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Implemented basic layout. Implemented VBO printer.
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9a435c6194
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@ -1,4 +1,10 @@
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using System;
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#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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@ -6,69 +12,137 @@ using System.Text.RegularExpressions;
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using OpenTK.Math;
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using OpenTK.OpenGL;
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using OpenTK.OpenGL.Enums;
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using System.Runtime.InteropServices;
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namespace OpenTK.Fonts
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{
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public class DefaultLayoutProvider : ILayoutProvider
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/// <summary>
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/// Provides methods to perform layout and print hardware accelerated text.
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/// </summary>
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public class TextPrinter : ITextPrinter
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{
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static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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static char[] split_chars = new char[] { ' ', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' };
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//static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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//static char[] split_chars = new char[] { ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' };
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static bool use_vbo, use_arb_vbo, use_display_list;
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static bool functionality_checked = false;
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static IPrinter printer;
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#region --- ILayoutProvider Members ---
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#region --- Constructor ---
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public void PerformLayout(string text, IFont font, RectangleF layoutRect, StringAlignment alignment, bool rightToLeft)
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/// <summary>
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/// Constructs a new DefaultLayoutProvider object.
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/// </summary>
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public TextPrinter() { }
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#endregion
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/// <summary>
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/// Checks the machine's capabilities and selects the fastest method to print text.
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/// </summary>
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static void CheckNeededFunctionality()
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{
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Vector2[] vertices = new Vector2[2 * text.Length + 4];
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float x_pos, y_pos;
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int i = 0, count, last_break_point = 0;
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printer =
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GL.SupportsExtension("VERSION_1_5") ? new VboPrinter() :
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GL.SupportsExtension("ARB_vertex_buffer_object") ? null :
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GL.SupportsExtension("VERSION_1_1") ? null : null;
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if (printer == null)
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throw new NotSupportedException("DefaultLayoutProvider requires at least OpenGL 1.1 support.");
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functionality_checked = true;
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}
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#region --- ITextPrinter Members ---
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public void Prepare(string text, TextureFont font, out TextHandle handle)
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{
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this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false);
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}
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
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{
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this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false);
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}
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
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{
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this.Prepare(text, font, out handle, width, wordWarp, alignment, false);
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}
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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{
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if (!functionality_checked)
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CheckNeededFunctionality();
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if (text == null)
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throw new ArgumentNullException("Parameter cannot be null.", "text");
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if (text.Length > 4096)
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throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 4096 characters");
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Vector2[] vertices = new Vector2[8 * text.Length]; // Interleaved, vertex, texcoord, vertex, etc...
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ushort[] indices = new ushort[6 * text.Length];
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float x_pos = 0, y_pos = 0;
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ushort i = 0, index_count = 0, vertex_count = 0, last_break_point = 0;
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Box2 rect = new Box2();
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float char_width, char_height, measured_width, measured_height;
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int texture;
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// Every character comprises of 4 vertices, forming two triangles. We generate an index array which
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// indexes vertices in a triangle-strip fashion. To create a single strip for the whole string, we
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// need to add a degenerate triangle (0 height) to connect the last vertex of the previous line with
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// the first vertex of the next line.
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// This algorithm works for left-to-right scripts.
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if (alignment == StringAlignment.Near && !rightToLeft || alignment == StringAlignment.Far && rightToLeft)
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{
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x_pos = vertices[0].X = layoutRect.Left;
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y_pos = vertices[0].Y = layoutRect.Top;
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vertices[1].X = x_pos;
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vertices[1].Y = y_pos - font.Height;
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count = 2;
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foreach (char c in text)
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{
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// TODO: This code breaks for small widths or for words that do not fit in one width.
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if (Char.IsSeparator(c))
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last_break_point = i;
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last_break_point = index_count;
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x_pos += font.MeasureString(text.Substring(i, 1)).Width;
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if (x_pos > layoutRect.Width)
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if (c == '\n' || c == '\r')
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{
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// Move the last word to the next line. If there is not enough vertical space
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// for a new line, finish layout.
