public override bool LoadFont(Font font) { Debug.Print(String.Format("LoadFont {0}", font.FaceName)); font.RealSize = font.Size * Scale; // we check if this font is already loaded, if so we dispose it first QFont sysQFont = font.RendererData as QFont; if (sysQFont != null) { sysQFont.Dispose(); } // get font style from the name var n = font.FaceName.Split('|'); var style = FontStyle.Regular; if (n.Length == 2) { style = FontStyle.TryParse(n[1], true, out style) == true ? style : FontStyle.Regular; } // now load the font - note this can fail (I think) if the font is not found sysQFont = new QFont(n[0], font.Size, new QFontBuilderConfiguration() { Characters = CharacterSet.General }, style); font.RendererData = sysQFont; return(true); //Debug.Print(String.Format("LoadFont {0}", font.FaceName)); //font.RealSize = font.Size * Scale; //System.Drawing.Font sysFont = font.RendererData as System.Drawing.Font; }
public void Dispose() { _font.Dispose(); _drawing.Dispose(); _Shader.Delete(); _texture.Dispose(); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GL.BindVertexArray(0); GL.BindVertexArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.DisableVertexAttribArray(0); GL.BindVertexArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.DisableVertexAttribArray(1); GL.BindVertexArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.DisableVertexAttribArray(2); GL.DeleteBuffer(IBO); GL.DeleteBuffer(vbo); GL.DeleteBuffer(dbo); GL.DeleteBuffer(tbo); GL.DeleteVertexArray(VAO); }
public override void Dispose() { Qfont_1280.Dispose(); Qfont_1400.Dispose(); Qfont_1920.Dispose(); manager.Dispose(); base.Dispose(); }
protected override void OnClosed(EventArgs e) { base.OnClosed(e); TerrainRenderer.Dispose(); FontDrawing.Dispose(); MainFont.Dispose(); }
public static void Font_Free() { if (FPS_Font != null) { FPS_Font.Dispose(); } if (FPS_FontDrawing != null) { FPS_FontDrawing.Dispose(); } }
public void Dispose() //remember to do image dispose later, both C# copy & tell OpenGL to dispose - more important than font { try { currentFont.Dispose(); } catch (Exception) { //nothing to do here for now } }
public void OnLoad() { string longest = step.Length > logic.Steps.ToString().Length ? step : logic.Steps.ToString(); float maxWidth = steps.Measure(longest, QFontAlignment.Left).Width, width; offsetX = OFFSET_X_PART * (field.X - field.BorderHalfsize) / 2; width = field.X - field.BorderHalfsize - 2 * offsetX; while (maxWidth > width) { goodFontsize = goodFontsize * (width / maxWidth) - 4; steps.Dispose(); steps = new QFont(FONTNAME, goodFontsize, new QFontBuilderConfiguration(false)); maxWidth = steps.Measure(longest, QFontAlignment.Left).Width; } offsetY = steps.Measure(step, QFontAlignment.Left).Height / 2; }
public override void FreeFont(Font font) { Debug.Print(String.Format("FreeFont {0}", font.FaceName)); if (font.RendererData == null) { return; } Debug.Print(String.Format("FreeFont {0} - actual free", font.FaceName)); QFont sysQFont = font.RendererData as QFont; if (sysQFont == null) { throw new InvalidOperationException("Freeing empty font"); } sysQFont.Dispose(); font.RendererData = null; }
public void Finish() { _myFont.Dispose(); _drawing.Dispose(); }
/// <summary> /// Disposes of this font instance, /// releasing all unmanaged resources. /// </summary> public void Dispose() { QFont.Dispose(); }
/// <summary> /// Creates the image on an OpenGL 2D texture and returns it's OpenGL handle. /// This function creates and destroys all the OpenGL objects it uses except the texture and framebuffer. /// </summary> /// <param name="singular">The singular form of the word</param> /// <param name="plural">The plural form of the word</param> /// <param name="imagePath">The path to the image showing the word to use</param> /// <param name="fbo">The framebuffer object that was used to render to the returned texture, still with the texture attached in color0</param> /// <param name="WIDTH">The width of the texture</param> /// <param name="HEIGHT">The height of the texture</param> static int MakeAllImage(String singular, String plural, String imagePath, out int fbo, out int WIDTH, out int HEIGHT) { #if LOG_DATA DataLogger.Log("[ImageManager] MakeAllImage was called", LoggingMode.Message); #endif WIDTH = 800; GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusDstAlpha); #if LOG_DATA DataLogger.Log(String.Concat("[ImageManager] Loading bitmap from \"", imagePath, "\""), LoggingMode.Message); #endif Bitmap bitmap = new Bitmap(imagePath); #region CalculateTextColor #if LOG_DATA DataLogger.Log("[ImageManager] Calculating text color", LoggingMode.Message); #endif //calculate whether to make the *noise text* black or white based on the colors on the image. float diffX = bitmap.Width / (float)COLOR_CALCULATOR_SAMPLE_FREQ; float diffY = bitmap.Height / (float)COLOR_CALCULATOR_SAMPLE_FREQ; int grayscaleTotal = 0; for (float x = (bitmap.Width - bitmap.Width / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; x < bitmap.Width; x += diffX) { for (float y = (bitmap.Height - bitmap.Height / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; y < bitmap.Height; y += diffY) { Color c = bitmap.GetPixel((int)x, (int)y); grayscaleTotal += c.R; grayscaleTotal += c.G; grayscaleTotal += c.B; } } bool isBlack = grayscaleTotal / (COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ * 3) > 127; #if LOG_DATA DataLogger.Log("[ImageManager] Text color: " + (isBlack ? "black" : "white"), LoggingMode.Message); #endif #endregion #region LoadQFont #if LOG_DATA DataLogger.Log("[ImageManager] Loading QFont data", LoggingMode.Message); #endif QFontShadowConfiguration shadowConfig = new QFontShadowConfiguration() { Type = ShadowType.Expanded, BlurRadius = 2, }; QFontBuilderConfiguration qconfig = new QFontBuilderConfiguration(true) { SuperSampleLevels = 4, TextGenerationRenderHint = TextGenerationRenderHint.AntiAlias, }; QFont qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144, FontStyle.Regular), qconfig); QFontDrawing qdraw = new QFontDrawing(); QFontRenderOptions opts = new QFontRenderOptions() { CharacterSpacing = 0.06f, Colour = Color.Black, }; ProcessedText text = QFontDrawingPrimitive.ProcessText(qfont, opts, plural + " be like", new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Left); SizeF topTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); qdraw.RefreshBuffers(); #endregion int topHeight = 40 + (int)(topTextSize.Height + 0.5f); HEIGHT = WIDTH * bitmap.Height / bitmap.Width + topHeight; #if LOG_DATA DataLogger.Log(String.Concat("[ImageManager] WIDTH=", WIDTH, " HEIGHT=", HEIGHT, " topHeight=", topHeight), LoggingMode.Message); #endif #region GenVBO #if LOG_DATA DataLogger.Log("[ImageManager] Generating VBO and VAO", LoggingMode.Message); #endif float[] vboData = new float[] { 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 0 }; int vbo = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BufferData(BufferTarget.ArrayBuffer, vboData.Length * 4, vboData, BufferUsageHint.StaticDraw); int vao = GL.GenVertexArray(); GL.BindVertexArray(vao); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 20, 0); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 20, 12); GL.EnableVertexAttribArray(1); #endregion #region LoadTexture #if LOG_DATA DataLogger.Log("[ImageManager] Generating texture for image", LoggingMode.Message); #endif int tex = GL.GenTexture(); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex); #if LOG_DATA DataLogger.Log("[ImageManager] Loading texture pixels from bitmap", LoggingMode.Message); #endif BitmapData bits = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bitmap.Width, bitmap.Height, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0); bitmap.UnlockBits(bits); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); #endregion #region LoadShaderProgram #if LOG_DATA DataLogger.Log("[ImageManager] Creating shaders", LoggingMode.Message); #endif int vs = GL.CreateShader(ShaderType.VertexShader); #if LOG_DATA DataLogger.Log("[ImageManager] Loading vertex shader from " + VERTEX_SHADER_LOCATION, LoggingMode.Message); #endif GL.ShaderSource(vs, File.ReadAllText(VERTEX_SHADER_LOCATION)); GL.CompileShader(vs); int tmp; GL.GetShader(vs, ShaderParameter.CompileStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] Vertex shader compilation failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] Vertex Shader Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetShaderInfoLog(vs), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF VERTEX SHADER INFO LOG]", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Vertex Shader compilation failed. Process can't continue."); } int fs = GL.CreateShader(ShaderType.FragmentShader); #if LOG_DATA DataLogger.Log("[ImageManager] Loading fragment shader from " + FRAGMENT_SHADER_LOCATION, LoggingMode.Message); #endif GL.ShaderSource(fs, File.ReadAllText(FRAGMENT_SHADER_LOCATION)); GL.CompileShader(fs); GL.GetShader(fs, ShaderParameter.CompileStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] Fragment shader compilation failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] Fragment Shader Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetShaderInfoLog(fs), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF FRAGMENT SHADER INFO LOG]", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Fragment Shader compilation failed. Process can't continue."); } #if LOG_DATA DataLogger.Log("[ImageManager] Performing OpenGL program