#region --- License --- /* Licensed under the MIT/X11 license. * Copyright (c) 2006-2008 the OpenTK Team. * This notice may not be removed from any source distribution. * See license.txt for licensing details. */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Drawing; using System.Text.RegularExpressions; using System.Runtime.InteropServices; using OpenTK.Math; using OpenTK.Graphics.OpenGL; using OpenTK.Graphics.OpenGL.Enums; using System.Diagnostics; namespace OpenTK.Fonts { } namespace OpenTK.Graphics { /// /// Provides methods to perform layout and print hardware accelerated text. /// public class TextPrinter : ITextPrinter { //static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase); //static char[] split_chars = new char[] //{ // ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' //}; static ITextPrinterImplementation printer; float[] viewport = new float[4]; // Interleaved, vertex, texcoord, vertex, etc... Starts with 8 chars, will expand as needed. Vector2[] vertices = new Vector2[8 * 8]; ushort[] indices = new ushort[6 * 8]; IList ranges = new List(); #region --- Constructors --- /// /// Constructs a new TextPrinter object. /// public TextPrinter() { } public TextPrinter(ITextPrinterImplementation implementation) { if (implementation == null) throw new ArgumentNullException("implementation"); printer = implementation; } #endregion #region --- Private Members --- #region static ITextPrinterImplementation Printer /// /// Checks the machine's capabilities and selects the fastest method to print text. /// static ITextPrinterImplementation Printer { get { if (printer == null) { printer = (ITextPrinterImplementation)new DisplayListTextPrinter(); //GL.SupportsExtension("VERSION_1_5") ? //(ITextPrinterImplementation)new VboTextPrinter() : //GL.SupportsExtension("ARB_vertex_buffer_object") ? null : //GL.SupportsExtension("VERSION_1_1") ? null : null; if (printer == null) throw new NotSupportedException("TextPrinter requires at least OpenGL 1.1 support."); Debug.Print("Using {0} for font printing.", printer); } return printer; } } #endregion #endregion #region --- ITextPrinter Members --- #region public void Prepare(string text, TextureFont font, out TextHandle handle) /// /// Prepares text for drawing. /// /// The string to draw. /// The font to use for drawing. /// The handle to the cached text. Use this to draw the text with the Draw() function. /// public void Prepare(string text, TextureFont font, out TextHandle handle) { this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false); } #endregion #region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp) /// /// Prepares text for drawing. /// /// The string to draw. /// The font to use for drawing. /// The handle to the cached text. Use this to draw the text with the Draw() function. /// Not implemented. /// Not implemented. /// public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp) { this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false); } #endregion #region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment) /// /// Prepares text for drawing. /// /// The string to draw. /// The font to use for drawing. /// The handle to the cached text. Use this to draw the text with the Draw() function. /// Not implemented. /// Not implemented. /// Not implemented. /// public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment) { this.Prepare(text, font, out handle, width, wordWarp, alignment, false); } #endregion #region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft) /// /// Prepares text for drawing. /// /// The string to draw. /// The font to use for drawing. /// The handle to the cached text. Use this to draw the text with the Draw() function. /// Not implemented. /// Not implemented. /// Not implemented. /// Not implemented. /// /// Occurs when OpenGL 1.1 is not supported. public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft) { int num_indices; PerformLayout(text, font, width, wordWarp, alignment, rightToLeft, ref vertices, ref indices, out num_indices); handle = Printer.Load(vertices, indices, num_indices); handle.Font = font; } #endregion #region void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices) // Performs layout on the given