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.Text;
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42 | using System.Drawing;
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43 | using System.Collections.Generic;
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44 | using ILNumerics.Drawing.Interfaces;
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45 | using OpenTK;
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46 | using OpenTK.Graphics;
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47 | using OpenTK.Graphics.OpenGL;
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48 | using OpenTK.Graphics.OpenGL.Enums;
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49 | using ILNumerics.Drawing;
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50 | using ILNumerics.Drawing.Labeling;
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51 |
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52 | namespace ILNumerics.Drawing.Platform.OpenGL {
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53 | /// <summary>
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54 | /// Basic OpenGL implementation for IILTextRenderer
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55 | /// </summary>
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56 | [ILRenderer(GraphicDeviceType.OpenGL,"Outline","OpenGL cached, outlined textures, world coords",true,CoordSystem.World3D)]
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57 | public class ILOGLWorldRenderer : IILTextRenderer {
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58 |
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59 | #region event handling
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60 | /// <summary>
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61 | /// fires when the texture storage has been cleared
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62 | /// </summary>
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63 | public event EventHandler CacheCleared;
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64 | void m_textureManager_TextureCacheCleared(object sender, EventArgs e) {
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65 | if (CacheCleared != null)
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66 | CacheCleared(this,null);
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67 | }
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68 | #endregion
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69 |
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70 | #region member / properties
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71 | ILTextureManager m_textureManager;
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72 | float[] m_curPosition = new float[16];
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73 | Color m_colorOverride;
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74 | #endregion
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75 |
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76 | #region constructors
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77 |
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78 | public ILOGLWorldRenderer (ILPanel panel) {
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79 | m_textureManager = panel.TextureManager;
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80 | m_textureManager.TextureCacheCleared += new EventHandler(m_textureManager_TextureCacheCleared);
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81 | }
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82 |
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83 | #endregion
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84 |
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85 | #region IILTextRenderer Member
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86 |
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87 | public CoordSystem CoordSystem {
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88 | get { return CoordSystem.World3D; }
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89 | }
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90 |
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91 | public bool Cached {
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92 | get {
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93 | return true;
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94 | }
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95 | }
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96 |
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97 | public string Name {
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98 | get { return "Outline fonts"; }
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99 | }
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100 |
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101 | public string NameLong {
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102 | get { return "OpenGL outline fonts (OpenTK)"; }
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103 | }
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104 |
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105 | public GraphicDeviceType DeviceType {
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106 | get { return GraphicDeviceType.OpenGL; }
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107 | }
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108 |
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109 | public bool DrawAfterBufferSwapped {
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110 | get { return false; }
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111 | }
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112 |
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113 | public void Begin(ILRenderProperties p) {
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114 | if (GraphicsContext.CurrentContext == null)
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115 | throw new GraphicsContextException("No GraphicsContext is current in the calling thread.");
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116 |
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117 | GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit);
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118 |
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119 | GL.Enable(EnableCap.Texture2D);
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120 | GL.Enable(EnableCap.Blend);
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121 | GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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122 | GL.Disable(EnableCap.DepthTest);
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123 | }
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124 | public void Begin (ILRenderProperties p, ref double[] modelview) {
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125 | if (modelview == null || modelview.Length < 12) {
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126 | modelview = new double[16];
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127 | }
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128 | GL.GetDouble(GetPName.ModelviewMatrix,modelview);
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129 | Begin(p);
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130 | }
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131 |
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132 | public void End(ILRenderProperties p) {
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133 | GL.PopAttrib();
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134 | }
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135 | #endregion
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136 |
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137 | #region IILTextRenderer Member
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138 | /// <summary>
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139 | /// Place a new item into the texture cache
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140 | /// </summary>
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141 | /// <param name="key">unique key to identify the item for later reference</param>
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142 | /// <param name="bmp">bitmap containing the item data</param>
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143 | /// <param name="rect">area in <paramref name="bmp"/> containing the item's data</param>
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144 | public void Cache(string key, Bitmap bmp, RectangleF rect) {
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145 | m_textureManager.StoreTextureItem(key,bmp,rect);
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146 | }
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147 |
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148 | /// <summary>
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149 | /// Test if the cache contains an item with a specific key
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150 | /// </summary>
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151 | /// <param name="key">key</param>
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152 | /// <returns>true if the item was cached, false otherwise</returns>
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153 | public bool ExistsKey(string key) {
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154 | return m_textureManager.Exists(key);
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155 | }
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156 |
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157 | /// <summary>
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158 | /// try to get the size (screen pixels) of an item
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159 | /// </summary>
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160 | /// <param name="key">unique key identifying the item</param>
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161 | /// <param name="size">[output] size of the item (if found)</param>
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162 | /// <returns>true, if the item was found, false otherwise</returns>
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163 | public bool TryGetSize(string key, ref Size size) {
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164 | ILTextureData item;
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165 | if (m_textureManager.TryGetTextureItem(key,out item)) {
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166 | size = new Size(item.Width,item.Height);
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167 | return true;
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168 | } else {
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169 | return false;
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170 | }
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171 | }
