#region License // // The Open Toolkit Library License // // Copyright (c) 2006 - 2008 the Open Toolkit library, except where noted. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights to // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of // the Software, and to permit persons to whom the Software is furnished to do // so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR // OTHER DEALINGS IN THE SOFTWARE. // #endregion using System.Collections.Generic; using System.Drawing; using OpenTK.Math; using System; namespace OpenTK.Graphics.Text { abstract class GL1TextOutputProvider : ITextOutputProvider { #region Fields // Triangle lists, sorted by texture. Dictionary> active_lists = new Dictionary>(); Queue> inactive_lists = new Queue>(); #pragma warning disable 0649 struct Viewport { public int X, Y, Width, Height; } #pragma warning restore 0649 // Used to save the current state in Begin() and restore it in End() Stack projection_stack = new Stack(); Stack modelview_stack = new Stack(); Stack texture_stack = new Stack(); Stack viewport_stack = new Stack(); // Used as temporary storage when saving / restoring the current state. Viewport viewport = new Viewport(); Matrix4 matrix = new Matrix4(); // TextBlock - display list cache. // Todo: we need a cache eviction strategy. const int block_cache_capacity = 32; readonly Dictionary block_cache = new Dictionary(block_cache_capacity); bool disposed; #endregion #region Constructors public GL1TextOutputProvider() { inactive_lists.Enqueue(new List()); } #endregion #region ITextOutputProvider Members #region Print public void Print(ref TextBlock block, Color color, IGlyphRasterizer rasterizer) { GL.PushAttrib(AttribMask.CurrentBit | AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); SetBlendFunction(); GL.Disable(EnableCap.DepthTest); RectangleF position; int block_hash = block.GetHashCode(); if (block_cache.ContainsKey(block_hash)) { GL.CallList(block_cache[block_hash]); } else { using (TextExtents extents = rasterizer.MeasureText(ref block)) { // Build layout int current = 0; foreach (Glyph glyph in block) { // Do not render whitespace characters or characters outside the clip rectangle. if (glyph.IsWhiteSpace || extents[current].Width == 0 || extents[current].Height == 0) { current++; continue; } else if (!Cache.Contains(glyph)) Cache.Add(glyph, rasterizer, TextQuality); CachedGlyphInfo info = Cache[glyph]; position = extents[current++]; // Use the real glyph width instead of the measured one (we want to achieve pixel perfect output). position.Size = info.Rectangle.Size; if (!active_lists.ContainsKey(info.Texture)) { if (inactive_lists.Count > 0) { List list = inactive_lists.Dequeue(); list.Clear(); active_lists.Add(info.Texture, list); } else { active_lists.Add(info.Texture, new List()); } } { // Interleaved array: Vertex, TexCoord, Vertex, ... List current_list = active_lists[info.Texture]; current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top)); current_list.Add(new Vector2(position.Left, position.Top)); current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom)); current_list.Add(new Vector2(position.Left, position.Bottom)); current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom)); current_list.Add(new Vector2(position.Right, position.Bottom)); current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom)); current_list.Add(new Vector2(position.Right, position.Bottom)); current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top)); current_list.Add(new Vector2(position.Right, position.Top)); current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top)); current_list.Add(new Vector2(position.Left, position.Top)); } } } // Render int display_list = 0; if ((block.Options & TextPrinterOptions.NoCache) == 0) { display_list = GL.GenLists(1); GL.NewList(display_list, ListMode.CompileAndExecute); } foreach (Texture2D key in active_lists.Keys) { List list = active_lists[key]; key.Bind(); SetColor(color); GL.Begin(BeginMode.Triangles); for (int i = 0; i < list.Count; i += 2) { GL.TexCoord2(list[i]); GL.Vertex2(list[i + 1]); } GL.End(); } if ((block.Options & TextPrinterOptions.NoCache) == 0) { GL.EndList(); block_cache.Add(block_hash, display_list); } // Clean layout foreach (List list in active_lists.Values) { //list.Clear(); inactive_lists.Enqueue(list); } active_lists.Clear(); } GL.PopAttrib(); } #endregion #region Clear public void Clear() { Cache.Clear(); } #endregion #region Begin public void Begin() { if (disposed) throw new ObjectDisposedException(this.GetType().ToString()); GraphicsContext.Assert(); // Save the state of everything we are going to modify: // the current matrix mode, viewport state and the projection, modelview and texture matrices. // All these will be restored in the TextPrinter.End() method. int current_matrix; GL.GetInteger(GetPName.MatrixMode, out current_matrix); GL.GetInteger(GetPName.Viewport, out viewport.X); viewport_stack.Push(viewport); GL.GetFloat(GetPName.ProjectionMatrix, out matrix.Row0.X); projection_stack.Push(matrix); GL.GetFloat(GetPName.ModelviewMatrix, out matrix.Row0.X); modelview_stack.Push(matrix); GL.GetFloat(GetPName.TextureMatrix, out matrix.Row0.X); texture_stack.Push(matrix); // Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode, // with size equal to the window (in pixels). // While we could also render text in 3D mode, it would be very hard to get // pixel-perfect precision. GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.Ortho(viewport.X, viewport.Width, viewport.Height, viewport.Y, -1.0, 1.0); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.MatrixMode(MatrixMode.Texture); GL.LoadIdentity(); GL.MatrixMode((MatrixMode)current_matrix); } #endregion #region End public void End() { if (disposed) throw new ObjectDisposedException(this.GetType().ToString()); GraphicsContext.Assert(); int current_matrix; GL.GetInteger(GetPName.MatrixMode, out current_matrix); viewport = viewport_stack.Pop(); GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height); GL.MatrixMode(MatrixMode.Texture); matrix = texture_stack.Pop(); GL.LoadMatrix(ref matrix); GL.MatrixMode(MatrixMode.Modelview); matrix = modelview_stack.Pop(); GL.LoadMatrix(ref matrix); GL.MatrixMode(MatrixMode.Projection); matrix = projection_stack.Pop(); GL.LoadMatrix(ref matrix); GL.MatrixMode((MatrixMode)current_matrix); } #endregion #endregion #region Protected Members protected abstract void SetBlendFunction(); protected abstract void SetColor(Color color); protected abstract TextQuality TextQuality { get; } protected abstract GlyphCache Cache { get; } #endregion #region Static Members public static GL1TextOutputProvider Create(TextQuality quality) { if (!GL.SupportsExtension("Version12") || !GL.SupportsFunction("BlendColor") || quality == TextQuality.Low || quality == TextQuality.Medium) return new GL11TextOutputProvider(quality); else return new GL12TextOutputProvider(quality); } #endregion #region IDisposable Members public void Dispose() { if (!disposed) { Cache.Dispose(); disposed = true; } } #endregion } }