mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-26 16:55:39 +00:00
269 lines
8.8 KiB
C#
269 lines
8.8 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>>();
|
|
|
|
#pragma warning disable 0649
|
|
|
|
struct Viewport { public float Left, Top, Right, Bottom; }
|
|
|
|
#pragma warning restore 0649
|
|
|
|
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.CurrentBit | 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
|
|
|
|
#region Begin
|
|
|
|
public void Begin()
|
|
{
|
|
if (disposed)
|
|
throw new ObjectDisposedException(this.GetType().ToString());
|
|
|
|
GraphicsContext.Assert();
|
|
|
|
int current_matrix;
|
|
GL.GetInteger(GetPName.MatrixMode, out current_matrix);
|
|
|
|
Viewport viewport = new Viewport();
|
|
GL.GetFloat(GetPName.Viewport, out viewport.Left);
|
|
|
|
// 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.PushMatrix();
|
|
GL.LoadIdentity();
|
|
GL.Ortho(viewport.Left, viewport.Right, viewport.Bottom, viewport.Top, -1.0, 1.0);
|
|
|
|
GL.MatrixMode(MatrixMode.Modelview);
|
|
GL.PushMatrix();
|
|
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);
|
|
|
|
GL.MatrixMode(MatrixMode.Modelview);
|
|
GL.PopMatrix();
|
|
|
|
GL.MatrixMode(MatrixMode.Projection);
|
|
GL.PopMatrix();
|
|
|
|
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.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
|
|
}
|
|
}
|