creation commands", LoggingMode.Message); #endif int program = GL.CreateProgram(); GL.AttachShader(program, vs); GL.AttachShader(program, fs); GL.BindAttribLocation(program, 0, "vPosition"); GL.BindAttribLocation(program, 1, "vTexCoords"); GL.LinkProgram(program); GL.DetachShader(program, vs); GL.DetachShader(program, fs); GL.DeleteProgram(vs); GL.DeleteProgram(fs); int texUniformLoc = GL.GetUniformLocation(program, "tex"); int projUniformLoc = GL.GetUniformLocation(program, "Proj"); GL.UseProgram(program); GL.GetProgram(program, GetProgramParameterName.LinkStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] GL Program linking failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] GL Program Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetProgramInfoLog(program), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF GL PROGRAM INFO LOG]", LoggingMode.Message); DataLogger.Log("[ImageManager] Just a friendly reminder that GL PROGRAM refers to a OpenGL Shader Program with attached shaders", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Program linking failed. Process can't continue."); } #endregion #region MakeResultTextureFramebuffer #if LOG_DATA DataLogger.Log("[ImageManager] Generating Framebuffer & Texture for rendering", LoggingMode.Message); #endif int resultTex = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, resultTex); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, WIDTH, HEIGHT, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); fbo = GL.GenFramebuffer(); GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo); GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, resultTex, 0); if (GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete) { //error #if LOG_DATA DataLogger.Log("[ImageManager] Framebuffer creation failed", LoggingMode.Error); #endif throw new Exception("Framebuffer creation failed. Process can't continue."); } #endregion #region Drawing #if LOG_DATA DataLogger.Log("[ImageManager] Performing OpenGL draw commands", LoggingMode.Message); #endif GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo); GL.ClearColor(1f, 1f, 1f, 1f); GL.Clear(ClearBufferMask.ColorBufferBit); GL.UseProgram(program); Matrix4 mat = Matrix4.CreateOrthographicOffCenter(0, 1, 0, 1, -1, 1); GL.UniformMatrix4(projUniformLoc, false, ref mat); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex); GL.Uniform1(texUniformLoc, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindVertexArray(vao); GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); GL.Viewport(0, HEIGHT - topHeight, WIDTH, topHeight); qdraw.ProjectionMatrix = Matrix4.CreateTranslation(TEXT_BORDER_SPACE, topTextSize.Height + TEXT_BORDER_SPACE, 0) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, topHeight, -1, 1); qdraw.Draw(); GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight); opts.DropShadowActive = true; opts.DropShadowColour = Color.White; opts.DropShadowOffset = Vector2.Zero;//new Vector2(-0.12f, 0.12f); text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre); SizeF noiseTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); float textScale = Math.Min((WIDTH - TEXT_BORDER_SPACE * 4) / noiseTextSize.Width, (HEIGHT - TEXT_BORDER_SPACE * 4) / noiseTextSize.Height); #if LOG_DATA DataLogger.Log("[ImageManager] Updating QFont size (disposing and reloading)", LoggingMode.Message); #endif qfont.Dispose(); qconfig.ShadowConfig = shadowConfig; qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144 * textScale, FontStyle.Regular), qconfig); qdraw.DrawingPrimitives.Clear(); opts.Colour = isBlack ? Color.Black : Color.White; opts.DropShadowColour = isBlack ? Color.White : Color.Black; text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre); qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); qdraw.ProjectionMatrix = Matrix4.CreateTranslation(WIDTH / 2f, noiseTextSize.Height * textScale / 2f + (HEIGHT - topHeight) / 2f, 0f) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, HEIGHT - topHeight, -1, 1); qdraw.RefreshBuffers(); qdraw.Draw(); #if LOG_DATA DataLogger.Log("[ImageManager] Done drawing", LoggingMode.Success); #endif #endregion #region Disposing #if LOG_DATA DataLogger.Log("[ImageManager] Disposing MakeAllImage resources", LoggingMode.Message); #endif bitmap.Dispose(); qfont.Dispose(); qdraw.Dispose(); GL.DeleteProgram(program); GL.DeleteTexture(tex); GL.DeleteBuffer(vbo); GL.DeleteVertexArray(vao); #endregion #if LOG_DATA DataLogger.Log("[ImageManager] MakeAllImage is done. Returning texture and framebuffer data", LoggingMode.Message); #endif return(resultTex); }
public void Dispose() { _drawing.Dispose(); _myFont.Dispose(); }
public void OnUnload(EventArgs e) { titleFont.Dispose(); subtitleFont.Dispose(); }