Implement support for multiple texture sheets.

This commit is contained in:
the_fiddler 2008-11-25 16:45:24 +00:00
parent 8249b75f42
commit 15eaba60a9

View file

@ -38,13 +38,18 @@ namespace OpenTK.Graphics.Text
{
#region Fields
SortedList<int, List<Vector2>> vertices = new SortedList<int,List<Vector2>>();
// Triangle lists, sorted by texture.
Dictionary<Texture2D, List<Vector2>> active_lists = new Dictionary<Texture2D, List<Vector2>>();
Queue<List<Vector2>> inactive_lists = new Queue<List<Vector2>>();
#endregion
#region Constructors
public GL1TextOutputProvider() { }
public GL1TextOutputProvider()
{
inactive_lists.Enqueue(new List<Vector2>());
}
#endregion
@ -75,8 +80,7 @@ namespace OpenTK.Graphics.Text
//GL.Translate(0, 256, 0);
GL.Begin(BeginMode.Triangles);
// Build layout
int current = 0;
foreach (char c in block.Text)
{
@ -90,26 +94,58 @@ namespace OpenTK.Graphics.Text
CachedGlyphInfo info = cache[c, block.Font];
RectangleF position = extents[current++];
// Use the real glyph width instead of the measured one
// (we want to achieve pixel perfect output).
position.Size = info.Rectangle.Size;
// Interleaved array: Vertex, TexCoord, Vertex, ...
GL.TexCoord2(info.RectangleNormalized.Left, info.RectangleNormalized.Top);
GL.Vertex2(position.Left, position.Top);
GL.TexCoord2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom);
GL.Vertex2(position.Left, position.Bottom);
GL.TexCoord2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom);
GL.Vertex2(position.Right, position.Bottom);
if (!active_lists.ContainsKey(info.Texture))
if (inactive_lists.Count > 0)
active_lists.Add(info.Texture, inactive_lists.Dequeue());
else
active_lists.Add(info.Texture, new List<Vector2>());
{
// Interleaved array: Vertex, TexCoord, Vertex, ...
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
active_lists[info.Texture].Add(new Vector2(position.Left, position.Top));
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
active_lists[info.Texture].Add(new Vector2(position.Left, position.Bottom));
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom));
GL.TexCoord2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom);
GL.Vertex2(position.Right, position.Bottom);
GL.TexCoord2(info.RectangleNormalized.Right, info.RectangleNormalized.Top);
GL.Vertex2(position.Right, position.Top);
GL.TexCoord2(info.RectangleNormalized.Left, info.RectangleNormalized.Top);
GL.Vertex2(position.Left, position.Top);
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
active_lists[info.Texture].Add(new Vector2(position.Right, position.Bottom));
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
active_lists[info.Texture].Add(new Vector2(position.Right, position.Top));
active_lists[info.Texture].Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
active_lists[info.Texture].Add(new Vector2(position.Left, position.Top));
}
}
GL.End();
// Render
foreach (Texture2D key in active_lists.Keys)
{
List<Vector2> list = active_lists[key];
key.Bind();
GL.Begin(BeginMode.Triangles);
for (int i = 0; i < list.Count; i += 2)
{
GL.TexCoord2(list[i]);
GL.Vertex2(list[i + 1]);
}
GL.End();
}
// Clean layout
foreach (List<Vector2> list in active_lists.Values)
{
list.Clear();
inactive_lists.Enqueue(list);
}
active_lists.Clear();
}
#endregion