Added ITextPrinter.Begin()/End() functions to speed up font rendering. Updated Fonts and Text examples.

This commit is contained in:
the_fiddler 2007-11-12 07:36:34 +00:00
parent e020c2f55f
commit 8db2411038
4 changed files with 125 additions and 23 deletions

View file

@ -165,12 +165,7 @@ namespace Examples.Tutorial
{
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0.0, Width, Height, 0.0, 0.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
printer.Begin();
// Print using the first font.
for (int i = 0; i < handles.Length / 2; i++)
@ -190,6 +185,8 @@ namespace Examples.Tutorial
GL.Translate(0, fonts[i].Height, 0);
}
printer.End();
SwapBuffers();
}

View file

@ -120,20 +120,18 @@ namespace Examples.Tutorial
else if (scroll_speed < 0.0f && current_position < warparound_position)
current_position = initial_position;
// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
// with size equal to the window (in pixels).
// While we could also render text in 3D mode, it would be very hard to get
// pixel-perfect precision.
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0.0, Width, Height, 0.0, 0.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
// TextPrinter.Begin() sets up a 2d orthographic projection, with the x axis
// moving from 0 to viewport.Width (left to right) and the y axis from
// 0 to viewport.Height (top to bottom). This is the typical coordinate system
// used in 2d graphics, and is necessary for achieving pixel-perfect glyph rendering.
// TextPrinter.End() restores your previous projection/modelview matrices.
text.Begin();
GL.Translate(0.0f, current_position, 0.0f);
text.Draw(poem_handle);
text.End();
SwapBuffers();
}

View file

@ -21,5 +21,7 @@ namespace OpenTK.Fonts
void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment);
void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft);
void Draw(TextHandle handle);
void Begin();
void End();
}
}

View file

@ -27,6 +27,7 @@ namespace OpenTK.Fonts
//static char[] split_chars = new char[] { ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' };
static bool functionality_checked = false;
static ITextPrinterImplementation printer;
float[] viewport = new float[6];
#region --- Constructor ---
@ -62,21 +63,72 @@ namespace OpenTK.Fonts
#region --- ITextPrinter Members ---
#region public void Prepare(string text, TextureFont font, out TextHandle handle)
/// <summary>
/// Prepares text for drawing.
/// </summary>
/// <param name="text">The string to draw.</param>
/// <param name="font">The font to use for drawing.</param>
/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
/// <see cref="TextPrinter.Draw()"/>
public void Prepare(string text, TextureFont font, out TextHandle handle)
{
this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false);
}
#endregion
#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
/// <summary>
/// Prepares text for drawing.
/// </summary>
/// <param name="text">The string to draw.</param>
/// <param name="font">The font to use for drawing.</param>
/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
/// <param name="width">Not implemented.</param>
/// <param name="wordWarp">Not implemented.</param>
/// <see cref="TextPrinter.Draw()"/>
public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
{
this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false);
}
#endregion
#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
/// <summary>
/// Prepares text for drawing.
/// </summary>
/// <param name="text">The string to draw.</param>
/// <param name="font">The font to use for drawing.</param>
/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
/// <param name="width">Not implemented.</param>
/// <param name="wordWarp">Not implemented.</param>
/// <param name="alignment">Not implemented.</param>
/// <see cref="TextPrinter.Draw()"/>
public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
{
this.Prepare(text, font, out handle, width, wordWarp, alignment, false);
}
#endregion
#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
/// <summary>
/// Prepares text for drawing.
/// </summary>
/// <param name="text">The string to draw.</param>
/// <param name="font">The font to use for drawing.</param>
/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
/// <param name="width">Not implemented.</param>
/// <param name="wordWarp">Not implemented.</param>
/// <param name="alignment">Not implemented.</param>
/// <param name="rightToLeft">Not implemented.</param>
/// <see cref="TextPrinter.Draw()"/>
public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
{
if (!functionality_checked)
@ -88,6 +140,9 @@ namespace OpenTK.Fonts
if (text.Length > 8192)
throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 8192 characters");
if (wordWarp || rightToLeft || alignment != StringAlignment.Near)
throw new NotImplementedException();
Vector2[] vertices = new Vector2[8 * text.Length]; // Interleaved, vertex, texcoord, vertex, etc...
ushort[] indices = new ushort[6 * text.Length];
float x_pos = 0, y_pos = 0;
@ -167,8 +222,49 @@ namespace OpenTK.Fonts
handle.font = font;
}
#endregion
#region public void Draw(TextHandle handle)
/// <summary>
/// Draws the cached text referred to by the TextHandle.
/// </summary>
/// <param name="handle">The TextHandle to the cached text.</param>
public void Draw(TextHandle handle)
{
GL.BindTexture(TextureTarget.Texture2d, handle.font.Texture);
printer.Draw(handle);
}
#endregion
#region public void Draw(string text)
#endregion
#region public void Begin()
/// <summary>
/// Sets up OpenGL state for drawing text.
/// </summary>
public void Begin()
{
GL.PushMatrix();
GL.GetFloat(GetPName.Viewport, viewport);
// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
// with size equal to the window (in pixels).
// While we could also render text in 3D mode, it would be very hard to get
// pixel-perfect precision.
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], 0.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.PushAttrib(AttribMask.TextureBit);
GL.PushAttrib(AttribMask.EnableBit);
@ -177,15 +273,24 @@ namespace OpenTK.Fonts
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
GL.Disable(EnableCap.DepthTest);
GL.BindTexture(TextureTarget.Texture2d, handle.font.Texture);
printer.Draw(handle);
GL.PopAttrib();
GL.PopAttrib();
}
#endregion
#region public void End()
/// <summary>
/// Restores OpenGL state.
/// </summary>
public void End()
{
GL.PopAttrib();
GL.PopAttrib();
GL.PopMatrix();
}
#endregion
#endregion
}
}