
			base->draw(text, states);
			text.setColor(oldColor);

			base->display();

			ptr = findFromTextureCache(size);
			sf::RenderTexture* shadow;
			if (ptr != 0)
				shadow = ptr;
			else
			{
				shadow = new sf::RenderTexture();
				shadow->create(size.x, size.y);
				shadow->setSmooth(true);
			}

			view = shadow->getView();
			view.setCenter(shadow->getSize().x / 2.0f, shadow->getSize().y / 2.0f);
			shadow->setView(view);

			shadow->clear(sf::Color::Transparent);

			gaussianShader->setParameter("texture", base->getTexture());
			gaussianShader->setParameter("resolution", bounds.width);
			gaussianShader->setParameter("blurScale", 0.4f);
			gaussianShader->setParameter("blurStrength", 0.5f);
			gaussianShader->setParameter("blurAmount", 6.0f);
			gaussianShader->setParameter("dir", sf::Vector2f(1.0f, 0.0f));

			states.shader = gaussianShader;

			shadow->draw(sf::Sprite(base->getTexture()), states);
			shadow->display();

			addToTextureCache(base);

			sf::Texture shadowTex = shadow->getTexture();
			shadow->clear(sf::Color::Transparent);

			gaussianShader->setParameter("texture", shadowTex);
			gaussianShader->setParameter("resolution", bounds.height);
			gaussianShader->setParameter("dir", sf::Vector2f(0.0f, 1.0f));

			states.shader = gaussianShader;

			shadow->draw(sf::Sprite(shadowTex), states);
			shadow->display();

			states.shader = 0;

			sf::Sprite shadowSpr = sf::Sprite(shadow->getTexture());
			shadowSpr.setPosition(text.getPosition() - sf::Vector2f(shadow->getSize().x / 2.0f , shadow->getSize().y / 2.0f) + sf::Vector2f(bounds.width / 2.0f, bounds.height / 2.0f));
			target.draw(shadowSpr, states);

			addToTextureCache(shadow);

			//sf::Sprite baseSpr = sf::Sprite(base.getTexture());
			//baseSpr.setPosition(text.getPosition() + (text.getPosition() - view.getCenter()));
		}
		else
		{
			sf::Vector2f oldPos = text.getPosition();
			text.setPosition(oldPos - sf::Vector2f(2.0f, 2.0f));

			sf::Color oldColor = text.getColor();
			text.setColor(sf::Color::Black);

			target.draw(text, states);

			text.setPosition(oldPos);
			text.setColor(oldColor);
		}

		target.draw(text, states);

		target.setView(oldView);
	}