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//x_pos = layoutRect.Left;
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x_pos = 0;
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y_pos += font.Height;
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if (y_pos > layoutRect.Bottom)
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break;
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x_pos = layoutRect.Left;
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for (int j = last_break_point; j < i; j++)
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{
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int current_vertex = 2 * (j + 1);
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vertices[current_vertex].X = x_pos;
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vertices[current_vertex].Y += font.Height;
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current_vertex++;
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vertices[current_vertex].X = x_pos;
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vertices[current_vertex].Y += font.Height;
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x_pos += font.MeasureString(text.Substring(j, 1)).Width;
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}
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x_pos += font.MeasureString(text.Substring(i, 1)).Width;
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}
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vertices[count].X = x_pos;
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vertices[count].Y = y_pos;
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++count;
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vertices[count].X = x_pos;
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vertices[count].Y = y_pos - font.Height;
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++count;
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else
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{
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font.GlyphData(c, out char_width, out char_height, out rect, out texture);
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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indices[index_count++] = (ushort)(vertex_count - 8);
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indices[index_count++] = (ushort)(vertex_count - 6);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 2);
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indices[index_count++] = (ushort)(vertex_count - 8);
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font.MeasureString(text.Substring(i, 1), out measured_width, out measured_height);
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x_pos += measured_width;
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}
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++i;
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}
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}
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@ -81,9 +155,100 @@ namespace OpenTK.Fonts
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throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
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}
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int buf;
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GL.GenBuffers(1, out buf);
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handle = printer.Load(vertices, indices);
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handle.font = font;
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}
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public void Draw(TextHandle handle)
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{
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GL.PushAttrib(AttribMask.TextureBit);
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GL.PushAttrib(AttribMask.EnableBit);
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GL.Enable(EnableCap.Texture2d);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.Enable(EnableCap.Blend);
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GL.BindTexture(TextureTarget.Texture2d, handle.font.Texture);
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printer.Draw(handle);
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GL.PopAttrib();
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GL.PopAttrib();
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}
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#endregion
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}
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public class TextHandle
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{
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internal TextHandle(int handle)
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{
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Handle = handle;
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}
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public readonly int Handle;
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internal TextureFont font;
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}
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class VboTextHandle : TextHandle
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{
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public VboTextHandle(int handle) : base(handle) { }
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internal int vbo_id; // vertex buffer object id.
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internal int ebo_id; // index buffer object id.
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internal int element_count; // Number of elements in the ebo.
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}
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interface IPrinter
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{
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TextHandle Load(Vector2[] vertices, ushort[] indices);
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void Draw(TextHandle handle);
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}
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class VboPrinter : IPrinter
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{
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static int allocated_handles;
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static int vector2_size = Marshal.SizeOf(new Vector2());
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#region --- IPrinter Members ---
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public TextHandle Load(Vector2[] vertices, ushort[] indices)
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{
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VboTextHandle handle = new VboTextHandle(++allocated_handles);
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GL.GenBuffers(1, out handle.vbo_id);
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GL.GenBuffers(1, out handle.ebo_id);
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GL.BindBuffer(Version15.ArrayBuffer, handle.vbo_id);
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GL.BufferData(Version15.ArrayBuffer, (IntPtr)(vertices.Length * vector2_size), vertices,
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Version15.StaticDraw);
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GL.BindBuffer(Version15.ElementArrayBuffer, handle.ebo_id);
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GL.BufferData(Version15.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(ushort)), indices,
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Version15.StaticDraw);
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handle.element_count = indices.Length;
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return handle;
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}
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public void Draw(TextHandle handle)
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{
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VboTextHandle vbo = (VboTextHandle)handle;
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GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
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GL.BindBuffer(Version15.StaticDraw, vbo.vbo_id);
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GL.BindBuffer(Version15.ElementArrayBuffer, vbo.ebo_id);
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GL.EnableClientState(EnableCap.VertexArray);
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GL.EnableClientState(EnableCap.TextureCoordArray);
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GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size);
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GL.VertexPointer(2, VertexPointerType.Float, vector2_size, IntPtr.Zero);
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GL.DrawElements(BeginMode.Triangles, vbo.element_count, All.UnsignedShort, IntPtr.Zero);
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GL.PopClientAttrib();
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}
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#endregion
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