1 | ///
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2 | /// This file is part of ILNumerics Community Edition.
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3 | ///
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4 | /// ILNumerics Community Edition - high performance computing for applications.
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5 | /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net
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6 | ///
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7 | /// ILNumerics Community Edition is free software: you can redistribute it and/or modify
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8 | /// it under the terms of the GNU General Public License version 3 as published by
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9 | /// the Free Software Foundation.
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10 | ///
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11 | /// ILNumerics Community Edition is distributed in the hope that it will be useful,
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12 | /// but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 | /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 | /// GNU General Public License for more details.
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15 | ///
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16 | /// You should have received a copy of the GNU General Public License
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17 | /// along with ILNumerics Community Edition. See the file License.txt in the root
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18 | /// of your distribution package. If not, see <http://www.gnu.org/licenses/>.
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19 | ///
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20 | /// In addition this software uses the following components and/or licenses:
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21 | ///
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22 | /// =================================================================================
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23 | /// The Open Toolkit Library License
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24 | ///
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25 | /// Copyright (c) 2006 - 2009 the Open Toolkit library.
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26 | ///
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27 | /// Permission is hereby granted, free of charge, to any person obtaining a copy
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28 | /// of this software and associated documentation files (the "Software"), to deal
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29 | /// in the Software without restriction, including without limitation the rights to
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30 | /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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31 | /// the Software, and to permit persons to whom the Software is furnished to do
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32 | /// so, subject to the following conditions:
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33 | ///
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34 | /// The above copyright notice and this permission notice shall be included in all
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35 | /// copies or substantial portions of the Software.
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36 | ///
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37 | /// =================================================================================
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38 | ///
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39 |
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40 | using System;
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41 | using System.Collections.Generic;
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42 | using System.Text;
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43 | using System.Drawing;
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44 | using System.Drawing.Imaging;
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45 |
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46 | namespace ILNumerics.Drawing.Labeling {
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47 | /// <summary>
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48 | /// The class provides texture storage for a single class of texures (e.g. one font)
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49 | /// </summary>
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50 | /// <remarks>The texture items are stored in a single texture sheet
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51 | /// and organized via a simple binary tree.</remarks>
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52 | public abstract class ILTextureStorage {
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53 |
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54 | #region attributes / properties
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55 | protected Dictionary<string,ILTextureData> m_items;
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56 | protected int m_height;
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57 | protected int m_width;
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58 | protected int m_textureId;
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59 | /// <summary>
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60 | /// cache, which texture has been bound at last
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61 | /// </summary>
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62 | protected bool m_disposed = true;
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63 | protected static int[] m_tmpData;
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64 | protected Node m_root;
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65 |
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66 | /// <summary>
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67 | /// overall height of the internal texture sheet
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68 | /// </summary>
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69 | public int Height {
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70 | get { return m_height; }
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71 | }
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72 |
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73 | /// <summary>
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74 | /// current width of the internal texture sheet
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75 | /// </summary>
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76 | public int Width {
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77 | get { return m_width; }
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78 | }
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79 | /// <summary>
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80 | /// Key used to identify the texure in the graphic system
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81 | /// </summary>
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82 | public int TextureID {
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83 | get {
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84 | return m_textureId;
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85 | }
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86 | }
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87 | #endregion
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88 |
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89 | #region constructor
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90 | /// <summary>
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91 | /// construct new storage
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92 | /// </summary>
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93 | /// <param name="height">absolute height (permanent)</param>
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94 | /// <param name="width">absolute width (permanent)</param>
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95 | /// <remarks>Suggested size parameter will be increased to the next power of two.</remarks>
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96 | public ILTextureStorage(int height, int width) {
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97 | m_items = new Dictionary<string,ILTextureData>();
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98 | if (width <= 0 || height <= 0)
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99 | throw new ArgumentOutOfRangeException("width & height ", width, "Must be greater than zero.");
