我正在尝试创建一个工具/资源转换器,使用FreeType2引擎将字体光栅化为XNA游戏的纹理页面。
下面,第一张图片是FreeType2] 1引擎的直接输出。第二张图片是尝试将其转换为System::Drawing::Bitmap
后的结果。
target http://www.freeimagehosting.net/uploads/fb102ee6da.jpg currentresult http://www.freeimagehosting.net/uploads/9ea77fa307.jpg
有关此处发生的任何提示/提示/想法将不胜感激。解释字节布局和像素格式的文章的链接也会有所帮助。
FT_Bitmap *bitmap = &face->glyph->bitmap;
int width = (face->bitmap->metrics.width / 64);
int height = (face->bitmap->metrics.height / 64);
// must be aligned on a 32 bit boundary or 4 bytes
int depth = 8;
int stride = ((width * depth + 31) & ~31) >> 3;
int bytes = (int)(stride * height);
// as *.bmp
array<Byte>^ values = gcnew array<Byte>(bytes);
Marshal::Copy((IntPtr)glyph->buffer, values, 0, bytes);
Bitmap^ systemBitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb);
// create bitmap data, lock pixels to be written.
BitmapData^ bitmapData = systemBitmap->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, bitmap->PixelFormat);
Marshal::Copy(values, 0, bitmapData->Scan0, bytes);
systemBitmap->UnlockBits(bitmapData);
systemBitmap->Save("Test.bmp");
更新即可。将PixelFormat更改为8bppIndexed
。
FT_Bitmap *bitmap = &face->glyph->bitmap;
// stride must be aligned on a 32 bit boundary or 4 bytes
int depth = 8;
int stride = ((width * depth + 31) & ~31) >> 3;
int bytes = (int)(stride * height);
target = gcnew Bitmap(width, height, PixelFormat::Format8bppIndexed);
// create bitmap data, lock pixels to be written.
BitmapData^ bitmapData = target->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, target->PixelFormat);
array<Byte>^ values = gcnew array<Byte>(bytes);
Marshal::Copy((IntPtr)bitmap->buffer, values, 0, bytes);
Marshal::Copy(values, 0, bitmapData->Scan0, bytes);
target->UnlockBits(bitmapData);
答案 0 :(得分:6)
FT_Bitmap
是8位图片,因此正确的PixelFormat
为8bppIndexed
,从而产生了此输出。
Not aligned to 32byte boundary http://www.freeimagehosting.net/uploads/dd90fa2252.jpg
System::Drawing::Bitmap
需要在32位边界上对齐。
我正在计算步幅,但在编写位图时没有填充它。将FT_Bitmap
缓冲区复制到byte[]
,然后将其写入MemoryStream
,添加必要的填充。
int stride = ((width * pixelDepth + 31) & ~31) >> 3;
int padding = stride - (((width * pixelDepth) + 7) / 8);
array<Byte>^ pad = gcnew array<Byte>(padding);
array<Byte>^ buffer = gcnew array<Byte>(size);
Marshal::Copy((IntPtr)source->buffer, buffer, 0, size);
MemoryStream^ ms = gcnew MemoryStream();
for (int i = 0; i < height; ++i)
{
ms->Write(buffer, i * width, width);
ms->Write(pad, 0, padding);
}
固定内存,以便GC不管它。
// pin memory and create bitmap
GCHandle handle = GCHandle::Alloc(ms->ToArray(), GCHandleType::Pinned);
target = gcnew Bitmap(width, height, stride, PixelFormat::Format8bppIndexed, handle.AddrOfPinnedObject());
ms->Close();
由于没有Format8bppIndexed
灰色图像仍然不正确。
alt text http://www.freeimagehosting.net/uploads/8a883b7dce.png
然后将位图调色板更改为灰度256。
// 256-level greyscale palette
ColorPalette^ palette = target->Palette;
for (int i = 0; i < palette->Entries->Length; ++i)
palette->Entries[i] = Color::FromArgb(i,i,i);
target->Palette = palette;
alt text http://www.freeimagehosting.net/uploads/59a745269e.jpg
最终解决方案。
error = FT_Load_Char(face, ch, FT_LOAD_RENDER);
if (error)
throw gcnew InvalidOperationException("Failed to load and render character");
FT_Bitmap *source = &face->glyph->bitmap;
int width = (face->glyph->metrics.width / 64);
int height = (face->glyph->metrics.height / 64);
int pixelDepth = 8;
int size = width * height;
// stride must be aligned on a 32 bit boundary or 4 bytes
// padding is the number of bytes to add to make each row a 32bit aligned row
int stride = ((width * pixelDepth + 31) & ~31) >> 3;
int padding = stride - (((width * pixelDepth) + 7) / 8);
array<Byte>^ pad = gcnew array<Byte>(padding);
array<Byte>^ buffer = gcnew array<Byte>(size);
Marshal::Copy((IntPtr)source->buffer, buffer, 0, size);
MemoryStream^ ms = gcnew MemoryStream();
for (int i = 0; i < height; ++i)
{
ms->Write(buffer, i * width, width);
ms->Write(pad, 0, padding);
}
// pin memory and create bitmap
GCHandle handle = GCHandle::Alloc(ms->ToArray(), GCHandleType::Pinned);
target = gcnew Bitmap(width, height, stride, PixelFormat::Format8bppIndexed, handle.AddrOfPinnedObject());
ms->Close();
// 256-level greyscale palette
ColorPalette^ palette = target->Palette;
for (int i = 0; i < palette->Entries->Length; ++i)
palette->Entries[i] = Color::FromArgb(i,i,i);
target->Palette = palette;
FT_Done_FreeType(library);
答案 1 :(得分:1)
您的“深度”值与位图的PixelFormat不匹配。它必须是24才能匹配Format24bppRgb。位图的PF也需要匹配FT_Bitmap的PF和步幅,我不认为你会照顾它。