mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-26 08:45:29 +00:00
246 lines
8.8 KiB
C#
246 lines
8.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Drawing;
|
|
using System.Drawing.Text;
|
|
|
|
using OpenTK.Math;
|
|
using OpenTK.OpenGL;
|
|
using System.Drawing.Imaging;
|
|
using OpenTK.Platform;
|
|
|
|
namespace OpenTK.Fonts
|
|
{
|
|
public class TextureFont : IDisposable
|
|
{
|
|
Font font;
|
|
Dictionary<char, int> loaded_glyphs = new Dictionary<char, int>(36);
|
|
Graphics gfx = Graphics.FromImage(new Bitmap(1, 1));
|
|
|
|
static int texture;
|
|
static TexturePacker<Glyph> pack;
|
|
static int texture_width, texture_height;
|
|
float[] viewport = new float[6];
|
|
|
|
/// <summary>
|
|
/// Constructs a new TextureFont object, using the specified System.Drawing.Font.
|
|
/// </summary>
|
|
/// <param name="font"></param>
|
|
public TextureFont(Font font)
|
|
{
|
|
if (font == null)
|
|
throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null.");
|
|
|
|
this.font = font;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prepares the specified glyphs for rendering.
|
|
/// </summary>
|
|
/// <param name="glyphs">The glyphs to prepare for rendering.</param>
|
|
public void LoadGlyphs(string glyphs)
|
|
{
|
|
foreach (char c in glyphs)
|
|
{
|
|
if (!loaded_glyphs.ContainsKey(c))
|
|
LoadGlyph(c);
|
|
}
|
|
}
|
|
|
|
private int LoadGlyph(char c)
|
|
{
|
|
if (pack == null)
|
|
PrepareTexturePacker();
|
|
|
|
Glyph g = new Glyph(c, font);
|
|
Rectangle rect = pack.Add(g);
|
|
|
|
using (Bitmap bmp = new Bitmap(g.Width, g.Height, PixelFormat.Format32bppArgb))
|
|
using (Graphics gfx = Graphics.FromImage(bmp))
|
|
{
|
|
// Upload texture and create Display List:
|
|
GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
|
|
|
|
gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
|
|
//gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
|
|
|
|
gfx.Clear(Color.Transparent);
|
|
gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f);
|
|
BitmapData data = bmp.LockBits(new Rectangle(0, 0, g.Width, g.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
|
|
GL.TexSubImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, rect.Left, rect.Top, rect.Width, rect.Height,
|
|
GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data.Scan0);
|
|
bmp.UnlockBits(data);
|
|
|
|
float left = rect.Left / (float)texture_width;
|
|
float bottom = rect.Bottom / (float)texture_height;
|
|
float right = rect.Right / (float)texture_width;
|
|
float top = rect.Top / (float)texture_height;
|
|
float width = rect.Right - rect.Left;
|
|
float height = rect.Bottom - rect.Top;
|
|
|
|
int list = GL.GenLists(1);
|
|
GL.NewList(list, GL.Enums.ListMode.COMPILE);
|
|
|
|
GL.Enable(GL.Enums.EnableCap.BLEND);
|
|
GL.BlendFunc(GL.Enums.BlendingFactorSrc.ONE, GL.Enums.BlendingFactorDest.ONE_MINUS_SRC_ALPHA);
|
|
|
|
GL.Begin(GL.Enums.BeginMode.QUADS);
|
|
|
|
GL.TexCoord2(left, top);
|
|
//GL.Vertex2(0.375f, 0.375f);
|
|
GL.Vertex2(0.0f, 0.0f);
|
|
|
|
GL.TexCoord2(right, top);
|
|
//GL.Vertex2(0.375f + 2 * width, 0.375f);
|
|
GL.Vertex2(width, 0.0f);
|
|
|
|
GL.TexCoord2(right, bottom);
|
|
//GL.Vertex2(0.375f + 2 * width, 0.375f + 2 * height);
|
|
GL.Vertex2(width, height);
|
|
|
|
GL.TexCoord2(left, bottom);
|
|
//GL.Vertex2(0.375f, 0.375f + 2 * height);
|
|
GL.Vertex2(0.0f, height);
|
|
|
|
GL.End();
|
|
|
|
GL.EndList();
|
|
|
|
loaded_glyphs.Add(g.Character, list);
|
|
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the optimal size for the font texture and TexturePacker, and creates both.
