Beispiel #1
0
        protected override void OnLoad()
        {
            // The font factory allows us to extract the font information and construct a font texture using the
            // System.Drawing library.
            var systemFont = new System.Drawing.Font(FontFamily.GenericSansSerif, 64, GraphicsUnit.Pixel);

            var(textureData, font) = FontFactory.From(systemFont, 1);
            fontTexture            = textureData.ToTexture(t =>
            {
                t.SetFilterMode(TextureMinFilter.LinearMipmapLinear, TextureMagFilter.Nearest);
                t.GenerateMipmap();
            });

            // We set up a mesh builder, and renderer as usual. We bind the font texture from the font loading into the
            // shader.
            meshBuilder = new ExpandingIndexedTrianglesMeshBuilder <UVVertexData>();

            var renderable = meshBuilder.ToRenderable();

            shaderProgram = ShaderProgram.FromShaders(
                ShaderFactory.Vertex.FromFile("text.vs"), ShaderFactory.Fragment.FromFile("text.fs"));

            renderer = BatchedRenderer.From(renderable, shaderProgram,
                                            new TextureUniform("fontTexture", TextureUnit.Texture0, fontTexture));

            // The text drawer is a helper class to help us draw text assuming that it will be rendered with the right
            // font texture bound.
            var textDrawer =
                new TextDrawer <UVVertexData, Void>(font, meshBuilder, (p, uv, _) => new UVVertexData(p, uv));

            textDrawer.DrawLine(
                Vector3.Zero, "Hello World!",
                64, 0.5f, 0.5f,
                Vector3.UnitX * 2 / 1280, -Vector3.UnitY * 2 / 720,
                default);
        }