Opentk/Source/Utilities/Graphics/Text/GL1TextOutputProvider.cs
the_fiddler 64dfa91678 Added Clear() method to all classes that contain caches.
Implemented IDisposable interface on the TextPrinter and all relevant classes.
2009-02-12 17:41:09 +00:00

207 lines
7.2 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.Collections.Generic;
using System.Drawing;
using OpenTK.Math;
using System;
namespace OpenTK.Graphics.Text
{
abstract 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>>();
bool disposed;
#endregion
#region Constructors
public GL1TextOutputProvider()
{
inactive_lists.Enqueue(new List<Vector2>());
}
#endregion
#region ITextOutputProvider Members
#region Print
public void Print(TextBlock block, Color color, IGlyphRasterizer rasterizer)
{
GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit);
GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.Blend);
SetBlendFunction();
GL.Disable(EnableCap.DepthTest);
using (TextExtents extents = rasterizer.MeasureText(block))
{
// Build layout
int current = 0;
foreach (Glyph glyph in block)
{
if (glyph.IsWhiteSpace)
{
current++;
continue;
}
else if (!Cache.Contains(glyph))
Cache.Add(glyph, rasterizer, TextQuality);
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();
//if (!legacy_mode)
//{
// GL.PushMatrix();
// GL.GetFloat(GetPName.Viewport, viewport);
// GL.Scale(2.0 / (viewport[2] - viewport[0]), -2.0 / (viewport[3] - viewport[1]), 1);
//}
SetColor(color);
GL.Begin(BeginMode.Triangles);
for (int i = 0; i < list.Count; i += 2)
{
GL.TexCoord2(list[i]);
GL.Vertex2(list[i + 1]);
}
GL.End();
//if (!legacy_mode)
// GL.PopMatrix();
}
// Clean layout
foreach (List<Vector2> list in active_lists.Values)
{
list.Clear();
inactive_lists.Enqueue(list);
}
active_lists.Clear();
GL.PopAttrib();
}
#endregion
#region Clear
public void Clear()
{
Cache.Clear();
}
#endregion
#endregion
#region Protected Members
protected abstract void SetBlendFunction();
protected abstract void SetColor(Color color);
protected abstract TextQuality TextQuality { get; }
protected abstract GlyphCache Cache { get; }
#endregion
#region Static Members
public static GL1TextOutputProvider Create(TextQuality quality)
{
if (!GL.SupportsFunction("BlendFunc") || quality == TextQuality.Low || quality == TextQuality.Medium)
return new GL11TextOutputProvider(quality);
else
return new GL12TextOutputProvider(quality);
}
#endregion
#region IDisposable Members
public void Dispose()
{
if (!disposed)
{
Cache.Dispose();
disposed = true;
}
}
#endregion
}
}