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100 | // make size a power of 2
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101 | m_height = (int)Math.Pow(2,Math.Ceiling(Math.Log(height,2)));
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102 | m_width = (int)Math.Pow(2,Math.Ceiling(Math.Log(width,2)));
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103 | if (m_height > 1024) m_height = 1024; // limit to 1024 for compatibility reasons
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104 | if (m_width > 1024) m_width = 1024;
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105 | m_root = new Node();
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106 | m_root.Rect = new Rectangle(0,0,m_width,m_height);
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107 | InitTexture();
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108 | m_disposed = false;
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109 | //System.Diagnostics.Debug.WriteLine("ILTextureStorage (constr) ThreadID:"
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110 | // + System.Threading.Thread.CurrentThread.ManagedThreadId);
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111 | }
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112 | #endregion
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113 |
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114 | #region public / abstract interface
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115 | /// <summary>
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116 | /// fetch texture item from storage
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117 | /// </summary>
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118 | /// <param name="key"></param>
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119 | /// <returns></returns>
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120 | public virtual ILTextureData Get (string key) {
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121 | ILTextureData ret = null;
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122 | if (!m_items.TryGetValue(key,out ret)) {
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123 | return null; //throw new ArgumentException("no texture item has been found for key: " + key);
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124 | }
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125 | return ret;
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126 | }
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127 | /// <summary>
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128 | /// try to fetch item by key
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129 | /// </summary>
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130 | /// <param name="key">unique key</param>
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131 | /// <param name="item">[output] item found</param>
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132 | /// <returns>true: item was found, false otherwise</returns>
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133 | public virtual bool TryGetTextureItem(string key, out ILTextureData item) {
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134 | if (m_items.ContainsKey(key)) {
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135 | item = m_items[key];
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136 | return true;
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137 | }
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138 | item = null;
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139 | return false;
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140 | }
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141 | /// <summary>
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142 | /// test, if a key exists in the texture storage
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143 | /// </summary>
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144 | /// <param name="key">unique key to be tested for</param>
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145 | /// <returns>true if a texture item associated with that key exists, false otherwise</returns>
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146 | public bool Exists (string key) {
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147 | return m_items.ContainsKey(key);
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148 | }
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149 | /// <summary>
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150 | /// store bitmap into texture sheet
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151 | /// </summary>
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152 | /// <param name="key">unique key for item</param>
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153 | /// <param name="data">item bitmap data</param>
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154 | /// <param name="rect">rectangle used in data bitmap</param>
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155 | /// <returns>true on success</returns>
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156 | public virtual bool Store (string key, Bitmap data, Rectangle rect) {
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157 | if (data.Height > m_height || data.Width > m_width)
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158 | throw new ArgumentException("texture size is too large for this packer!");
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159 | // add to packer
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160 | ILTextureData item;
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161 | if (m_items.TryGetValue(key,out item)) {
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162 | item.Height = data.Height;
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163 | item.Width = data.Width;
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164 | // todo: remove item from packer & from texture sheet (somehow...[?])
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165 | } else {
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166 | item = new ILTextureData(rect.Height,rect.Width);
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167 | m_items.Add(key, item);
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168 | }
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169 | Node node = m_root.Insert(item);
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170 | if (node == null)
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171 | return false;
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172 | item.TextureRectangle = RectangleF.FromLTRB( (0.5f + node.Rect.Left) / m_width,
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173 | (0.5f + node.Rect.Top) / m_height,
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174 | (node.Rect.Right - 0.5f) / m_width,
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175 | (node.Rect.Bottom - 0.5f) /m_height);
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176 | Store(data,rect, node.Rect);
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177 | return true;
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178 | }
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179 | /// <summary>
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180 | /// store bitmap into texture sheet
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181 | /// </summary>
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182 | /// <param name="key">unique key for item</param>
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183 | /// <param name="data">item bitmap data</param>
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184 | /// <param name="bmpRect">used rectangle in data bitmap</param>
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185 | public virtual bool Store (string key, Bitmap data, RectangleF bmpRect) {
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186 | if (bmpRect.Height > m_height || bmpRect.Width > m_width)
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187 | throw new ArgumentException("texture size is too large for this packer!");
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188 | // add to packer
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189 | ILTextureData item; Node node;
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190 | Rectangle itemRect = Rectangle.Ceiling(bmpRect);
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191 | if (m_items.TryGetValue(key,out item)) {
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192 | item.Height = itemRect.Height;
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193 | item.Width = itemRect.Width;
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194 | // todo: remove item from packer & from texture sheet (somehow...[?])
