Inheritance: IBufferable
Example #1
0
        public UIText(
            System.Windows.Forms.AnchorStyles anchor, System.Windows.Forms.Padding margin,
            System.Drawing.Size size, int zNear, int zFar, FontResource fontResource = null, int maxCharCount = 100)
            : base(anchor, margin, size, zNear, zFar)
        {
            if (fontResource == null)
            { this.fontResource = FontResource.Default; }
            else
            { this.fontResource = fontResource; }

            this.Name = this.GetType().Name;
            var shaderCodes = new ShaderCode[2];
            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
            @"Resources.UIText.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
            @"Resources.UIText.frag"), ShaderType.FragmentShader);
            var map = new PropertyNameMap();
            map.Add("position", "position");
            map.Add("uv", "uv");
            var model = new TextModel(maxCharCount);
            Renderer renderer = new Renderer(model, shaderCodes, map);

            this.model = model;
            this.Renderer = renderer;
        }
Example #2
0
        public GLText(
            System.Windows.Forms.AnchorStyles anchor, System.Windows.Forms.Padding margin,
            System.Drawing.Size size, int zNear, int zFar, FontResource fontResource = null, int maxCharCount = 100)
            : base(null, anchor, margin, size, zNear, zFar)
        {
            if (fontResource == null)
            {
                this.fontResource = FontResource.Default;
            }
            else
            {
                this.fontResource = fontResource;
            }

            this.Name = "GLText";
            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.GLText.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.GLText.frag"), ShaderType.FragmentShader);
            var map = new PropertyNameMap();

            map.Add("position", "position");
            map.Add("uv", "uv");
            var      model    = new TextModel(maxCharCount);
            Renderer renderer = new Renderer(model, shaderCodes, map);

            this.model    = model;
            this.Renderer = renderer;
        }
Example #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="maxCharCount">Max char count to display for this label.
        /// Careful to set this value because greater <paramref name="maxCharCount"/> means more space ocupied in GPU nemory.</param>
        /// <param name="labelHeight">Label height(in pixels)</param>
        /// <param name="fontTexture">Use which font to render text?</param>
        public LabelRenderer(int maxCharCount = 64, int labelHeight = 32, IFontTexture fontTexture = null)
            : base(null, null, null, new BlendSwitch(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.One))
        {
            GLSwitch blendSwitch = this.SwitchList.Find(x => x is BlendSwitch);

            if (blendSwitch == null)
            {
                throw new Exception();
            }
            this.blendSwitch = blendSwitch;

            if (fontTexture == null)
            {
                this.fontTexture = FontTexture.Default;
            }                                          // FontResource.Default; }
            else
            {
                this.fontTexture = fontTexture;
            }

            this.LabelHeight = labelHeight;

            var model = new TextModel(maxCharCount);

            this.bufferable = model;
            this.model      = model;

            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources\Label.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources\Label.frag"), ShaderType.FragmentShader);
            this.shaderCodes = shaderCodes;

            var map = new PropertyNameMap();

            map.Add("in_Position", TextModel.strPosition);
            map.Add("in_UV", TextModel.strUV);
            this.propertyNameMap = map;
        }