mirror of
https://github.com/Ryujinx/Opentk.git
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266 lines
8.8 KiB
C#
266 lines
8.8 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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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 System.Text;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace Examples.Tutorial
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{
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[Example("Text Rendering (2D)", ExampleCategory.OpenGL, "1.x", Documentation = "TextRendering")]
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class TextRendering : GameWindow
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{
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TextRenderer renderer;
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Font serif = new Font(FontFamily.GenericSerif, 24);
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Font sans = new Font(FontFamily.GenericSansSerif, 24);
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Font mono = new Font(FontFamily.GenericMonospace, 24);
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/// <summary>
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/// Uses System.Drawing for 2d text rendering.
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/// </summary>
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public class TextRenderer : IDisposable
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{
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Bitmap bmp;
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Graphics gfx;
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int texture;
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Rectangle dirty_region;
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bool disposed;
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#region Constructors
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="width">The width of the backing store in pixels.</param>
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/// <param name="height">The height of the backing store in pixels.</param>
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public TextRenderer(int width, int height)
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{
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if (width <= 0)
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throw new ArgumentOutOfRangeException("width");
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if (height <= 0)
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throw new ArgumentOutOfRangeException("height ");
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if (GraphicsContext.CurrentContext == null)
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throw new InvalidOperationException("No GraphicsContext is current on the calling thread.");
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bmp = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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gfx = Graphics.FromImage(bmp);
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias;
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texture = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, texture);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0,
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PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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}
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#endregion
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#region Public Members
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/// <summary>
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/// Clears the backing store to the specified color.
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/// </summary>
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/// <param name="color">A <see cref="System.Drawing.Color"/>.</param>
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public void Clear(Color color)
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{
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gfx.Clear(color);
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dirty_region = new Rectangle(0, 0, bmp.Width, bmp.Height);
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}
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/// <summary>
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/// Draws the specified string to the backing store.
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/// </summary>
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/// <param name="text">The <see cref="System.String"/> to draw.</param>
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/// <param name="font">The <see cref="System.Drawing.Font"/> that will be used.</param>
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/// <param name="brush">The <see cref="System.Drawing.Brush"/> that will be used.</param>
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/// <param name="point">The location of the text on the backing store, in 2d pixel coordinates.
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/// The origin (0, 0) lies at the top-left corner of the backing store.</param>
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public void DrawString(string text, Font font, Brush brush, PointF point)
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{
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gfx.DrawString(text, font, brush, point);
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SizeF size = gfx.MeasureString(text, font);
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dirty_region = Rectangle.Round(RectangleF.Union(dirty_region, new RectangleF(point, size)));
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dirty_region = Rectangle.Intersect(dirty_region, new Rectangle(0, 0, bmp.Width, bmp.Height));
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}
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/// <summary>
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/// Gets a <see cref="System.Int32"/> that represents an OpenGL 2d texture handle.
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/// The texture contains a copy of the backing store. Bind this texture to TextureTarget.Texture2d
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/// in order to render the drawn text on screen.
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/// </summary>
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public int Texture
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{
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get
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{
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UploadBitmap();
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return texture;
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}
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}
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#endregion
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#region Private Members
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// Uploads the dirty regions of the backing store to the OpenGL texture.
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void UploadBitmap()
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{
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if (dirty_region != RectangleF.Empty)
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{
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System.Drawing.Imaging.BitmapData data = bmp.LockBits(dirty_region,
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System.Drawing.Imaging.ImageLockMode.ReadOnly,
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System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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GL.BindTexture(TextureTarget.Texture2D, texture);
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GL.TexSubImage2D(TextureTarget.Texture2D, 0,
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dirty_region.X, dirty_region.Y, dirty_region.Width, dirty_region.Height,
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PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
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bmp.UnlockBits(data);
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dirty_region = Rectangle.Empty;
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}
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}
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#endregion
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#region IDisposable Members
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void Dispose(bool manual)
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{
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if (!disposed)
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{
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if (manual)
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{
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bmp.Dispose();
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gfx.Dispose();
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if (GraphicsContext.CurrentContext != null)
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GL.DeleteTexture(texture);
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}
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disposed = true;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~TextRenderer()
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{
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Console.WriteLine("[Warning] Resource leaked: {0}.", typeof(TextRenderer));
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}
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#endregion
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}
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#region Constructor
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public TextRendering()
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: base(800, 600)
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{
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}
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#endregion
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#region OnLoad
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protected override void OnLoad(EventArgs e)
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{
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renderer = new TextRenderer(Width, Height);
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PointF position = PointF.Empty;
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renderer.Clear(Color.MidnightBlue);
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renderer.DrawString("The quick brown fox jumps over the lazy dog", serif, Brushes.White, position);
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position.Y += serif.Height;
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renderer.DrawString("The quick brown fox jumps over the lazy dog", sans, Brushes.White, position);
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position.Y += sans.Height;
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renderer.DrawString("The quick brown fox jumps over the lazy dog", mono, Brushes.White, position);
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position.Y += mono.Height;
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}
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#endregion
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#region OnUnload
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protected override void OnUnload(EventArgs e)
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{
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renderer.Dispose();
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}
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#endregion
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#region OnResize
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protected override void OnResize(EventArgs e)
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{
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GL.Viewport(ClientRectangle);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 4.0);
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}
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#endregion
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#region OnUpdateFrame
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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var keyboard = OpenTK.Input.Keyboard.GetState();
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if (keyboard[OpenTK.Input.Key.Escape])
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{
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this.Exit();
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}
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}
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#endregion
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#region OnRenderFrame
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Enable(EnableCap.Texture2D);
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GL.BindTexture(TextureTarget.Texture2D, renderer.Texture);
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GL.Begin(PrimitiveType.Quads);
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GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-1f, -1f);
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GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(1f, -1f);
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GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(1f, 1f);
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GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(-1f, 1f);
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GL.End();
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SwapBuffers();
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}
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#endregion
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#region Main
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public static void Main()
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{
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using (TextRendering example = new TextRendering())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30.0);
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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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