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357 lines
14 KiB
C#
357 lines
14 KiB
C#
#region --- License ---
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing details.
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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.Drawing;
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using System.Text.RegularExpressions;
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using System.Runtime.InteropServices;
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using OpenTK.Math;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Graphics.OpenGL.Enums;
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using System.Diagnostics;
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namespace OpenTK.Fonts { }
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namespace OpenTK.Graphics
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{
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/// <summary>
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/// Provides methods to perform layout and print hardware accelerated text.
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/// </summary>
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public class TextPrinter : ITextPrinter
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{
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//static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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//static char[] split_chars = new char[]
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//{
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// ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '='
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//};
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static ITextPrinterImplementation printer;
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float[] viewport = new float[4];
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// Interleaved, vertex, texcoord, vertex, etc... Starts with 8 chars, will expand as needed.
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Vector2[] vertices = new Vector2[8 * 8];
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ushort[] indices = new ushort[6 * 8];
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#region --- Constructors ---
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/// <summary>
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/// Constructs a new TextPrinter object.
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/// </summary>
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public TextPrinter() { }
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public TextPrinter(ITextPrinterImplementation implementation)
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{
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if (implementation == null)
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throw new ArgumentNullException("implementation");
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printer = implementation;
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}
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#endregion
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#region --- Private Members ---
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#region static ITextPrinterImplementation Printer
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/// <summary>
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/// Checks the machine's capabilities and selects the fastest method to print text.
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/// </summary>
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static ITextPrinterImplementation Printer
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{
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get
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{
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if (printer == null)
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{
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printer = (ITextPrinterImplementation)new DisplayListTextPrinter();
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//GL.SupportsExtension("VERSION_1_5") ?
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//(ITextPrinterImplementation)new VboTextPrinter() :
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//GL.SupportsExtension("ARB_vertex_buffer_object") ? null :
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//GL.SupportsExtension("VERSION_1_1") ? null : null;
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if (printer == null)
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throw new NotSupportedException("TextPrinter requires at least OpenGL 1.1 support.");
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Debug.Print("Using {0} for font printing.", printer);
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}
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return printer;
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}
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}
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#endregion
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#endregion
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#region --- ITextPrinter Members ---
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#region public void Prepare(string text, TextureFont font, out TextHandle handle)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle)
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{
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this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
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{
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this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <param name="alignment">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
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{
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this.Prepare(text, font, out handle, width, wordWarp, alignment, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <param name="alignment">Not implemented.</param>
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/// <param name="rightToLeft">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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/// <exception cref="NotSupportedException">Occurs when OpenGL 1.1 is not supported.</exception>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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{
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int num_indices;
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PerformLayout(text, font, width, wordWarp, alignment, rightToLeft, ref vertices, ref indices, out num_indices);
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handle = Printer.Load(vertices, indices, num_indices);
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handle.Font = font;
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}
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#endregion
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#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)
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// Performs layout on the given string.
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void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment,
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bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices)
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{
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if (text == null)
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throw new ArgumentNullException("Parameter cannot be null.", "text");
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if (text.Length > 8192)
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throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 8192 characters");
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if (wordWarp || rightToLeft || alignment != StringAlignment.Near)
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throw new NotImplementedException();
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if (8 * text.Length > vertices.Length)
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vertices = new Vector2[Math.Functions.NextPowerOfTwo(8 * text.Length)];
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if (6 * text.Length > indices.Length)
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indices = new ushort[Math.Functions.NextPowerOfTwo(6 * text.Length)];
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num_indices = 6 * text.Length;
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//Vector2[] vertices = new Vector2[8 * text.Length]; // Interleaved, vertex, texcoord, vertex, etc...
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//ushort[] indices = new ushort[6 * text.Length];
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float x_pos = 0, y_pos = 0;
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ushort i = 0, index_count = 0, vertex_count = 0, last_break_point = 0;
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RectangleF rect = new RectangleF();
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float char_width, char_height;
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int texture;
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font.LoadGlyphs(text);
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// Every character comprises of 4 vertices, forming two triangles. We generate an index array which
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// indexes vertices in a triangle-list fashion.
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// This algorithm works for left-to-right scripts.
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if (alignment == StringAlignment.Near && !rightToLeft || alignment == StringAlignment.Far && rightToLeft)
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{
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ICollection<RectangleF> ranges = new List<RectangleF>();
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font.MeasureCharacterRanges(text, ref ranges);
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int current = 0;
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//foreach (char c in text)
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foreach (RectangleF range in ranges)
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{
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char c = text[current++];
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if (Char.IsSeparator(c))
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last_break_point = index_count;
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x_pos = range.X;
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y_pos = range.Y;
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font.GlyphData(c, out char_width, out char_height, out rect, out texture);
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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indices[index_count++] = (ushort)(vertex_count - 8);
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indices[index_count++] = (ushort)(vertex_count - 6);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 2);
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indices[index_count++] = (ushort)(vertex_count - 8);
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++i;
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}
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}
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else if (alignment != StringAlignment.Center)
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{
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throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
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}
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else
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{
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throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
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}
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}
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#endregion
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#region public void Draw(TextHandle handle)
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/// <summary>
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/// Draws the cached text referred to by the TextHandle.
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/// </summary>
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/// <param name="handle">The TextHandle to the cached text.</param>
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public void Draw(TextHandle handle)
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{
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GL.BindTexture(TextureTarget.Texture2D, handle.Font.Texture);
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Printer.Draw(handle);
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}
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#endregion
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#region public void Draw(string text, TextureFont font)
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/// <summary>
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/// Draws dynamic text without caching. Not implemented yet!
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/// </summary>
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/// <param name="text">The System.String to draw.</param>
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/// <param name="font">The OpenTK.Graphics.TextureFont to draw the text in.</param>
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public void Draw(string text, TextureFont font)
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{
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int num_indices;
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PerformLayout(text, font, 0, false, StringAlignment.Near, false, ref vertices, ref indices, out num_indices);
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GL.BindTexture(TextureTarget.Texture2D, font.Texture);
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Printer.Draw(vertices, indices, num_indices);
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}
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#endregion
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#region public void Begin()
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/// <summary>
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/// Sets up OpenGL state for drawing text.
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/// </summary>
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public void Begin()
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{
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if (GraphicsContext.CurrentContext == null)
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throw new GraphicsContextException("No GraphicsContext is current in the calling thread.");
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GL.GetFloat(GetPName.Viewport, viewport);
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// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
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// with size equal to the window (in pixels).
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// While we could also render text in 3D mode, it would be very hard to get
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// pixel-perfect precision.
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GL.MatrixMode(MatrixMode.Projection);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], -1.0, 1.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit);
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.Disable(EnableCap.DepthTest);
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}
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#endregion
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#region public void End()
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/// <summary>
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/// Restores OpenGL state.
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/// </summary>
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public void End()
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{
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GL.PopAttrib();
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PopMatrix();
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GL.MatrixMode(MatrixMode.Projection);
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GL.PopMatrix();
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}
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#endregion
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#endregion
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}
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}
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