Exemple #1
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        /// <summary>
        /// Initialise QFont from a font file
        /// </summary>
        /// <param name="fontPath">The font file to load</param>
        /// <param name="size">The size.</param>
        /// <param name="config">The configuration.</param>
        /// <param name="style">The style.</param>
        /// <param name="currentProjectionMatrix">The current projection matrix to create a font pixel perfect, for.</param>
        public QFont(string fontPath, float size, QFontBuilderConfiguration config,
            FontStyle style = FontStyle.Regular, Matrix4 currentProjectionMatrix = default(Matrix4))
        {
            Viewport? transToVp = null;
            float fontScale = 1f;
            if (config.TransformToCurrentOrthogProjection)
                transToVp = OrthogonalTransform(out fontScale, currentProjectionMatrix);

            using (Font font = GetFont(fontPath, size, style, config == null ? 1 : config.SuperSampleLevels, fontScale))
            {
                _fontName = font.ToString();
                InitialiseGlFont(font, config);
            }

            // TODO: What to do with transToVp?  Property:Matrix4 and use in QFontDrawing?
            //if (transToVp != null)_fontData.Pages
               //    Options.TransformToViewport = transToVp;
        }
Exemple #2
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        private void InitialiseGlFont(Font font, QFontBuilderConfiguration config, QFontData data = null)
        {
            _fontData = data ?? BuildFont(font, config, null);

            // Check and fail if more than one texture was generated. The original implementation of QFont supported
            // this by choosing them as the come but this ModernOpenGl -implementation would be handycapped by
            // allowing this degree of freedom. It is now possible to call DrawArrays for whole texts (requiring
            // shadows and text to be each 1 texture). This is quite efficient.
            // To cover it from another aspect: OpenGL 3.1 and more easily allow Textures of up to 8129² not
            // necessrily being base2 and square - this generousity should be hapily used and effiency be gained.
            // So there will be no implementation of VAO VBO based "Modern" OpenGL that is limited to 512 textures.
            // So this is a well takeable tradeoff
            if( _fontData.Pages.Length != 1 || (_fontData.dropShadowFont != null && _fontData.dropShadowFont.FontData.Pages.Length != 1))
            {
                throw new NotSupportedException("The implementation of QFontDrawing does not support multiple textures per Font/Shadow. " +
                                                "Thus this font can not be properly rendered in all cases. Reduce number of characters " +
                                                "or increase QFontBuilderConfiguration.MaxTexSize QFontShadowConfiguration.PageMaxTextureSize " +
                                                "to contain all characters/char-shadows in one Bitmap=>Texture.");
            }
        }
Exemple #3
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 /// <summary>
 ///     Initialise QFont from a System.Drawing.Font object
 /// </summary>
 /// <param name="font"></param>
 /// <param name="config"></param>
 public QFont(Font font, QFontBuilderConfiguration config = null)
 {
     InitialiseGlFont(font, config);
 }
Exemple #4
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 public static void CreateTextureFontFiles(string fileName, float size, string newFontName, QFontBuilderConfiguration config, FontStyle style = FontStyle.Regular)
 {
     using (Font font = GetFont(fileName, size, style, config == null ? 1 : config.SuperSampleLevels))
     {
         CreateTextureFontFiles(font, newFontName, config);
     }
 }
Exemple #5
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 private static QFontData BuildFont(Font font, QFontBuilderConfiguration config, string saveName)
 {
     var builder = new Builder(font, config);
     return builder.BuildFontData(saveName);
 }
Exemple #6
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 public Builder(Font font, QFontBuilderConfiguration config)
 {
     this.charSet = config.charSet;
     this.config = config;
     this.font = font;
 }
Exemple #7
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 public static void CreateTextureFontFiles(Font font, string newFontName, QFontBuilderConfiguration config)
 {
     QFontData fontData = BuildFont(font, config, newFontName);
     Builder.SaveQFontDataToFile(fontData, newFontName);
 }
        void drawGrid()
        {
            QFontBuilderConfiguration vonfig = new QFontBuilderConfiguration();


