I recently encountered this SVG:
<svg viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg">
<!-- to hide the path, it is usually wrapped in a <defs> element -->
<!-- <defs> -->
<path
id="MyPath"
fill="none"
stroke="red"
d="M10,90 Q90,90 90,45 Q90,10 50,10 Q10,10 10,40 Q10,70 45,70 Q70,70 75,50" />
<!-- </defs> -->
<text>
<textPath href="#MyPath">Quick brown fox jumps over the lazy dog.</textPath>
</text>
</svg>
Which renders in browsers like that:
Now in Direct2D SVG this isn't supported. Even if it was, what 's the math algorithm behind this? I want to implement it myself in C++ but I can't find any resource that describes a logic for it. I am already using a custom Direct2D renderer but , given a path, I'm not sure how to proceed.
Essentialy, what I need is, when having a series of ID2D1Geometry's of Glyphs, to translate/rotate them properly to match the path in another ID2D1Geometry.
Edit: The best I 've got so far is this:
float StartPoint = 0;
// j.sPaths contains ID2D1Geometry for all letters, as rendered by GetGlyphRunOutline.
for (size_t iip = 0; iip < j.sPaths.size(); iip++)
{
if (g1) // The geometry in which to adjust the letters
{
nop();
D2D1::Matrix3x2F m1 = D2D1::Matrix3x2F::Identity();
D2F bnds = {};
j.sPaths[iip].pPath->GetBounds(m1, &bnds);
if (bnds.left > bnds.right)
continue;
// make sure this is at 0,0
float ExtraX = -bnds.left;
float ExtraY = -bnds.top;
auto wi2 = bnds.Width();
auto he2 = bnds.Height();
auto wi = wi2 / (float)vepXX.SizeCreated.cx; // vepXX.SizeCreated = rendering area, Normalize everything to [0,1] because the geometry g1 is within [0,1].
auto he = he2 / (float)vepXX.SizeCreated.cy;
D2D1_POINT_2F StartPointOnThePath = {}, p0tv = {};
D2D1_POINT_2F EndpointOnThePath = {}, p1tv = {};
g1->ComputePointAtLength(StartPoint, m1, &StartPointOnThePath, &p0tv);
float Endpoint = StartPoint + wi;
g1->ComputePointAtLength(Endpoint, m1, &EndpointOnThePath,&p1tv);
float MidpointOnThePath = (EndpointOnThePath.x - StartPointOnThePath.x)/2.0f + StartPointOnThePath.x;
StartPoint = Endpoint;
if (oo) StartPoint += oo->AddX; // Extra X option
float angle = 0;
angle = (float)atan2(p1tv.y, p1tv.x);
float angled = angle * 180.0f / 3.1415f;
float xx = (MidpointOnThePath - wi/2)* vepXX.SizeCreated.cx; // convert to view
float yy = (EndpointOnThePath.y - he)* vepXX.SizeCreated.cy;
D2D1_POINT_2F pr = {wi2/2.0f,he2/2.0f};
auto xform = D2D1::IdentityMatrix();
// Translate the glyph to 0,0
xform = xform * D2D1::Matrix3x2F::Translation(ExtraX, ExtraY);
// Rotate to put
xform = xform * D2D1::Matrix3x2F::Rotation(angled,{wi2/2.0f,he2/2.0f});
// Translate to position
xform = xform * D2D1::Matrix3x2F::Translation(xx,yy);
faa->CreateTransformedGeometry(j.sPaths[iip].pPath, &xform, &j.sPaths[iip].pPathX);
// Draw the new geometry later.
}
Here is a fully working example, using ID2D1PathGeometry1::ComputePointAndSegmentAtLength that allows you to get points coordinates of a path from a length
parameter. length
represents the point on the path which is "at length distance" along this path from its start.
The sample code uses a custom IDWriteTextRenderer implementation which is used to render each glyph along the path. This sample implementation mostly implements IDWriteTextRenderer::DrawGlyphRun
for the whole string, which in turns re-uses ID2D1RenderTarget::DrawGlyphRun for each glyph after appropriate translation and rotation.
