Optimized the LoadGlyph function. Reduced generated garbage.

This commit is contained in:
the_fiddler 2007-11-08 15:54:38 +00:00
parent ab757425f3
commit 7345c28f09

View file

@ -16,6 +16,8 @@ using OpenTK.OpenGL.Enums;
using System.Drawing.Imaging; using System.Drawing.Imaging;
using OpenTK.Platform; using OpenTK.Platform;
using System.Drawing; using System.Drawing;
using System.Runtime.InteropServices;
using System.Diagnostics;
namespace OpenTK.Fonts namespace OpenTK.Fonts
{ {
@ -26,10 +28,14 @@ namespace OpenTK.Fonts
Bitmap bmp; Bitmap bmp;
Graphics gfx; Graphics gfx;
// TODO: We need to be able to use multiple font sheets.
static int texture; static int texture;
static TexturePacker<Glyph> pack; static TexturePacker<Glyph> pack;
static int texture_width, texture_height; static int texture_width, texture_height;
float[] viewport = new float[6];
int[] data = new int[256]; // Used to upload glyph data to the OpenGL texture.
object upload_lock = new object();
#region --- Constructor --- #region --- Constructor ---
@ -37,7 +43,7 @@ namespace OpenTK.Fonts
/// Constructs a new TextureFont object, using the specified System.Drawing.Font. /// Constructs a new TextureFont object, using the specified System.Drawing.Font.
/// </summary> /// </summary>
/// <param name="font">The System.Drawing.Font to use.</param> /// <param name="font">The System.Drawing.Font to use.</param>
public TextureFont(System.Drawing.Font font) public TextureFont(Font font)
{ {
if (font == null) if (font == null)
throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null."); throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null.");
@ -46,6 +52,19 @@ namespace OpenTK.Fonts
bmp = new Bitmap(font.Height * 2, font.Height * 2); bmp = new Bitmap(font.Height * 2, font.Height * 2);
gfx = Graphics.FromImage(bmp); gfx = Graphics.FromImage(bmp);
// Adjust font rendering mode. Small sizes look blurry without gridfitting, so turn
// that on. Increasing contrast also seems to help.
if (font.Size <= 18.0f)
{
gfx.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
gfx.TextContrast = 1;
}
else
{
gfx.TextRenderingHint = TextRenderingHint.AntiAlias;
gfx.TextContrast = 0;
}
} }
#endregion #endregion
@ -127,59 +146,61 @@ namespace OpenTK.Fonts
PrepareTexturePacker(); PrepareTexturePacker();
Glyph g = new Glyph(c, font); Glyph g = new Glyph(c, font);
System.Drawing.Rectangle rect = pack.Add(g); Rectangle rect = new Rectangle();
//using (System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb)) try
//using (System.Drawing.Graphics gfx = System.Drawing.Graphics.FromImage(bmp))
{ {
GL.BindTexture(TextureTarget.Texture2d, texture); pack.Add(g, out rect);
}
catch (InvalidOperationException expt)
{
// TODO: The TexturePacker is full, create a new font sheet.
Trace.WriteLine(expt);
throw;
}
// Set font rendering mode. Smal sizes look blurry without gridfitting, so turn GL.BindTexture(TextureTarget.Texture2d, texture);
// that on. Increasing contrast also seems to help.
if (font.Size <= 18.0f)
{
gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
gfx.TextContrast = 1;
}
else
{
gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias;
gfx.TextContrast = 0;
}
gfx.Clear(System.Drawing.Color.Transparent); gfx.Clear(System.Drawing.Color.Transparent);
gfx.DrawString(g.Character.ToString(), g.Font, System.Drawing.Brushes.White, 0.0f, 0.0f); gfx.DrawString(g.Character.ToString(), g.Font, System.Drawing.Brushes.White, 0.0f, 0.0f);
/*
BitmapData bmp_data = bmp.LockBits(new System.Drawing.Rectangle(0, 0, rect.Width, rect.Height), ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, bmp_data.Scan0);
bmp.UnlockBits(bmp_data);
*/
int[] data = new int[rect.Width * rect.Height]; //BitmapData bitmap_data = bitmap.LockBits(new Rectangle(0, 0, rect.Width, rect.Height), ImageLockMode.ReadOnly,
// System.Drawing.Imaging.PixelFormat.Format32bppArgb);
//GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
// OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, bitmap_data.Scan0);
//bitmap.UnlockBits(bitmap_data);
BitmapData bitmap_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
int needed_size = rect.Width * rect.Height;
if (data.Length < needed_size)
Array.Resize<int>(ref data, needed_size);
Array.Clear(data, 0, needed_size);
unsafe
{
int* bitmap_data_ptr = (int*)bitmap_data.Scan0;
for (int y = 0; y < rect.Height; y++) for (int y = 0; y < rect.Height; y++)
{ {
for (int x = 0; x < rect.Width; x++) for (int x = 0; x < rect.Width; x++)
{ {
data[y * rect.Width + x] = bmp.GetPixel(x, y).ToArgb(); data[y * rect.Width + x] = *(bitmap_data_ptr + y * bmp.Width + x);
} }
} }
unsafe
{
fixed (int* ptr = data)
GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, (IntPtr)ptr);
}
rectangle = new Box2( fixed (int* data_ptr = data)
rect.Left / (float)texture_width, GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
rect.Top / (float)texture_height, OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, (IntPtr)data_ptr);
rect.Right / (float)texture_width,
rect.Bottom / (float)texture_height);
loaded_glyphs.Add(g.Character, rectangle);
} }
bmp.UnlockBits(bitmap_data);
rectangle = new Box2(
rect.Left / (float)texture_width,
rect.Top / (float)texture_height,
rect.Right / (float)texture_width,
rect.Bottom / (float)texture_height);
loaded_glyphs.Add(g.Character, rectangle);
} }
#endregion #endregion