Ejemplo n.º 1
0
 /// <summary>
 /// Use this shader for rendering.
 /// </summary>
 public void Use(bool setDefaultUniforms = true)
 {
     CurrentShader = this;
     GL.UseProgram(ProgramId);
     if (setDefaultUniforms)
     {
         SetDefaultUniforms();
     }
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Draw a string.
        /// </summary>
        /// <param name="text">Text that will be drawn</param>
        /// <param name="x">X-Position of the text</param>
        /// <param name="y">Y-Position of the text</param>
        protected void DrawString(string text, float x, float y, float size = 32f)
        {
            float scale = size / currentFontAtlas.Size;

            ShaderBase previousShader = ShaderBase.CurrentShader;

            textShader.Use();
            textShader.SetVector3("textColor", new Vector3(Color.R, Color.G, Color.B));

            int texcoordAttribLocation = GL.GetAttribLocation(textShader.ProgramId, "aTexcoord");

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, currentFontAtlas.TextureId);
            GL.Begin(PrimitiveType.Quads);
            float currentX = x;

            foreach (char character in text)
            {
                if (!currentFontAtlas.Characters.ContainsKey(character))
                {
                    continue;
                }

                CharacterData data = currentFontAtlas.Characters[character];

                GL.VertexAttrib2(texcoordAttribLocation, data.uvX1, data.uvY2);
                GL.Vertex2(currentX, y);
                GL.VertexAttrib2(texcoordAttribLocation, data.uvX2, data.uvY2);
                GL.Vertex2(currentX + data.xAdvance * scale, y);
                GL.VertexAttrib2(texcoordAttribLocation, data.uvX2, data.uvY1);
                GL.Vertex2(currentX + data.xAdvance * scale, y + data.height * scale);
                GL.VertexAttrib2(texcoordAttribLocation, data.uvX1, data.uvY1);
                GL.Vertex2(currentX, y + data.height * scale);

                currentX += data.xAdvance * scale;
            }

            GL.End();

            previousShader?.Use();
        }