Opentk/Source/Utilities/Fonts/TextPrinter.cs
the_fiddler 856551e212 Fixed clipping issues with font layout.
Improved glyph loading speed.
Fixed text measurement.
2008-06-24 20:35:37 +00:00

358 lines
14 KiB
C#

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