#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * See license.txt for license info */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Drawing; using System.Drawing.Text; using OpenTK.Math; using OpenTK.OpenGL; using OpenTK.OpenGL.Enums; using System.Drawing.Imaging; using OpenTK.Platform; namespace OpenTK.Fonts { public class TextureFont : IFont { //class BBox { public int X, Y, Width, Height; } Font font; //Dictionary loaded_glyphs = new Dictionary(36); Dictionary loaded_glyphs = new Dictionary(64); 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]; #region --- Constructor --- /// /// Constructs a new TextureFont object, using the specified System.Drawing.Font. /// /// The System.Drawing.Font to use. public TextureFont(Font font) { if (font == null) throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null."); this.font = font; } #endregion #region private void PrepareTexturePacker() /// /// 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. // TODO: Find the actual card limits, maybe? 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(TextureTarget.Texture2d, texture); GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2d, 0, PixelInternalFormat.Alpha, texture_width, texture_height, 0, OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); } #endregion #region public void LoadGlyphs(string glyphs) /// /// 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); } } #endregion #region private RectangleF LoadGlyph(char c) private RectangleF LoadGlyph(char c) { if (pack == null) PrepareTexturePacker(); Glyph g = new Glyph(c, font); Rectangle rect = pack.Add(g); using (Bitmap bmp = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb)) using (Graphics gfx = Graphics.FromImage(bmp)) { // Upload texture and create Display List: GL.BindTexture(TextureTarget.Texture2d, texture); //gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; //gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit; gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias; gfx.Clear(Color.Transparent); gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f); BitmapData bmp_data = bmp.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, bmp_data.Scan0); bmp.UnlockBits(bmp_data); RectangleF f_rect = RectangleF.FromLTRB( 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, f_rect); return f_rect; /* byte[] data = new byte[rect.Width * rect.Height * 4]; int i = 0; for (int y = 0; y < rect.Height - 1; y++) { for (int x = 0; x < rect.Width - 1; x++) { data[i++] = bmp.GetPixel(x, y).R; data[i++] = bmp.GetPixel(x, y).G; data[i++] = bmp.GetPixel(x, y).B; data[i++] = bmp.GetPixel(x, y).A; } } unsafe { fixed (byte* data_ptr = data) 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, (IntPtr)data_ptr); } 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.SRC_ALPHA, 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; */ } } #endregion public void Draw() { ILayoutProvider l = new DefaultLayoutProvider(); l.PerformLayout("ato e -et uq39tu, /q3t.q/t.q3t q 34t34qwt .", this, new RectangleF(9.0f, 9.0f, 300.0f, 100.0f), StringAlignment.Near, false); } #region public bool GlyphData(char glyph, ref RectangleF textureRectangle, out float width, out float height, out int texture) { if (loaded_glyphs.TryGetValue(glyph, out textureRectangle)) { width = textureRectangle.Width * texture_width; height = textureRectangle.Height * texture_height; texture = TextureFont.texture; return true; } width = height = texture = 0; return false; } #endregion #region public RectangleF FindRectangle(char c) /// /// Looks up the specified glyph and returns it's bounding System.Drawing.Rectangle in the font texture. /// This function will add the glyph to the texture font, if it hasn't been previoulsy loaded through LoadGlyphs(). /// /// The character representing the glyph. /// The System.Drawing.Rectangle that represents the glyph's bounding box in the font texture. /// public RectangleF FindRectangle(char c) { RectangleF rect; return loaded_glyphs.TryGetValue(c, out rect) ? rect : LoadGlyph(c); } #endregion #region public int FindTexture(char c) /// /// Returns the handle to the OpenGL texture where the specified glyph is located or zero, if the glyph has not been loaded. /// /// The character that corresponds to the glyph. /// A handle to the OpenGL texture, or zero. public int FindTexture(char c) { if (loaded_glyphs.ContainsKey(c)) return texture; return 0; } #endregion #region public void Print(char c) #if false /// /// 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) { GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture); int list; if (loaded_glyphs.TryGetValue(c, out list)) { GL.CallList(list); } else { GL.CallList(LoadGlyph(c)); } } #endif #endregion #region public void PrintFast(char c) #if false /// /// 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]); } #endif #endregion #region public float Height /// /// Gets a float indicating the default line spacing of this font. /// public float Height { get { return font.Height; } } #endregion #region public float MeasureString(string str) /// /// Measures the width of the specified string. /// /// /// public SizeF MeasureString(string str) { SizeF size = gfx.MeasureString(str, font, 16384, StringFormat.GenericTypographic); if (size.Width == 0) size.Width = font.SizeInPoints * 0.5f; return size; } #endregion #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 } }