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100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using OpenTK.OpenGL;
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using OpenTK.Math;
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using OpenTK.OpenGL.Enums;
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namespace OpenTK.Fonts
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{
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/// <summary>
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/// Provides text printing through OpenGL 1.5 vertex buffer objects.
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/// </summary>
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class VboTextPrinter : ITextPrinterImplementation
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{
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static int allocated_handles;
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static int vector2_size = Marshal.SizeOf(new Vector2());
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#region --- IPrinter Members ---
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public TextHandle Load(Vector2[] vertices, ushort[] indices, int index_count)
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{
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VboTextHandle handle = new VboTextHandle(++allocated_handles);
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GL.GenBuffers(1, out handle.vbo_id);
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GL.BindBuffer(BufferTarget.ArrayBuffer, handle.vbo_id);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * vector2_size), vertices,
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BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.GenBuffers(1, out handle.ebo_id);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.ebo_id);
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(ushort)), indices,
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BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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handle.element_count = indices.Length;
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return handle;
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}
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public void Draw(TextHandle handle)
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{
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VboTextHandle vbo = (VboTextHandle)handle;
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//GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
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//GL.EnableClientState(EnableCap.TextureCoordArray);
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GL.EnableClientState(EnableCap.VertexArray);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo.vbo_id);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, vbo.ebo_id);
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GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size);
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GL.VertexPointer(2, VertexPointerType.Float, vector2_size, IntPtr.Zero);
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GL.DrawElements(BeginMode.Triangles, vbo.element_count, DrawElementsType.UnsignedShort, IntPtr.Zero);
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//GL.DrawArrays(BeginMode.LineLoop, 0, vbo.element_count);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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GL.DisableClientState(EnableCap.VertexArray);
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//GL.DisableClientState(EnableCap.TextureCoordArray);
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//GL.PopClientAttrib();
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}
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#endregion
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}
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#region class VboTextHandle : TextHandle
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/// <summary>
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/// Contains the necessary information to print text through the VboTextPrinter implementation.
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/// </summary>
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class VboTextHandle : TextHandle
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{
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public VboTextHandle(int handle) : base(handle) { }
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internal int vbo_id; // vertex buffer object id.
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internal int ebo_id; // index buffer object id.
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internal int element_count; // Number of elements in the ebo.
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public override string ToString()
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{
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return String.Format("TextHandle (vbo): {0} ({1} element(s), vbo id: {2}, ebo id: {3}",
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Handle, element_count / 6, vbo_id, ebo_id);
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}
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}
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#endregion
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}
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