Opentk/Source/Utilities/Graphics/Text/GL1TextOutputProvider.cs
the_fiddler baf3247afe Initial work on new interface.
Use subpixel antialiasing.
2008-11-26 21:49:05 +00:00

151 lines
5.9 KiB
C#

#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;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using OpenTK.Math;
namespace OpenTK.Graphics.Text
{
class GL1TextOutputProvider : ITextOutputProvider
{
#region Fields
// Triangle lists, sorted by texture.
Dictionary<Texture2D, List<Vector2>> active_lists = new Dictionary<Texture2D, List<Vector2>>();
Queue<List<Vector2>> inactive_lists = new Queue<List<Vector2>>();
#endregion
#region Constructors
public GL1TextOutputProvider()
{
inactive_lists.Enqueue(new List<Vector2>());
}
#endregion
#region ITextOutputProvider Members
public void Print(TextBlock block, PointF location, Color color, IGlyphRasterizer rasterizer, GlyphCache cache)
{
using (TextExtents extents = rasterizer.MeasureText(block, location))
{
//GL.BindTexture(TextureTarget.Texture2D, 2);
//GL.Begin(BeginMode.Quads);
//GL.TexCoord2(0, 0);
//GL.Vertex2(0, 0);
//GL.TexCoord2(1, 0);
//GL.Vertex2(256, 0);
//GL.TexCoord2(1, 1);
//GL.Vertex2(256, 256);
//GL.TexCoord2(0, 1);
//GL.Vertex2(0, 256);
//GL.End();
//GL.Translate(0, 256, 0);
// 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<Vector2>());
{
// 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<Vector2> list = active_lists[key];
key.Bind();
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<Vector2> list in active_lists.Values)
{
list.Clear();
inactive_lists.Enqueue(list);
}
active_lists.Clear();
}
#endregion
}
}