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https://github.com/Ryujinx/Opentk.git
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3c51d81aa9
Silenced all compiler warnings.
341 lines
12 KiB
C#
341 lines
12 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.Drawing;
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using OpenTK.Graphics.OpenGL;
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namespace OpenTK.Graphics.Text
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{
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[Obsolete]
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abstract 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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#pragma warning disable 0649
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struct Viewport { public int X, Y, Width, Height; }
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#pragma warning restore 0649
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// Used to save the current state in Begin() and restore it in End()
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Stack<Matrix4> projection_stack = new Stack<Matrix4>();
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Stack<Matrix4> modelview_stack = new Stack<Matrix4>();
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Stack<Matrix4> texture_stack = new Stack<Matrix4>();
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Stack<Viewport> viewport_stack = new Stack<Viewport>();
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// Used as temporary storage when saving / restoring the current state.
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Viewport viewport = new Viewport();
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Matrix4 matrix = new Matrix4();
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// TextBlock - display list cache.
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// Todo: we need a cache eviction strategy.
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const int block_cache_capacity = 32;
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readonly Dictionary<int, int> block_cache = new Dictionary<int, int>(block_cache_capacity);
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bool disposed;
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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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#region Print
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public void Print(ref TextBlock block, Color color, IGlyphRasterizer rasterizer)
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{
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GL.PushAttrib(AttribMask.CurrentBit | AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit);
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.Blend);
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SetBlendFunction();
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GL.Disable(EnableCap.DepthTest);
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GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.Modulate);
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GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvColor, new Color4(0, 0, 0, 0));
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GL.Disable(EnableCap.TextureGenQ);
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GL.Disable(EnableCap.TextureGenR);
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GL.Disable(EnableCap.TextureGenS);
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GL.Disable(EnableCap.TextureGenT);
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RectangleF position;
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SetColor(color);
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int block_hash = block.GetHashCode();
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if (block_cache.ContainsKey(block_hash))
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{
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GL.CallList(block_cache[block_hash]);
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}
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else
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{
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using (TextExtents extents = rasterizer.MeasureText(ref block))
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{
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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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// Do not render whitespace characters or characters outside the clip rectangle.
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if (glyph.IsWhiteSpace || extents[current].Width == 0 || extents[current].Height == 0)
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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, rasterizer, TextQuality);
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CachedGlyphInfo info = Cache[glyph];
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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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{
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if (inactive_lists.Count > 0)
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{
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List<Vector2> list = inactive_lists.Dequeue();
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list.Clear();
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active_lists.Add(info.Texture, list);
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}
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else
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{
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active_lists.Add(info.Texture, new List<Vector2>());
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}
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}
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{
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// Interleaved array: Vertex, TexCoord, Vertex, ...
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List<Vector2> current_list = active_lists[info.Texture];
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current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
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current_list.Add(new Vector2(position.Left, position.Top));
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current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
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current_list.Add(new Vector2(position.Left, position.Bottom));
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current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
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current_list.Add(new Vector2(position.Right, position.Bottom));
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current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
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current_list.Add(new Vector2(position.Right, position.Bottom));
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current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
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current_list.Add(new Vector2(position.Right, position.Top));
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current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
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current_list.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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int display_list = 0;
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if ((block.Options & TextPrinterOptions.NoCache) == 0)
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{
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display_list = GL.GenLists(1);
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// Mesa Indirect gerates an InvalidOperation error right after
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// GL.EndList() when using ListMode.CompileAndExecute.
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// Using ListMode.Compile as a workaround.
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GL.NewList(display_list, ListMode.Compile);
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}
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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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if ((block.Options & TextPrinterOptions.NoCache) == 0)
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{
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GL.EndList();
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block_cache.Add(block_hash, display_list);
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GL.CallList(display_list);
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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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GL.PopAttrib();
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}
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#endregion
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#region Clear
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public void Clear()
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{
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Cache.Clear();
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foreach (int display_list in block_cache.Keys)
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GL.DeleteLists(display_list, 1);
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block_cache.Clear();
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}
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#endregion
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#region Begin
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public void Begin()
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{
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if (disposed)
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throw new ObjectDisposedException(this.GetType().ToString());
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GraphicsContext.Assert();
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// Save the state of everything we are going to modify:
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// the current matrix mode, viewport state and the projection, modelview and texture matrices.
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// All these will be restored in the TextPrinter.End() method.
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int current_matrix;
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GL.GetInteger(GetPName.MatrixMode, out current_matrix);
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GL.GetInteger(GetPName.Viewport, out viewport.X);
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viewport_stack.Push(viewport);
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GL.GetFloat(GetPName.ProjectionMatrix, out matrix.Row0.X);
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projection_stack.Push(matrix);
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GL.GetFloat(GetPName.ModelviewMatrix, out matrix.Row0.X);
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modelview_stack.Push(matrix);
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GL.GetFloat(GetPName.TextureMatrix, out matrix.Row0.X);
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texture_stack.Push(matrix);
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// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
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// with size equal to the window (in pixels).
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// While we could also render text in 3D mode, it would be very hard to get
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// pixel-perfect precision.
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(viewport.X, viewport.Width, viewport.Height, viewport.Y, -1.0, 1.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.MatrixMode(MatrixMode.Texture);
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GL.LoadIdentity();
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GL.MatrixMode((MatrixMode)current_matrix);
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}
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#endregion
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#region End
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public void End()
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{
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if (disposed)
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throw new ObjectDisposedException(this.GetType().ToString());
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GraphicsContext.Assert();
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int current_matrix;
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GL.GetInteger(GetPName.MatrixMode, out current_matrix);
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viewport = viewport_stack.Pop();
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GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
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GL.MatrixMode(MatrixMode.Texture);
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matrix = texture_stack.Pop();
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GL.LoadMatrix(ref matrix);
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GL.MatrixMode(MatrixMode.Modelview);
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matrix = modelview_stack.Pop();
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GL.LoadMatrix(ref matrix);
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GL.MatrixMode(MatrixMode.Projection);
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matrix = projection_stack.Pop();
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GL.LoadMatrix(ref matrix);
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GL.MatrixMode((MatrixMode)current_matrix);
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}
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#endregion
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#endregion
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#region Protected Members
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protected abstract void SetBlendFunction();
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protected abstract void SetColor(Color color);
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protected abstract TextQuality TextQuality { get; }
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protected abstract GlyphCache Cache { get; }
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#endregion
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#region Static Members
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public static GL1TextOutputProvider Create(TextQuality quality)
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{
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if (!GL.SupportsExtension("Version12") || !GL.SupportsFunction("BlendColor") || quality == TextQuality.Low || quality == TextQuality.Medium)
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return new GL11TextOutputProvider(quality);
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else
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return new GL12TextOutputProvider(quality);
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}
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#endregion
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#region IDisposable Members
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public void Dispose()
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{
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if (!disposed)
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{
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Cache.Dispose();
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disposed = true;
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}
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}
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#endregion
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}
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}
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