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172 |
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173 | /// <summary>
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174 | /// Draws all items contained in a given render queue
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175 | /// </summary>
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176 | /// <param name="queue">render queue</param>
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177 | /// <param name="x1">x1-position</param>
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178 | /// <param name="y1">y1-position</param>
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179 | /// <param name="z1">z1-position</param>
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180 | /// <param name="x2">x2-position</param>
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181 | /// <param name="y2">y2-position</param>
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182 | /// <param name="z2">z2-position</param>
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183 | /// <param name="color">base color for items not containing individual colors</param>
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184 | /// <remarks><para>The render queue must contain only keys for already cached items!</para>
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185 | /// <para>The color parameter serves as a global color definition. It may be overwritten
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186 | /// by individual color specifications of the queue items.</para>
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187 | /// <para>Use this function to draw the render queue in world coords. The position parameters mark the upper left
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188 | /// and lower right corner of the quads to contain the render queue content.</para>
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189 | /// </remarks>
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190 | public void Draw(ILRenderQueue queue,
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191 | float x1, float y1, float z1, float x2, float y2, float z2,
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192 | Color color) {
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193 | float x, y, xm, ym;
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194 |
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195 | xm = (x2 - x1)/(queue.Size.Width);
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196 | ym = (y2 - y1)/(queue.Size.Height);
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197 | x = 0.5f; y = 0.5f;
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198 | int lineHeight = 0;
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199 | m_textureManager.Reset();
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200 | GLColor3(color);
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201 |
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202 | foreach (ILRenderQueueItem item in queue) {
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203 | // special symbols & control sequences
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204 | switch (item.Key) {
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205 | case "\r":
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206 | x = 0.5f;
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207 | break;
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208 | case "\n":
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209 | x = 0.5f;
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210 | y += lineHeight;
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211 | lineHeight = 0;
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212 | break;
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213 | default:
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214 | //since textures (may) lay on different sheets in GL memory,
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215 | // we cannot switch them in between Begin() and End(),
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216 | // we must start a new Begin with each Quad :(
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217 | // possible workaround: If only one sheet is used, draw all
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218 | // quads at once.
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219 | ILTextureData textData = m_textureManager.GetTextureItem(item.Key,true);
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220 | if (item.Color != Color.Empty) {
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221 | GLColor3(item.Color);
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222 | } else {
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223 | GLColor3(color);
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224 | }
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225 | GL.Begin(BeginMode.Quads);
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226 | RectangleF rectF = textData.TextureRectangle;
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227 | GL.TexCoord2(rectF.Left,rectF.Bottom);
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228 | GL.Vertex3(x*xm + x1,(y + textData.Height + item.Offset.Y-1)*ym+y1,z1); // ul
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229 | GL.TexCoord2(rectF.Left,rectF.Top);
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230 | GL.Vertex3(x*xm + x1,(y+ item.Offset.Y)*ym+y1,z1); // bl
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231 | x += textData.Width-1;
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232 | GL.TexCoord2(rectF.Right,rectF.Top);
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233 | GL.Vertex3(x*xm + x1,(y+ item.Offset.Y)*ym+y1,z1); // br
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234 | GL.TexCoord2(rectF.Right,rectF.Bottom);
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235 | GL.Vertex3(x*xm + x1,(y + textData.Height+ item.Offset.Y-1)*ym+y1,z1); // tr
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236 | if (textData.Height > lineHeight)
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237 | lineHeight = textData.Height;
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238 | GL.End();
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239 | #if BOUNDINGBOXES_ITEM
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240 | //// define DEBUG symbol to draw bounding box around each item (debug feature)
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241 | // todo: modify to draw in world coords if needed!!
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242 | //GL.Color3(Color.Red);
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243 | //GL.Begin(BeginMode.LineLoop);
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244 | // w-= textData.Width;
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245 | // GL.Vertex2(w,h + textData.Height); // ul
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246 | // GL.Vertex2(w,h); // bl
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247 | // w += textData.Width;
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248 | // GL.Vertex2(w,h); // br
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249 | // GL.Vertex2(w,h + textData.Height); // tr
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250 | //GL.End();
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251 | #endif
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252 | break;
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253 | }
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254 | }
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255 | #if BOUNDINGBOXES
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256 | //// define debugsymbol "BOUNDINGBOXES", to draw bounding box around whole expression
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257 | // todo: modify to draw in world coords if needed!!
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258 | //GL.Disable(EnableCap.Texture2D);
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259 | //GL.Color3(Color.Red);
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260 | //GL.LineWidth(1);
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261 | //GL.Begin(BeginMode.LineLoop);
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262 | // GL.Vertex2(0,0); // ul
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263 | // GL.Vertex2(0,queue.Size.Height); // bl
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264 | // GL.Vertex2(queue.Size.Width,queue.Size.Height); // br
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265 | // GL.Vertex2(queue.Size.Width,0); // tr
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266 | //GL.End();
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267 | //GL.Enable(EnableCap.Texture2D);
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268 | #endif
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269 | }
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270 |
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271 | public void Draw(ILRenderQueue renderQueue, Point position, TextOrientation orientation, Color color) {
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272 | Draw(renderQueue,position.X,position.Y,0,position.X + renderQueue.Size.Width,position.Y+renderQueue.Size.Height,0,color);
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273 | }
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274 |
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275 | public Color ColorOverride {
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276 | get {
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277 | return m_colorOverride;
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278 | }
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279 | set {
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280 | m_colorOverride = value;
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281 | }
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282 | }
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283 |
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284 | #endregion
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285 |
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286 | private void GLColor3(Color color) {
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287 | if (m_colorOverride.IsEmpty) {
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288 | GL.Color3(color);
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289 | } else {
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290 | GL.Color3(m_colorOverride);
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291 | }
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292 | }
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293 |
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294 | }
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295 | }
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