Updated font rendering code.

This commit is contained in:
the_fiddler 2007-10-26 15:55:24 +00:00
parent bd156c4ac0
commit c45f2d97e4
2 changed files with 196 additions and 132 deletions

View file

@ -24,7 +24,7 @@ namespace Examples.Tutorial
this.VSync = VSyncMode.On;
}
TextureFont serif;
TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 16.0f));
string[] poem = new StreamReader("Data/Poem.txt").ReadToEnd().Replace('\r', ' ').Split('\n');
float scroll_speed;
@ -33,24 +33,56 @@ namespace Examples.Tutorial
float warparound_position;
float current_position;
int display_list;
public override void OnLoad(EventArgs e)
{
GL.Enable(GL.Enums.EnableCap.TEXTURE_2D);
serif = new TextureFont(new Font(FontFamily.GenericSerif, 24, FontStyle.Regular, GraphicsUnit.Pixel));
serif.LoadGlyphs("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz,.!?");
serif.LoadGlyphs("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz,.!?;()\'- ");
scroll_speed = 4/(float)Height;
initial_position = -1.0f - 64 / (float)Height; // 64 pixels below the bottom of the screen;
warparound_position = 7.0f;
current_position = initial_position;
scroll_speed = -1.0f;
display_list = GL.GenLists(1);
GL.NewList(1, GL.Enums.ListMode.COMPILE);
GL.PushMatrix();
GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
GL.Ortho(0.0, Width, Height, 0.0, 0.0, 1.0);
GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
GL.LoadIdentity();
int i = 0, line = 0;
float x_pos, accum_x_pos = 0.0f;
foreach (string str in poem)
{
GL.Translate(0.0f, serif.LineSpacing * line, 0.0f);
foreach (char c in str)
{
serif.PrintFast(c);
x_pos = serif.MeasureWidth(str.Substring(i++, 1));
accum_x_pos += x_pos;
GL.Translate((int)(x_pos + 0.5f), 0.0f, 0.0f);
}
GL.LoadIdentity();
i = 0;
++line;
}
GL.PopMatrix();
GL.EndList();
}
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 16.0);
initial_position = Height + serif.LineSpacing;
warparound_position = -(poem.Length + 1) * serif.LineSpacing;
}
public override void OnUpdateFrame(UpdateFrameEventArgs e)
@ -58,38 +90,29 @@ namespace Examples.Tutorial
if (Keyboard[Key.Space])
scroll_speed = 0.0f;
if (Keyboard[Key.Down])
scroll_speed -= 1 / (float)Height;
scroll_speed += 1;
if (Keyboard[Key.Up])
scroll_speed += 1 / (float)Height;
scroll_speed -= 1;
if (Keyboard[Key.Escape])
this.Exit();
}
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
GL.LoadIdentity();
// We'll start printing from the lower left corner of the screen. The text
// will slowly move updwards - the user can control the movement speed with
// the keyboard arrows and the space bar.
current_position += scroll_speed * (float)e.ScaleFactor;
if (current_position > 0.0f && current_position > warparound_position)
current_position = initial_position;
else if (current_position < 0.0f && current_position < initial_position)
if (scroll_speed > 0.0f && current_position > initial_position)
current_position = warparound_position;
scroll_position = ((int)(current_position * (float)Height)) / (float)Height; // Round to closest pixel.
GL.Translate(-1.0f, scroll_position, 0.0f);
else if (scroll_speed < 0.0f && current_position < warparound_position)
current_position = initial_position;
scroll_position = current_position;
GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT);
float line_spacing = -2.0f * serif.LineSpacing / (float)Height;
foreach (string line in poem)
{
serif.Print(line);
GL.Translate(0.0f, line_spacing, 0.0f); // Move to the next line.
}
//GL.Translate(0.0f, scroll_position, 0.0f);
GL.CallList(display_list);
SwapBuffers();
}
@ -99,7 +122,7 @@ namespace Examples.Tutorial
public void Launch()
{
Run(30.0, 85.0);
Run(30.0, 0.0);
}
public static readonly int order = 6;

