问题
I'm trying to create a tool/asset converter that rasterises a font to a texture page for an XNA game using the FreeType2 engine.
Below, the first image is the direct output from the FreeType2]1 engine. The second image is the result after attempting to convert it to a System::Drawing::Bitmap
.
target http://www.freeimagehosting.net/uploads/fb102ee6da.jpg currentresult http://www.freeimagehosting.net/uploads/9ea77fa307.jpg
Any hints/tips/ideas on what is going on here would be greatly appreciated. Links to articles explaining byte layout and pixel formats would also be helpful.
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");
Update. Changed PixelFormat to 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);
回答1:
Ah ha. Worked it out.
FT_Bitmap
is an 8bit image, so the correct PixelFormat
was 8bppIndexed
, which resulted this output.
Not aligned to 32byte boundary http://www.freeimagehosting.net/uploads/dd90fa2252.jpg
System::Drawing::Bitmap
needs to be aligned on a 32 bit boundary.
I was calculating the stride but was not padding it when writing the bitmap. Copied the FT_Bitmap
buffer to a byte[]
and then wrote that to a MemoryStream
, adding the necessary padding.
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);
}
Pinned the memory so the GC would leave it alone.
// 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();
As there is no Format8bppIndexed
Grey the image was still not correct.
alt text http://www.freeimagehosting.net/uploads/8a883b7dce.png
Then changed the bitmap palette to grey scale 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
Final solution.
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);
回答2:
Your "depth" value doesn't match the PixelFormat of the Bitmap. It needs to be 24 to match Format24bppRgb. The PF for the bitmap needs to match the PF and stride of the FT_Bitmap as well, I don't see you take care of that.
来源:https://stackoverflow.com/questions/2750342/unsigned-char-buffer-to-systemdrawingbitmap