string. void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices) { if (text == null) throw new ArgumentNullException("Parameter cannot be null.", "text"); if (text.Length > 8192) throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 8192 characters"); if (wordWarp || rightToLeft || alignment != StringAlignment.Near) throw new NotImplementedException(); if (8 * text.Length > vertices.Length) vertices = new Vector2[Math.Functions.NextPowerOfTwo(8 * text.Length)]; if (6 * text.Length > indices.Length) indices = new ushort[Math.Functions.NextPowerOfTwo(6 * text.Length)]; num_indices = 6 * text.Length; //Vector2[] vertices = new Vector2[8 * text.Length]; // Interleaved, vertex, texcoord, vertex, etc... //ushort[] indices = new ushort[6 * text.Length]; float x_pos = 0, y_pos = 0; ushort i = 0, index_count = 0, vertex_count = 0, last_break_point = 0; RectangleF rect = new RectangleF(); float char_width, char_height; int texture; font.LoadGlyphs(text); // Every character comprises of 4 vertices, forming two triangles. We generate an index array which // indexes vertices in a triangle-list fashion. // This algorithm works for left-to-right scripts. if (alignment == StringAlignment.Near && !rightToLeft || alignment == StringAlignment.Far && rightToLeft) { font.MeasureText(text, SizeF.Empty, null, ranges); int current = 0; //foreach (char c in text) foreach (RectangleF range in ranges) { char c = text[current++]; if (Char.IsSeparator(c)) last_break_point = index_count; x_pos = range.X; y_pos = range.Y; font.GlyphData(c, out char_width, out char_height, out rect, out texture); vertices[vertex_count].X = x_pos; // Vertex vertices[vertex_count++].Y = y_pos; vertices[vertex_count].X = rect.Left; // Texcoord vertices[vertex_count++].Y = rect.Top; vertices[vertex_count].X = x_pos; // Vertex vertices[vertex_count++].Y = y_pos + char_height; vertices[vertex_count].X = rect.Left; // Texcoord vertices[vertex_count++].Y = rect.Bottom; vertices[vertex_count].X = x_pos + char_width; // Vertex vertices[vertex_count++].Y = y_pos + char_height; vertices[vertex_count].X = rect.Right; // Texcoord vertices[vertex_count++].Y = rect.Bottom; vertices[vertex_count].X = x_pos + char_width; // Vertex vertices[vertex_count++].Y = y_pos; vertices[vertex_count].X = rect.Right; // Texcoord vertices[vertex_count++].Y = rect.Top; indices[index_count++] = (ushort)(vertex_count - 8); indices[index_count++] = (ushort)(vertex_count - 6); indices[index_count++] = (ushort)(vertex_count - 4); indices[index_count++] = (ushort)(vertex_count - 4); indices[index_count++] = (ushort)(vertex_count - 2); indices[index_count++] = (ushort)(vertex_count - 8); ++i; } } else if (alignment != StringAlignment.Center) { throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience."); } else { throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience."); } } #endregion #region public void Draw(TextHandle handle) /// /// Draws the cached text referred to by the TextHandle. /// /// The TextHandle to the cached text. public void Draw(TextHandle handle) { GL.BindTexture(TextureTarget.Texture2D, handle.Font.Texture); Printer.Draw(handle); } #endregion #region public void Draw(string text, TextureFont font) /// /// Draws dynamic text without caching. Not implemented yet! /// /// The System.String to draw. /// The OpenTK.Graphics.TextureFont to draw the text in. public void Draw(string text, TextureFont font) { int num_indices; PerformLayout(text, font, 0, false, StringAlignment.Near, false, ref vertices, ref indices, out num_indices); GL.BindTexture(TextureTarget.Texture2D, font.Texture); Printer.Draw(vertices, indices, num_indices); } #endregion #region public void Begin() /// /// Sets up OpenGL state for drawing text. /// public void Begin() { if (GraphicsContext.CurrentContext == null) throw new GraphicsContextException("No GraphicsContext is current in the calling thread."); 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(); GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Disable(EnableCap.DepthTest); } #endregion #region public void End() /// /// Restores OpenGL state. /// public void End() { GL.PopAttrib(); GL.MatrixMode(MatrixMode.Modelview); GL.PopMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.PopMatrix(); } #endregion #endregion } }