#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 { class GL1TextOutputProvider : ITextOutputProvider { #region Fields // Triangle lists, sorted by texture. Dictionary> active_lists = new Dictionary>(); Queue> inactive_lists = new Queue>(); float[] viewport = new float[4]; bool legacy_mode = false; #endregion #region Constructors public GL1TextOutputProvider() { inactive_lists.Enqueue(new List()); } #endregion #region ITextOutputProvider Members #region Print public void Print(TextBlock block, PointF location, Color color, IGlyphRasterizer rasterizer, GlyphCache cache) { GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.ConstantColorExt, BlendingFactorDest.OneMinusSrcColor); // For subpixel with color GL.Disable(EnableCap.DepthTest); //GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Modulate); //GL.Enable(EnableCap.ColorMaterial); //GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // For grayscale //GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcColor); // For subpixel using (TextExtents extents = rasterizer.MeasureText(block, location)) { // Build layout int current = 0; foreach (Glyph glyph in block) { if (glyph.IsWhiteSpace) { current++; continue; } else if (!cache.Contains(glyph)) cache.Add(glyph); CachedGlyphInfo info = cache[glyph]; RectangleF 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) active_lists.Add(info.Texture, inactive_lists.Dequeue()); else active_lists.Add(info.Texture, new List()); { // Interleaved array: Vertex, TexCoord, Vertex, ... active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top)); active_lists[info.Texture].Add(new Vector2(position.Left, position.Top)); active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom)); active_lists[info.Texture].Add(new Vector2(position.Left, position.Bottom)); active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom)); active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom)); active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom)); active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom)); active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top)); active_lists[info.Texture].Add(new Vector2(position.Right, position.Top)); active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top)); active_lists[info.Texture].Add(new Vector2(position.Left, position.Top)); } } } // Render foreach (Texture2D key in active_lists.Keys) { List list = active_lists[key]; key.Bind(); GL.Translate(location.X, location.Y, 0); if (!legacy_mode) { GL.Scale(2.0 / (viewport[2] - viewport[0]), -2.0 / (viewport[3] - viewport[1]), 1); } GL.BlendColor(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(); } // Clean layout foreach (List list in active_lists.Values) { list.Clear(); inactive_lists.Enqueue(list); } active_lists.Clear(); GL.PopAttrib(); } #endregion #region Begin [Obsolete] public void Begin() { GraphicsContext.Assert(); legacy_mode = true; GL.GetFloat(GetPName.Viewport, viewport); // 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.PushMatrix(); GL.LoadIdentity(); GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], -1.0, 1.0); GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.LoadIdentity(); } #endregion #region End [Obsolete] public void End() { GraphicsContext.Assert(); legacy_mode = false; GL.MatrixMode(MatrixMode.Modelview); GL.PopMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.PopMatrix(); } #endregion #endregion } }