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Tim Eves yazdı
This is a squash of several separate intermediate commits, the most relevant log messages of which are repeated here: Refactor some previously private methods into public ones and reimplement parts of D2DWriteTextOutRenderer to user them. Also apply them to rendering the OpenGL glyph atlas, in an effort to workaround some bugs in legacy Windows text rendering APIs. I assume we want to initialise the rectangle with zero left/right/top/bottom and not using the default constructor, which sets the right and bottom coordinates to the magic value -32767. That made the 'bound' rectangle end up with rather amusing boundaries, like left=-32766, top=-16, right=-32576, bottom=6. Try calculating a chunks ascent & height from the inkboxes rather than using the font metrics which might not alway be correct when glyphs inkboxes are tall than the ascent or lower than the descent. Mark the mnAscent in the chunk bitmap debug output. Fix several miscalulations in positioning glyph to be rendered into that atlas. Fix vertical alignment problems. Inkboxes are returned with all co-ordinates relative to the glyphs not the fonts ascent. Therefor bounds.Top() is not the vertical overhang but the -ve height of the inkbox above the baseline. This fixes the calulation of the per Chunk ascent. Fix horizontal occsional alingment issues in OpenGL cached glyphs. The left edge of the src location rectangle for the first glyph in a cache chunk would set to extraspace and not zero, but all other rectangles in the chunk would be set from the aEnds array. This produced a bug where only certain letters would be mispositioned, proportional to the fonts point size. Rename OpenGLGlyphChunk::mnAscent to mnBaselineOffset to reflect curr use. Changed at Tor's stuggestion to better describe to it's use as it's value would be per chunk and based on the maximum ink box bounds of the glyphs in the chunk, rather than having anything to do with the font's real ascent value.
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