            GL.PushAttrib(AttribMask.EnableBit);
            QFont font = new QFont(Font);

            font.Options.Colour = new OpenTK.Graphics.Color4(0, 0, 0, 1.0f);
            GL.PopAttrib();

            //do minor lines first
            float min = unTransformY(0);
            float max = unTransformY(Height);

            int    exp = (int)(Math.Floor(Math.Log10(max - min)));
            double d   = Math.Pow(10.0, exp);

            d *= .1;
            //if((max-min)/d < 3) d*=.1;

            double graphmin = Math.Floor(min / d) * d;
            double graphmax = Math.Ceiling(max / d) * d;

            float alpha = (float)(1.0f - (150.0f - d * m_ScaleY) / 150.0f);

            alpha = Math.Max(alpha, 0.0f);
            alpha = Math.Min(alpha, 1.0f);

            GL.Color4(0, 0, 0, alpha / 2.0f);
            GL.LineWidth(1.5f);
            GL.Begin(BeginMode.Lines);
            for (double y = graphmin; y < graphmax + .5 * d; y += d)
            {
                int yi = (int)transformY((float)y);
                GL.Vertex2(0, yi);
                GL.Vertex2(Width, yi);
            }
            GL.End();
            //now major
            d       *= 10;
            graphmin = Math.Floor(min / d) * d;
            graphmax = Math.Ceiling(max / d) * d;
            alpha    = (float)(1.0f - (150.0 - d * m_ScaleY) / 150.0);
            alpha    = Math.Max(alpha, 0.0f);
            alpha    = Math.Min(alpha, 1.0f);

            for (double y = graphmin; y < graphmax + .5 * d; y += d)
            {
                GL.Color4(0.0f, 0.0f, 0, alpha / 2.0f);
                GL.Begin(BeginMode.Lines);
                int yi = (int)transformY((float)y);
                GL.Vertex2(0, yi);
                GL.Vertex2(Width, yi);
                GL.End();
                GL.PushAttrib(AttribMask.EnableBit);
                QFontBegin();
                font.Print(string.Format("{0:G}", y), new Vector2(5, Height - yi));
                QFontEnd();
                GL.PopAttrib();
            }

            ///////////////////////////////////////////////////////////////

            ////do minor lines first
            min = unTransformX(0);
            max = unTransformX(Width);

            exp = (int)(Math.Floor(Math.Log10(max - min)));
            d   = Math.Pow(10.0, exp);
            d  *= .1;
            //if((max-min)/d < 3) d*=.1;

            graphmin = Math.Floor(min / d) * d;
            graphmax = Math.Ceiling(max / d) * d;

            alpha = (float)(1.0 - (150.0 - d * TotalScaleX) / 150.0);
            alpha = Math.Max(alpha, 0.0f);
            alpha = Math.Min(alpha, 1.0f);

            GL.Color4(0, 0, 0, alpha / 2.0f);
            GL.Begin(BeginMode.Lines);
            for (double x = graphmin; x < graphmax + .5 * d; x += d)
            {
                int xi = (int)transformX((float)x);
                GL.Vertex2(xi, 0);
                GL.Vertex2(xi, Height);
            }
            GL.End();
            //now major
            d       *= 10;
            graphmin = Math.Floor(min / d) * d;
            graphmax = Math.Ceiling(max / d) * d;
            alpha    = (float)(1.0 - (150.0 - d * TotalScaleX) / 150.0);
            alpha    = Math.Max(alpha, 0.0f);
            alpha    = Math.Min(alpha, 1.0f);

