using System; using System.Collections.Generic; using System.Text; using System.Drawing; using System.Drawing.Text; using OpenTK.Math; using OpenTK.OpenGL; using System.Drawing.Imaging; using OpenTK.Platform; namespace OpenTK.Fonts { public class TextureFont : IDisposable { Font font; Dictionary loaded_glyphs = new Dictionary(36); Graphics gfx = Graphics.FromImage(new Bitmap(1, 1)); static int texture; static TexturePacker pack; static int texture_width, texture_height; float[] viewport = new float[6]; /// /// Constructs a new TextureFont object, using the specified System.Drawing.Font. /// /// public TextureFont(Font font) { if (font == null) throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null."); this.font = font; } /// /// Prepares the specified glyphs for rendering. /// /// The glyphs to prepare for rendering. public void LoadGlyphs(string glyphs) { foreach (char c in glyphs) { if (!loaded_glyphs.ContainsKey(c)) LoadGlyph(c); } } private int LoadGlyph(char c) { if (pack == null) PrepareTexturePacker(); Glyph g = new Glyph(c, font); Rectangle rect = pack.Add(g); using (Bitmap bmp = new Bitmap(g.Width, g.Height, PixelFormat.Format32bppArgb)) using (Graphics gfx = Graphics.FromImage(bmp)) { // Upload texture and create Display List: GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture); gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; //gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit; gfx.Clear(Color.Transparent); gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f); BitmapData data = bmp.LockBits(new Rectangle(0, 0, g.Width, g.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); GL.TexSubImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, rect.Left, rect.Top, rect.Width, rect.Height, GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data.Scan0); bmp.UnlockBits(data); float left = rect.Left / (float)texture_width; float bottom = rect.Bottom / (float)texture_height; float right = rect.Right / (float)texture_width; float top = rect.Top / (float)texture_height; float width = rect.Right - rect.Left; float height = rect.Bottom - rect.Top; int list = GL.GenLists(1); GL.NewList(list, GL.Enums.ListMode.COMPILE); GL.Enable(GL.Enums.EnableCap.BLEND); GL.BlendFunc(GL.Enums.BlendingFactorSrc.ONE, GL.Enums.BlendingFactorDest.ONE_MINUS_SRC_ALPHA); GL.Begin(GL.Enums.BeginMode.QUADS); GL.TexCoord2(left, top); //GL.Vertex2(0.375f, 0.375f); GL.Vertex2(0.0f, 0.0f); GL.TexCoord2(right, top); //GL.Vertex2(0.375f + 2 * width, 0.375f); GL.Vertex2(width, 0.0f); GL.TexCoord2(right, bottom); //GL.Vertex2(0.375f + 2 * width, 0.375f + 2 * height); GL.Vertex2(width, height); GL.TexCoord2(left, bottom); //GL.Vertex2(0.375f, 0.375f + 2 * height); GL.Vertex2(0.0f, height); GL.End(); GL.EndList(); loaded_glyphs.Add(g.Character, list); return list; } } /// /// Calculates the optimal size for the font texture and TexturePacker, and creates both. /// private void PrepareTexturePacker() { // Calculate the size of the texture packer. We want a power-of-two size // that is less than 1024 (supported in Geforce256-era cards), but large // enough to hold at least 256 (16*16) font glyphs. int size = (int)(font.Size * 16); size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0))); if (size > 1024) size = 1024; texture_width = size; texture_height = size; pack = new TexturePacker(texture_width, texture_height); GL.GenTextures(1, out texture); GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture); GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MIN_FILTER, (int)GL.Enums.All.LINEAR); GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MAG_FILTER, (int)GL.Enums.All.NEAREST); byte[] data = new byte[texture_height * texture_width * 4]; GL.TexImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, 4, texture_width, texture_height, 0, GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data); } /// /// Prints a glyph. /// /// The character corresponding to the glyph to print. /// /// The print position is specified by the active Modelview matrix. /// /// To print pixel perfect fonts, you must setup a Projection matrix that is maps one texel to one pixel. This /// can be achieved by calling GL.Ortho with width/height set to the actual viewport size, or alternatively, /// by calling GL.Scale(1.0f/viewport_width, 1.0f/viewport_height, 0.0f). /// /// /// To avoid filtering artifacts, avoid positioning characters on fractional pixels. /// This is usually achieved by adding 0.5f to the glyph's position and extracting the integer component, /// i.e. GL.Translate((int)(x_pos + 0.5f), (int)(y_pos + 0.5f), 0.0f); /// /// /// public void Print(char c) { int list; if (loaded_glyphs.TryGetValue(c, out list)) { GL.CallList(list); } else { GL.CallList(LoadGlyph(c)); } } /// /// Prints a previously loaded glyph. /// /// The character corresponding to the glyph to print. /// /// You must call the LoadGlyphs function with the corresponding glyph, before using /// PrintFast. Otherwise, this function works exactly like Print. /// /// /// public void PrintFast(char c) { GL.CallList(loaded_glyphs[c]); } /// /// Gets a float indicating the default line spacing of this font. /// public float LineSpacing { get { return font.Height; } } /// /// Measures the width of the specified string. /// /// /// public float MeasureWidth(string str) { float distance = gfx.MeasureString(str, font, 16384, StringFormat.GenericTypographic).Width; if (distance == 0) distance = font.SizeInPoints * 0.5f; return distance; } #region IDisposable Members bool disposed; /// /// Releases all resources used by this OpenTK.Fonts.TextureFont. /// public void Dispose() { GC.SuppressFinalize(this); Dispose(true); } private void Dispose(bool manual) { if (!disposed) { pack = null; if (manual) { GL.DeleteTextures(1, ref texture); font.Dispose(); gfx.Dispose(); } disposed = true; } } ~TextureFont() { Dispose(false); } #endregion } }