#define _USE_MATH_DEFINES
#include <windows.h>
#include <d2d1_1.h>
#include <d2d1helper.h>
#include <dwrite.h>
#include <winrt/base.h>
using namespace winrt;
com_ptr<ID2D1Factory1> _d2dFactory;
com_ptr<ID2D1HwndRenderTarget> _renderTarget;
com_ptr<ID2D1SolidColorBrush> _red;
com_ptr<ID2D1SolidColorBrush> _black;
com_ptr<ID2D1PathGeometry1> _geometry;
com_ptr<IDWriteTextLayout> _layout;
wchar_t _phrase[] = L"Quick brown fox jumps over the lazy dog";
class Renderer : public IDWriteTextRenderer
{
public:
STDMETHOD(DrawGlyphRun)(void* clientDrawingContext, // should be used to pass RenderTarget, Geometry, etc.
FLOAT baselineOriginX, FLOAT baselineOriginY,
DWRITE_MEASURING_MODE measuringMode,
DWRITE_GLYPH_RUN const* glyphRun,
DWRITE_GLYPH_RUN_DESCRIPTION const* glyphRunDescription, IUnknown* clientDrawingEffect
)
{
auto advance = baselineOriginX;
for (UINT32 i = 0; i < glyphRun->glyphCount; i++)
{
D2D1_POINT_DESCRIPTION desc;
check_hresult(_geometry->ComputePointAndSegmentAtLength(advance, 0, nullptr, &desc));
if (desc.endFigure) // path ends here, we could break
{
// continue with a small back out
advance -= desc.lengthToEndSegment;
check_hresult(_geometry->ComputePointAndSegmentAtLength(advance, 0, nullptr, &desc));
}
advance += glyphRun->glyphAdvances[i];
// compute angle
auto angle = M_PI_2 - atan2(desc.unitTangentVector.x, desc.unitTangentVector.y);
// translate & rotate
auto baseLineTx = D2D1::Matrix3x2F::Translation(0, glyphRun->fontEmSize - baselineOriginY);
auto tx = D2D1::Matrix3x2F::Translation(desc.point.x, desc.point.y);
auto rot = D2D1::Matrix3x2F::Rotation((FLOAT)(angle * 180 / M_PI));
_renderTarget->SetTransform(baseLineTx * rot * tx);
// draw 1 glyph
DWRITE_GLYPH_RUN run = *glyphRun;
run.glyphCount = 1;
run.glyphAdvances = &glyphRun->glyphAdvances[i];
run.glyphIndices = &glyphRun->glyphIndices[i];
run.glyphOffsets = &glyphRun->glyphOffsets[i];
_renderTarget->DrawGlyphRun(D2D1_POINT_2F(), &run, _black.get(), measuringMode);
}
_renderTarget->SetTransform(D2D1::IdentityMatrix()); // make sure we come back to no transform
return S_OK;
}
STDMETHOD(IsPixelSnappingDisabled)(void* clientDrawingContext, BOOL* isDisabled)
{
*isDisabled = TRUE;
return S_OK;
}
// nothing is implemented except IUnknown
STDMETHOD(GetCurrentTransform)(void* clientDrawingContext, DWRITE_MATRIX* transform) { return E_NOTIMPL; }
STDMETHOD(GetPixelsPerDip)(void* clientDrawingContext, FLOAT* pixelsPerDip) { return E_NOTIMPL; }
STDMETHOD(DrawUnderline)(void* clientDrawingContext, FLOAT baselineOriginX, FLOAT baselineOriginY, DWRITE_UNDERLINE const* underline, IUnknown* clientDrawingEffect) { return E_NOTIMPL; }
STDMETHOD(DrawStrikethrough)(void* clientDrawingContext, FLOAT baselineOriginX, FLOAT baselineOriginY, DWRITE_STRIKETHROUGH const* strikethrough, IUnknown* clientDrawingEffect) { return E_NOTIMPL; }
STDMETHOD(DrawInlineObject)(void* clientDrawingContext, FLOAT originX, FLOAT originY, IDWriteInlineObject* inlineObject, BOOL isSideways, BOOL isRightToLeft, IUnknown* clientDrawingEffect) { return E_NOTIMPL; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObject)
{
if (riid == __uuidof(IUnknown)) { *ppvObject = (IUnknown*)this; return S_OK; }