            for (double x = graphmin; x < graphmax + .5 * d; x += d)
            {
                GL.Color4(0, 0, 0, alpha / 2.0f);
                GL.Begin(BeginMode.Lines);
                int xi = (int)transformX((float)x);
                GL.Vertex2(xi, 0);
                GL.Vertex2(xi, Height);
                GL.End();
                GL.PushAttrib(AttribMask.EnableBit);
                QFontBegin();
                font.Print(string.Format("{0:G}", x), new Vector2(xi + 15, 5));
                QFontEnd();
                GL.PopAttrib();
            }
        }
Exemple #9
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        public ButtonBackup(ShaderProgram program, string text, Color4 colour,
                            int x, int y, int width, int height, int windowWidth, int windowHeight,
                            Matrix4 projection, Func <Task> execDelegate,
                            LayoutAlign layoutAlign = LayoutAlign.TopRight, string fontLocation = "arial")
            : base(program)
        {
            LayoutAlign  = layoutAlign;
            WindowWidth  = windowWidth;
            WindowHeight = windowHeight;
            switch (LayoutAlign)
            {
            case LayoutAlign.TopRight:
                X      = x;
                Y      = WindowHeight - y;
                Width  = width;
                Height = -height;
                break;

            case LayoutAlign.TopLeft:
                X      = WindowWidth - x;
                Y      = WindowHeight - y;
                Width  = width;
                Height = -height;
                break;

            case LayoutAlign.BottomRight:
                X      = x;
                Y      = y;
                Width  = width;
                Height = -height;
                break;

            case LayoutAlign.BottomLeft:
                X      = WindowWidth - x;
                Y      = y;
                Width  = width;
                Height = -height;
                break;

            default:
                X      = x;
                Y      = y;
                Width  = width;
                Height = height;
                break;
            }
            // Create model, then populate button positional data to that model data.
            Vertices = new Vertex[] {
                new Vertex(// Top left
                    new Vector3(X, Y, 0.0f),
                    colour,
                    new Vector2(0.0f, 0.0f)),
                new Vertex(// Top right
                    new Vector3(X + Width, Y, 0.0f),
                    colour,
                    new Vector2(1.0f, 0.0f)),
                new Vertex(// Bottom right
                    new Vector3(X + Width, Y + Height, 0.0f),
                    colour,
                    new Vector2(1.0f, 1.0f)),
                new Vertex(// Bottom left
                    new Vector3(X, Y + Height, 0.0f),
                    colour,
                    new Vector2(0.0f, 1.0f))
            };
            Indices = new int[]
            {
                0, 1, 2,
                0, 3, 2
            };
            Text             = text;
            State            = ButtonState.NotPressed;
            ProjectionMatrix = projection;
            ExecDelegate     = execDelegate;
            // Configure text
            LabelDrawing = new QFontDrawing();
            var builderConfig = new QFontBuilderConfiguration(true)
            {
                ShadowConfig =
                {
                    BlurRadius = 2,
                    BlurPasses = 1,
                    Type       = ShadowType.Blurred
                },
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            LabelFont = new QFont(@"Resources\Fonts\" + fontLocation + ".ttf", 12, builderConfig);
            // Buffer text.
            LabelDrawing.DrawingPrimitives.Clear();
            LabelDrawing.Print(LabelFont, Text,
                               new Vector3(X + (Width / 2), Y, 0.0f),
                               new SizeF(Width, Height), QFontAlignment.Centre, new QFontRenderOptions()
            {
                WordWrap = false
            });
            LabelDrawing.RefreshBuffers();
        }
Exemple #10
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        /// <summary>Load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            _drawing          = new QFontDrawing();
            _controlsDrawing  = new QFontDrawing();
            _controlsTextOpts = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.8f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            _heading2        = new QFont("woodenFont.qfont", new QFontConfiguration(true));
            _heading2Options = new QFontRenderOptions {
                Colour = Color.White, DropShadowActive = true
            };

            var builderConfig = new QFontBuilderConfiguration(true)
            {
                ShadowConfig =
                {
                    BlurRadius = 2,
                    BlurPasses = 1,
                    Type       = ShadowType.Blurred
                },
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            //reduce blur radius because font is very small
            //best render hint for this font
            _mainText        = new QFont("Fonts/times.ttf", 14, builderConfig);
            _mainTextOptions = new QFontRenderOptions {
                DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f
            };

