mirror of
https://github.com/Ryujinx/Opentk.git
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c0549b11fa
Reduced memory pressure by adding object pooling to TextExtents.
151 lines
5.9 KiB
C#
151 lines
5.9 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2008 the Open Toolkit library, except where noted.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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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 OpenTK.Math;
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namespace OpenTK.Graphics.Text
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{
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class GL1TextOutputProvider : ITextOutputProvider
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{
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#region Fields
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// Triangle lists, sorted by texture.
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Dictionary<Texture2D, List<Vector2>> active_lists = new Dictionary<Texture2D, List<Vector2>>();
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Queue<List<Vector2>> inactive_lists = new Queue<List<Vector2>>();
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#endregion
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#region Constructors
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public GL1TextOutputProvider()
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{
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inactive_lists.Enqueue(new List<Vector2>());
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}
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#endregion
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#region ITextOutputProvider Members
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public void Print(TextBlock block, IGlyphRasterizer rasterizer, GlyphCache cache)
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{
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using (TextExtents extents = rasterizer.MeasureText(block))
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{
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//GL.BindTexture(TextureTarget.Texture2D, 2);
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//GL.Begin(BeginMode.Quads);
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//GL.TexCoord2(0, 0);
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//GL.Vertex2(0, 0);
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//GL.TexCoord2(1, 0);
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//GL.Vertex2(256, 0);
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//GL.TexCoord2(1, 1);
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//GL.Vertex2(256, 256);
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//GL.TexCoord2(0, 1);
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//GL.Vertex2(0, 256);
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//GL.End();
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//GL.Translate(0, 256, 0);
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// Build layout
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int current = 0;
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foreach (Glyph glyph in block)
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{
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if (glyph.IsWhiteSpace)
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{
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current++;
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continue;
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}
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else if (!cache.Contains(glyph))
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cache.Add(glyph);
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CachedGlyphInfo info = cache[glyph];
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RectangleF position = extents[current++];
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// Use the real glyph width instead of the measured one (we want to achieve pixel perfect output).
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position.Size = info.Rectangle.Size;
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if (!active_lists.ContainsKey(info.Texture))
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if (inactive_lists.Count > 0)
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active_lists.Add(info.Texture, inactive_lists.Dequeue());
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else
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active_lists.Add(info.Texture, new List<Vector2>());
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{
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// Interleaved array: Vertex, TexCoord, Vertex, ...
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
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active_lists[info.Texture].Add(new Vector2(position.Left, position.Top));
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
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active_lists[info.Texture].Add(new Vector2(position.Left, position.Bottom));
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
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active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom));
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
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active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom));
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
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active_lists[info.Texture].Add(new Vector2(position.Right, position.Top));
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active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
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active_lists[info.Texture].Add(new Vector2(position.Left, position.Top));
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}
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}
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}
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// Render
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foreach (Texture2D key in active_lists.Keys)
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{
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List<Vector2> list = active_lists[key];
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key.Bind();
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GL.Begin(BeginMode.Triangles);
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for (int i = 0; i < list.Count; i += 2)
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{
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GL.TexCoord2(list[i]);
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GL.Vertex2(list[i + 1]);
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}
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GL.End();
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}
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// Clean layout
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foreach (List<Vector2> list in active_lists.Values)
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{
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list.Clear();
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inactive_lists.Enqueue(list);
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}
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active_lists.Clear();
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}
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#endregion
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}
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}
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