View file

@ -11,65 +11,33 @@ using OpenTK.Platform;
namespace OpenTK.Fonts
{
public class TextureFont
public class TextureFont : IDisposable
{
Font font;
Dictionary<char, LoadedGlyph> loaded_glyphs = new Dictionary<char, LoadedGlyph>(36);
Graphics gfx;
Dictionary<char, int> loaded_glyphs = new Dictionary<char, int>(36);
Graphics gfx = Graphics.FromImage(new Bitmap(1, 1));
struct LoadedGlyph
{
public int List;
public float Width, Height;
}
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;
if (pack == null)
{
// 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;
PrepareTexturePacker(size, size);
gfx = Graphics.FromImage(new Bitmap(1, 1));
}
}
/// <summary>
/// Not ready yet.
/// Prepares the specified glyphs for rendering.
/// </summary>
/// <param name="width"></param>
/// <param name="height"></param>
private void PrepareTexturePacker(int width, int height)
{
texture_width = width;
texture_height = height;
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.LINEAR);
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);
}
/// <param name="glyphs">The glyphs to prepare for rendering.</param>
public void LoadGlyphs(string glyphs)
{
foreach (char c in glyphs)
@ -79,16 +47,22 @@ namespace OpenTK.Fonts
}
}
private LoadedGlyph LoadGlyph(char 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))
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);
@ -101,17 +75,11 @@ namespace OpenTK.Fonts
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)screen_width;
float height = (rect.Top - rect.Bottom); // / (float)screen_height;
float width = rect.Right - rect.Left;
float height = rect.Bottom - rect.Top;
//width /= 2.0f;
LoadedGlyph lg = new LoadedGlyph();
lg.List = GL.GenLists(1);
GL.NewList(lg.List, GL.Enums.ListMode.COMPILE);
//GL.PushAttrib(GL.Enums.AttribMask.ALL_ATTRIB_BITS);
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);
@ -119,86 +87,159 @@ namespace OpenTK.Fonts
GL.Begin(GL.Enums.BeginMode.QUADS);
GL.TexCoord2(left, top);
GL.Vertex2(0.375f, 0.375f);
//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(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(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(0.375f, 0.375f + 2 * height);
GL.Vertex2(0.0f, height);
GL.End();
GL.PopAttrib();
GL.EndList();
lg.Width = 2 * width;
lg.Height = 2 * height;
loaded_glyphs.Add(g.Character, list);
loaded_glyphs.Add(g.Character, lg);
return lg;
return list;
}
}
float[] viewport = new float[6];
/// <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)
{
LoadedGlyph lg;
GL.GetFloat(GL.Enums.GetPName.VIEWPORT, viewport);
GL.PushMatrix();
GL.Scale(1.0f / (viewport[2] - viewport[0]), 1.0f / (viewport[3] - viewport[1]), 1.0f);
if (loaded_glyphs.TryGetValue(c, out lg))
int list;
if (loaded_glyphs.TryGetValue(c, out list))
{
GL.CallList(lg.List);
GL.CallList(list);
}
else
{
GL.CallList(LoadGlyph(c).List);
GL.CallList(LoadGlyph(c));
}
GL.PopMatrix();
}
public void Print(string str)
/// <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.GetFloat(GL.Enums.GetPName.VIEWPORT, viewport);
GL.PushMatrix();
GL.Scale(1.0f / (viewport[2] - viewport[0]), 1.0f / (viewport[3] - viewport[1]), 1.0f);
LoadGlyphs(str);
int i = 0;
foreach (char c in str)
{
LoadedGlyph lg = loaded_glyphs[c];
GL.CallList(lg.List);
//GL.Translate(lg.Width, 0.0f, 0.0f);
float width = gfx.MeasureString(str.Substring(i, 1), font, 256, StringFormat.GenericTypographic).Width;
if (width == 0.0f) width = 8.0f; // Spacebar.
GL.Translate(2 * width, 0.0f, 0.0f);
++i;
}
GL.PopMatrix();
}
public void Print(string format, params object[] args)
{
Print(String.Format(format, args));
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
}
}