            _benchmarkResults = new QFont("Fonts/times.ttf", 14, builderConfig);

            _heading1 = new QFont("Fonts/HappySans.ttf", 72, new QFontBuilderConfiguration(true));

            _controlsText = new QFont("Fonts/HappySans.ttf", 32, new QFontBuilderConfiguration(true));

            _codeText = new QFont("Fonts/Comfortaa-Regular.ttf", 12, new QFontBuilderConfiguration());

            _heading1Options = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.2f, 0.2f, 0.2f, 1.0f).ToArgb()), DropShadowActive = true
            };
            _processedText   = QFontDrawingPrimitive.ProcessText(_mainText, _mainTextOptions, _preProcessed, new SizeF(Width - 40, -1), QFontAlignment.Left);
            _codeTextOptions = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.0f, 0.0f, 0.4f, 1.0f).ToArgb())
            };

            _monoSpaced        = new QFont("Fonts/Anonymous.ttf", 10, new QFontBuilderConfiguration());
            _monoSpacedOptions = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.1f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            // loop through some installed fonts and load them
            var ifc = new InstalledFontCollection();

            _installedFonts = new List <QFont>();

            foreach (var fontFamily in ifc.Families)
            {
                // Don't load too many fonts
                if (_installedFonts.Count > 15)
                {
                    break;
                }

                _installedFonts.Add(new QFont(fontFamily.Name, 14, new QFontBuilderConfiguration()));
            }

            GL.ClearColor(Color4.CornflowerBlue);
        }
Exemple #11
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        public void initializeGL()
        {
            GL.ClearColor(Color4.White);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
            // Blending
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
            // Z-buffer
            GL.ClearDepth(1.0f);
            GL.DepthMask(true);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Enable(EnableCap.DepthTest);
            // Stencil
            GL.ClearStencil(0);
            GL.Enable(EnableCap.StencilTest);
            GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
            // Smoothing
            GL.Enable(EnableCap.PolygonSmooth);
            GL.Enable(EnableCap.LineSmooth);
            GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.PointSmoothHint, HintMode.Nicest);
            // Sizes
            GL.PointSize(DrawOptions.pointSize);
            GL.LineWidth(DrawOptions.lineWidth);
            // Defining all the colors for further selection
            availableColors_ = new List <Color4>()
            {
                Color4.Blue, Color4.Green, Color4.DarkOrange,
                Color4.Red, Color4.SaddleBrown, Color4.Purple,
                Color4.DarkBlue, Color4.DarkCyan, Color4.Chocolate
            };
            selection_         = new Dictionary <string, List <uint> >();
            sequenceSelection_ = new List <string>();
            selectionColor_    = Color4.HotPink;
            // Update drawing constants
            DrawOptions.update(glControl_.Width, glControl_.Height);
            // Transformations
            location_         = Vector3.Zero;
            modelTranslation_ = Matrix4.Identity;
            modelScale_       = Matrix4.CreateScale(DrawOptions.defaultScale, DrawOptions.defaultScale, 1.0f);
            modelRotation_    = Matrix4.Identity;
            view_             = Matrix4.Identity;
            projection_       = Matrix4.CreateOrthographic(glControl_.Width, glControl_.Height, DrawOptions.zNear, DrawOptions.zFar);
            // Markers
            isShowNodeMarkers = true;
            // Fonts
            isShowNodeNames = false;
            fontDrawing_    = new QFontDrawing();
            var builderConfig = new QFontBuilderConfiguration(true)
            {
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            font_ = new QFont("Optima", 8, builderConfig);
            fontRenderOptions_ = new QFontRenderOptions()
            {
                Colour           = Color.Black,
                DropShadowActive = false,
                CharacterSpacing = 0.1f
            };
            // Compiling the shader
            shader_ = new Shader(shaderPath_ + "shaders/shader.vert", shaderPath_ + "shaders/shader.frag");
            // Lighting
            isLighting = true;
            shader_.SetVector3("light.ambient", LightingOptions.lightAmbient);
            shader_.SetVector3("light.diffuse", LightingOptions.lightDiffuse);
            shader_.SetVector3("light.specular", LightingOptions.lightSpecular);
            // Light attenuation constants
            shader_.SetFloat("light.constant", LightingOptions.lightConstant);
            shader_.SetFloat("light.linear", LightingOptions.lightLinear);
            shader_.SetFloat("light.quadratic", LightingOptions.lightQuadratic);
            // Material
            shader_.SetVector3("material.ambient", LightingOptions.materialAmbient);
            shader_.SetVector3("material.diffuse", LightingOptions.materialDiffuse);
            shader_.SetVector3("material.specular", LightingOptions.materialSpecular);
            shader_.SetFloat("material.shininess", LightingOptions.materialShininess);
            // Coordinate system
            coordinateSystem_                 = new CoordinateSystem();
            coordinateSystem_.font            = font_;
            coordinateSystem_.shader          = shader_;
            coordinateSystemOrigin_           = new Vector3(DrawOptions.originSystemX, DrawOptions.originSystemY, DrawOptions.originSystemZ);
            coordinateSystemScaleTranslation_ = Matrix4.CreateScale(DrawOptions.defaultScale, DrawOptions.defaultScale, 1.0f) * Matrix4.CreateTranslation(coordinateSystemOrigin_);
            // Viewport
            prevControlWidth_  = glControl_.Width;
            prevControlHeight_ = glControl_.Height;
        }
Exemple #12
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        /// <summary>Load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            this.Keyboard.KeyDown += KeyDown;
            drawing = new QFontDrawing();
            controlsDrawing = new QFontDrawing();
            controlsTextOpts = new QFontRenderOptions() { Colour = Color.FromArgb(new Color4(0.8f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true };