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195 | node = m_root.Insert(item);
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196 | if (node == null)
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197 | return false;
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198 | } else {
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199 | item = new ILTextureData(itemRect.Height, itemRect.Width);
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200 | node = m_root.Insert(item);
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201 | if (node == null)
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202 | return false;
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203 | m_items.Add(key, item);
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204 | }
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205 | item.TextureRectangle = RectangleF.FromLTRB( (0.5f + node.Rect.Left) / m_width,
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206 | (0.5f + node.Rect.Top) / m_height,
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207 | (node.Rect.Right - 0.5f) / m_width,
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208 | (node.Rect.Bottom - 0.5f) /m_height);
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209 | //item.TextureRectangle = RectangleF.FromLTRB( (0f + node.Rect.Left) / m_width,
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210 | // (0f + node.Rect.Top) / m_height,
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211 | // (node.Rect.Right - 0f) / m_width,
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212 | // (node.Rect.Bottom - 0f) /m_height);
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213 | Store(data,bmpRect,node.Rect);
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214 | return true;
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215 | }
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216 | /// <summary>
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217 | /// initialize texture sheet
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218 | /// </summary>
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219 | protected abstract void InitTexture();
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220 | /// <summary>
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221 | /// store item in texture sheet in GL
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222 | /// </summary>
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223 | /// <param name="data">new item bitmap data</param>
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224 | /// <param name="location">area in bitmap data to be stored</param>
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225 | /// <param name="rect">rectangle specifying area to store the data into,
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226 | /// texture coords: range from 0...1.0</param>
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227 | protected abstract void Store(Bitmap data, RectangleF location, RectangleF rect);
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228 | /// <summary>
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229 | /// select the texture storage as current in the GL
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230 | /// </summary>
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231 | /// <remarks>Calling this function before an storage / render operation is
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232 | /// obligatory in specific rendering machines (e.g. OpenGL). For GL's, where
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233 | /// it is not neccessary, the implementation must ignore any calls to this function.</remarks>
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234 | public abstract void MakeCurrent();
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235 | /// <summary>
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236 | /// Dispose off any texture storage's ressources
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237 | /// </summary>
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238 | public void Dispose() {
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239 | GC.SuppressFinalize(this);
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240 | Dispose(true);
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241 | }
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242 | /// <summary>
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243 | /// Dispose off manually
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244 | /// </summary>
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245 | /// <param name="manual"></param>
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246 | /// <remarks>The true disposing is done in the concrete implementation.</remarks>
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247 | public virtual void Dispose(bool manual) {
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248 | if (!m_disposed) {
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249 | if (manual) {
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250 | // free texture from GL
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251 | }
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252 | m_disposed = true;
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253 | }
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254 | }
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255 | /// <summary>
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256 | /// Finalizer, disposing ressources
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257 | /// </summary>
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258 | ~ILTextureStorage() {
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259 | Dispose(false);
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260 | }
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261 |
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262 | #endregion
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263 |
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264 | #region helper functions
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265 |
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266 | #endregion
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267 |
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268 | #region Node - binary tree
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269 | /// <summary>
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270 | /// class representing a binary tree, used to manage the items on the texture sheet
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271 | /// </summary>
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272 | /// <remarks>This code is a slightly modified version of the OpenTK.Utilities framework
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273 | /// TextPrinter/TextureStorage classes. See http://opentk.com for details.</remarks>
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274 | protected class Node
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275 | {
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276 | public Node()
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277 | {
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278 | }
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279 |
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280 | Node left, right;
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281 | Rectangle rect;
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282 | int use_count;
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283 |
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284 | public Rectangle Rect { get { return rect; } set { rect = value; } }
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285 | public Node Left { get { return left; } set { left = value; } }
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286 | public Node Right { get { return right; } set { right = value; } }
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287 |
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288 | #region --- Constructor ---
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289 |
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290 | public bool Leaf
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291 | {
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292 | get { return left == null && right == null; }
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293 | }
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294 |
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295 | #endregion
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296 |
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297 | #region public Node Insert(ILTextureData item)
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298 |
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299 | public Node Insert(ILTextureData item)
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300 | {
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301 | if (!this.Leaf)
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302 | {
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303 | // Recurse towards left child, and if that fails, towards the right.
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304 | Node new_node = left.Insert(item);
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305 | return new_node ?? right.Insert(item);
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306 | }
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307 | else
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308 | {
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309 | // We have recursed to a leaf.
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310 |
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311 | // If it is not empty go back.
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312 | if (use_count != 0)
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313 | return null;
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314 |
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315 | // If this leaf is too small go back.
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316 | if (rect.Width < item.Width || rect.Height < item.Height)
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317 | return null;
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318 |
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319 | // If this leaf is the right size, insert here.
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320 | if (rect.Width == item.Width && rect.Height == item.Height)
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321 | {
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322 | use_count = 1;
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323 | return this;
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324 | }
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325 |
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326 | // This leaf is too large, split it up. We'll decide which way to split
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327 | // by checking the width and height difference between this rectangle and
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328 | // out item's bounding box. If the width difference is larger, we'll split
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329 | // horizontaly, else verticaly.
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330 | left = new Node();
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331 | right = new Node();
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332 |
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333 | int dw = this.rect.Width - item.Width + 1;
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334 | int dh = this.rect.Height - item.Height + 1;
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335 |
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336 | if (dw > dh)
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337 | {
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338 | left.rect = new Rectangle(rect.Left, rect.Top, item.Width, rect.Height);
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339 | right.rect = new Rectangle(rect.Left + item.Width, rect.Top, rect.Width - item.Width, rect.Height);
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340 | }
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341 | else
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342 | {
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343 | left.rect = new Rectangle(rect.Left, rect.Top, rect.Width, item.Height);
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344 | right.rect = new Rectangle(rect.Left, rect.Top + item.Height, rect.Width, rect.Height - item.Height);
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345 | }
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346 |
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347 | return left.Insert(item);
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348 | }
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349 | }
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350 |
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351 | #endregion
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352 |
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353 | #region public void Clear()
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354 |
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355 | public void Clear()
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356 | {
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357 | if (left != null)
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358 | left.Clear();
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359 | if (right != null)
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360 | right.Clear();
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361 |
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362 | left = right = null;
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363 | }
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364 |
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365 | #endregion
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366 | }
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367 |
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368 | #endregion
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369 |
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370 | }
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371 | }
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