|
|
/// </summary>
|
|
private void PrepareTexturePacker()
|
|
{
|
|
// Calculate the size of the texture packer. We want a power-of-two size
|
|
// that is less than 1024 (supported in Geforce256-era cards), but large
|
|
// enough to hold at least 256 (16*16) font glyphs.
|
|
int size = (int)(font.Size * 16);
|
|
size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0)));
|
|
if (size > 1024)
|
|
size = 1024;
|
|
|
|
texture_width = size;
|
|
texture_height = size;
|
|
pack = new TexturePacker<Glyph>(texture_width, texture_height);
|
|
|
|
GL.GenTextures(1, out texture);
|
|
GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
|
|
GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MIN_FILTER, (int)GL.Enums.All.LINEAR);
|
|
GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MAG_FILTER, (int)GL.Enums.All.NEAREST);
|
|
|
|
byte[] data = new byte[texture_height * texture_width * 4];
|
|
GL.TexImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, 4, texture_width, texture_height, 0,
|
|
GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prints a glyph.
|
|
/// </summary>
|
|
/// <param name="c">The character corresponding to the glyph to print.</param>
|
|
/// <remarks>
|
|
/// The print position is specified by the active Modelview matrix.
|
|
/// <para>
|
|
/// To print pixel perfect fonts, you must setup a Projection matrix that is maps one texel to one pixel. This
|
|
/// can be achieved by calling GL.Ortho with width/height set to the actual viewport size, or alternatively,
|
|
/// by calling GL.Scale(1.0f/viewport_width, 1.0f/viewport_height, 0.0f).
|
|
/// </para>
|
|
/// <para>
|
|
/// To avoid filtering artifacts, avoid positioning characters on fractional pixels.
|
|
/// This is usually achieved by adding 0.5f to the glyph's position and extracting the integer component,
|
|
/// i.e. GL.Translate((int)(x_pos + 0.5f), (int)(y_pos + 0.5f), 0.0f);
|
|
/// </para>
|
|
/// </remarks>
|
|
/// <seealso cref="PrintFast"/>
|
|
public void Print(char c)
|
|
{
|
|
int list;
|
|
if (loaded_glyphs.TryGetValue(c, out list))
|
|
{
|
|
GL.CallList(list);
|
|
}
|
|
else
|
|
{
|
|
GL.CallList(LoadGlyph(c));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prints a previously loaded glyph.
|
|
/// </summary>
|
|
/// <param name="c">The character corresponding to the glyph to print.</param>
|
|
/// <remarks>
|
|
/// You must call the LoadGlyphs function with the corresponding glyph, before using
|
|
/// PrintFast. Otherwise, this function works exactly like Print.
|
|
/// </remarks>
|
|
/// <see cref="Print"/>
|
|
/// <seealso cref="LoadGlyphs"/>
|
|
public void PrintFast(char c)
|
|
{
|
|
GL.CallList(loaded_glyphs[c]);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a float indicating the default line spacing of this font.
|
|
/// </summary>
|
|
public float LineSpacing
|
|
{
|
|
get { return font.Height; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Measures the width of the specified string.
|
|
/// </summary>
|
|
/// <param name="str"></param>
|
|
/// <returns></returns>
|
|
public float MeasureWidth(string str)
|
|
{
|
|
float distance = gfx.MeasureString(str, font, 16384, StringFormat.GenericTypographic).Width;
|
|
if (distance == 0)
|
|
distance = font.SizeInPoints * 0.5f;
|
|
return distance;
|
|
}
|
|
|
|
#region IDisposable Members
|
|
|
|
bool disposed;
|
|
|
|
/// <summary>
|
|
/// Releases all resources used by this OpenTK.Fonts.TextureFont.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
GC.SuppressFinalize(this);
|
|
Dispose(true);
|
|
}
|
|
|
|
private void Dispose(bool manual)
|
|
{
|
|
if (!disposed)
|
|
{
|
|
pack = null;
|
|
if (manual)
|
|
{
|
|
GL.DeleteTextures(1, ref texture);
|
|
font.Dispose();
|
|
gfx.Dispose();
|
|
}
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
|
|
~TextureFont()
|
|
{
|
|
Dispose(false);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|