            heading2 = new QFont("woodenFont.qfont", new QFontConfiguration(addDropShadow: true), 1.0f);
            heading2Options = new QFontRenderOptions() { Colour = Color.White, DropShadowActive = true};

            var builderConfig = new QFontBuilderConfiguration(addDropShadow: true);
            builderConfig.ShadowConfig.blurRadius = 2; //reduce blur radius because font is very small
            builderConfig.ShadowConfig.blurPasses = 1;
            builderConfig.ShadowConfig.Type = ShadowType.Blurred;
            builderConfig.TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit; //best render hint for this font
            mainText = new QFont("Fonts/times.ttf", 14, builderConfig);
            mainTextOptions = new QFontRenderOptions() { DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f};

            _benchmarkResults = new QFont("Fonts/times.ttf", 14, builderConfig);

            heading1 = new QFont("Fonts/HappySans.ttf", 72, new QFontBuilderConfiguration(true));

            controlsText = new QFont("Fonts/HappySans.ttf", 32, new QFontBuilderConfiguration(true));

            codeText = new QFont("Fonts/Comfortaa-Regular.ttf", 12, new QFontBuilderConfiguration());

            heading1Options = new QFontRenderOptions() { Colour = Color.FromArgb(new Color4(0.2f, 0.2f, 0.2f, 1.0f).ToArgb()), DropShadowActive = true};
            _processedText = QFontDrawingPimitive.ProcessText(mainText, mainTextOptions, preProcessed, new SizeF(Width - 40, -1), QFontAlignment.Justify);
            codeTextOptions = new QFontRenderOptions() { Colour = Color.FromArgb(new Color4(0.0f, 0.0f, 0.4f, 1.0f).ToArgb()) };

            monoSpaced = new QFont("Fonts/Anonymous.ttf", 10, new QFontBuilderConfiguration());
            monoSpacedOptions = new QFontRenderOptions() { Colour = Color.FromArgb(new Color4(0.1f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true};

            GL.ClearColor(Color4.CornflowerBlue);
        }