if (riid == __uuidof(IDWritePixelSnapping)) { *ppvObject = (IDWritePixelSnapping*)this; return S_OK; }
if (riid == __uuidof(IDWriteTextRenderer)) { *ppvObject = (IDWriteTextRenderer*)this; return S_OK; }
*ppvObject = nullptr;
return E_NOINTERFACE;
}
ULONG AddRef() { return 1; }
ULONG Release() { return 1; }
};
Renderer _renderer{ };
void Render()
{
_renderTarget->BeginDraw();
_renderTarget->Clear(D2D1_COLOR_F(1, 1, 1));
// draw geometry
_renderTarget->DrawGeometry(_geometry.get(), _red.get(), 4);
// draw phrase using our special render
// with some start offset (250)
// and some baseline offset (10)
check_hresult(_layout->Draw(nullptr, &_renderer, 250, 10));
check_hresult(_renderTarget->EndDraw());
}
void BuildGeometry(FLOAT width, FLOAT height)
{
auto margin = 60.0f;
width -= 2 * margin;
height -= 2 * margin;
if (width <= 0 || height <= 0)
return;
_geometry = nullptr;
check_hresult(_d2dFactory->CreatePathGeometry(_geometry.put()));
com_ptr<ID2D1GeometrySink> sink;
check_hresult(_geometry->Open(sink.put()));
auto size = D2D_SIZE_F(width / 4, height / 2);
sink->BeginFigure(D2D_POINT_2F(margin + width / 4, margin), D2D1_FIGURE_BEGIN_FILLED);
sink->AddArc(D2D1_ARC_SEGMENT(D2D_POINT_2F(margin + width / 4, margin + height), size));
sink->AddLine(D2D_POINT_2F(margin + width * 3 / 4, margin + height));
sink->AddArc(D2D1_ARC_SEGMENT(D2D_POINT_2F(margin + width * 3 / 4, margin), size));
sink->EndFigure(D2D1_FIGURE_END_CLOSED);
check_hresult(sink->Close());
}
void Resize(UINT width, UINT height)
{
winrt::check_hresult(_renderTarget->Resize(D2D1_SIZE_U(width, height)));
BuildGeometry((FLOAT)width, (FLOAT)height);
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
Render();
EndPaint(hwnd, &ps);
return 0;
}
case WM_SIZE:
Resize(LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.hInstance = hInstance;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.lpszClassName = L"App";
RegisterClassEx(&wcex);
auto hwnd = CreateWindow(L"App", L"App", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 600, 400, nullptr, nullptr, hInstance, nullptr);
// init some D2D & DWrite
check_hresult(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, _d2dFactory.put()));
check_hresult(_d2dFactory->CreateHwndRenderTarget(D2D1::RenderTargetProperties(), D2D1::HwndRenderTargetProperties(hwnd), _renderTarget.put()));
check_hresult(_renderTarget->CreateSolidColorBrush(D2D1::ColorF(1, 0, 0), _red.put()));
check_hresult(_renderTarget->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), _black.put()));
com_ptr<IDWriteFactory> dwriteFactory;
check_hresult(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), (IUnknown**)dwriteFactory.put()));
com_ptr<IDWriteTextFormat> format;
check_hresult(dwriteFactory->CreateTextFormat(L"Times New Roman", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 50, L"", format.put()));
// we want a straight line w/o limit
check_hresult(dwriteFactory->CreateTextLayout(_phrase, lstrlen(_phrase), format.get(), FLT_MAX, 0, _layout.put()));
ShowWindow(hwnd, SW_SHOWNORMAL);
UpdateWindow(hwnd);
MSG msg;
while (GetMessage(&msg, nullptr, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
And here is the result:
With 250px start offset and 10px baseline offset: