Opentk/Source/Compatibility/Graphics/Text/GL1TextOutputProvider.cs
the_fiddler a282f44983 Marked all classes as obsolete.
Silenced all compiler warnings.
2009-08-19 13:20:41 +00:00

341 lines
12 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.Drawing;
using OpenTK.Graphics.OpenGL;
namespace OpenTK.Graphics.Text
{
[Obsolete]
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>>();
#pragma warning disable 0649
struct Viewport { public int X, Y, Width, Height; }
#pragma warning restore 0649
// Used to save the current state in Begin() and restore it in End()
Stack<Matrix4> projection_stack = new Stack<Matrix4>();
Stack<Matrix4> modelview_stack = new Stack<Matrix4>();
Stack<Matrix4> texture_stack = new Stack<Matrix4>();
Stack<Viewport> viewport_stack = new Stack<Viewport>();
// Used as temporary storage when saving / restoring the current state.
Viewport viewport = new Viewport();
Matrix4 matrix = new Matrix4();
// TextBlock - display list cache.
// Todo: we need a cache eviction strategy.
const int block_cache_capacity = 32;
readonly Dictionary<int, int> block_cache = new Dictionary<int, int>(block_cache_capacity);
bool disposed;
#endregion
#region Constructors
public GL1TextOutputProvider()
{
inactive_lists.Enqueue(new List<Vector2>());
}
#endregion
#region ITextOutputProvider Members
#region Print
public void Print(ref TextBlock block, Color color, IGlyphRasterizer rasterizer)
{
GL.PushAttrib(AttribMask.CurrentBit | AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit);
GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.Blend);
SetBlendFunction();
GL.Disable(EnableCap.DepthTest);
GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.Modulate);
GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvColor, new Color4(0, 0, 0, 0));
GL.Disable(EnableCap.TextureGenQ);
GL.Disable(EnableCap.TextureGenR);
GL.Disable(EnableCap.TextureGenS);
GL.Disable(EnableCap.TextureGenT);
RectangleF position;
SetColor(color);
int block_hash = block.GetHashCode();
if (block_cache.ContainsKey(block_hash))
{
GL.CallList(block_cache[block_hash]);
}
else
{
using (TextExtents extents = rasterizer.MeasureText(ref block))
{
// Build layout
int current = 0;
foreach (Glyph glyph in block)
{
// Do not render whitespace characters or characters outside the clip rectangle.
if (glyph.IsWhiteSpace || extents[current].Width == 0 || extents[current].Height == 0)
{
current++;
continue;
}
else if (!Cache.Contains(glyph))
Cache.Add(glyph, rasterizer, TextQuality);
CachedGlyphInfo info = Cache[glyph];
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)
{
List<Vector2> list = inactive_lists.Dequeue();
list.Clear();
active_lists.Add(info.Texture, list);
}
else
{
active_lists.Add(info.Texture, new List<Vector2>());
}
}
{
// Interleaved array: Vertex, TexCoord, Vertex, ...
List<Vector2> current_list = active_lists[info.Texture];
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Left, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Right, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
}
}
}
// Render
int display_list = 0;
if ((block.Options & TextPrinterOptions.NoCache) == 0)
{
display_list = GL.GenLists(1);
// Mesa Indirect gerates an InvalidOperation error right after
// GL.EndList() when using ListMode.CompileAndExecute.
// Using ListMode.Compile as a workaround.
GL.NewList(display_list, ListMode.Compile);
}
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();
}
if ((block.Options & TextPrinterOptions.NoCache) == 0)
{
GL.EndList();
block_cache.Add(block_hash, display_list);
GL.CallList(display_list);
}
// 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();
foreach (int display_list in block_cache.Keys)
GL.DeleteLists(display_list, 1);
block_cache.Clear();
}
#endregion
#region Begin
public void Begin()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
// Save the state of everything we are going to modify:
// the current matrix mode, viewport state and the projection, modelview and texture matrices.
// All these will be restored in the TextPrinter.End() method.
int current_matrix;
GL.GetInteger(GetPName.MatrixMode, out current_matrix);
GL.GetInteger(GetPName.Viewport, out viewport.X);
viewport_stack.Push(viewport);
GL.GetFloat(GetPName.ProjectionMatrix, out matrix.Row0.X);
projection_stack.Push(matrix);
GL.GetFloat(GetPName.ModelviewMatrix, out matrix.Row0.X);
modelview_stack.Push(matrix);
GL.GetFloat(GetPName.TextureMatrix, out matrix.Row0.X);
texture_stack.Push(matrix);
// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
// with size equal to the window (in pixels).
// While we could also render text in 3D mode, it would be very hard to get
// pixel-perfect precision.
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(viewport.X, viewport.Width, viewport.Height, viewport.Y, -1.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.MatrixMode(MatrixMode.Texture);
GL.LoadIdentity();
GL.MatrixMode((MatrixMode)current_matrix);
}
#endregion
#region End
public void End()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
int current_matrix;
GL.GetInteger(GetPName.MatrixMode, out current_matrix);
viewport = viewport_stack.Pop();
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
GL.MatrixMode(MatrixMode.Texture);
matrix = texture_stack.Pop();
GL.LoadMatrix(ref matrix);
GL.MatrixMode(MatrixMode.Modelview);
matrix = modelview_stack.Pop();
GL.LoadMatrix(ref matrix);
GL.MatrixMode(MatrixMode.Projection);
matrix = projection_stack.Pop();
GL.LoadMatrix(ref matrix);
GL.MatrixMode((MatrixMode)current_matrix);
}
#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.SupportsExtension("Version12") || !GL.SupportsFunction("BlendColor") || 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
}
}