/// <summary>Renders a string to the screen.</summary> /// <param name="font">The font to use.</param> /// <param name="text">The string to render.</param> /// <param name="location">The location.</param> /// <param name="alignment">The alignment.</param> /// <param name="color">The color.</param> /// <param name="shadow">Whether to draw a shadow.</param> /// <remarks>This function sets the OpenGL blend function to glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA).</remarks> public void Draw(OpenGlFont font, string text, Point location, TextAlignment alignment, Color128 color, bool shadow) { if (shadow) { Draw(font, text, new Point(location.X - 1, location.Y + 1), alignment, new Color128(0.0f, 0.0f, 0.0f, 0.5f * color.A)); Draw(font, text, location, alignment, color); } else { Draw(font, text, location, alignment, color); } }
/// <summary>Renders a string to the screen.</summary> /// <param name="font">The font to use.</param> /// <param name="text">The string to render.</param> /// <param name="location">The location.</param> /// <param name="alignment">The alignment.</param> /// <param name="color">The color.</param> /// <remarks>This function sets the OpenGL blend function to glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA).</remarks> public void Draw(OpenGlFont font, string text, Point location, TextAlignment alignment, Color128 color) { if (text == null || font == null) { return; } renderer.LastBoundTexture = null; /* * Prepare the top-left coordinates for rendering, incorporating the * orientation of the string in relation to the specified location. * */ int left; if ((alignment & TextAlignment.Left) == 0) { int width = 0; for (int i = 0; i < text.Length; i++) { Texture texture; OpenGlFontChar data; i += font.GetCharacterData(text, i, out texture, out data) - 1; width += data.TypographicSize.Width; } if ((alignment & TextAlignment.Right) != 0) { left = location.X - width; } else { left = location.X - width / 2; } } else { left = location.X; } int top; if ((alignment & TextAlignment.Top) == 0) { int height = 0; for (int i = 0; i < text.Length; i++) { Texture texture; OpenGlFontChar data; i += font.GetCharacterData(text, i, out texture, out data) - 1; if (data.TypographicSize.Height > height) { height = data.TypographicSize.Height; } } if ((alignment & TextAlignment.Bottom) != 0) { top = location.Y - height; } else { top = location.Y - height / 2; } } else { top = location.Y; } /* * Render the string. * */ GL.Enable(EnableCap.Texture2D); GL.MatrixMode(MatrixMode.Projection); GL.PushMatrix(); unsafe { fixed(double *matrixPointer = &renderer.CurrentProjectionMatrix.Row0.X) { GL.LoadMatrix(matrixPointer); } GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); fixed(double *matrixPointer = &renderer.CurrentViewMatrix.Row0.X) { GL.LoadMatrix(matrixPointer); } } for (int i = 0; i < text.Length; i++) { Texture texture; OpenGlFontChar data; i += font.GetCharacterData(text, i, out texture, out data) - 1; if (renderer.currentHost.LoadTexture(texture, OpenGlTextureWrapMode.ClampClamp)) { GL.BindTexture(TextureTarget.Texture2D, texture.OpenGlTextures[(int)OpenGlTextureWrapMode.ClampClamp].Name); int x = left - (data.PhysicalSize.Width - data.TypographicSize.Width) / 2; int y = top - (data.PhysicalSize.Height - data.TypographicSize.Height) / 2; /* * In the first pass, mask off the background with pure black. * */ GL.BlendFunc(BlendingFactor.Zero, BlendingFactor.OneMinusSrcColor); GL.Begin(PrimitiveType.Quads); GL.Color4(color.A, color.A, color.A, 1.0f); GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Top); GL.Vertex2(x, y); GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Top); GL.Vertex2(x + data.PhysicalSize.Width, y); GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom); GL.Vertex2(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height); GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom); GL.Vertex2(x, y + data.PhysicalSize.Height); GL.End(); /* * In the second pass, add the character onto the background. * */ GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One); GL.Begin(PrimitiveType.Quads); GL.Color4(color.R, color.G, color.B, color.A); GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Top); GL.Vertex2(x, y); GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Top); GL.Vertex2(x + data.PhysicalSize.Width, y); GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom); GL.Vertex2(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height); GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom); GL.Vertex2(x, y + data.PhysicalSize.Height); GL.End(); } left += data.TypographicSize.Width; } renderer.RestoreBlendFunc(); GL.Disable(EnableCap.Texture2D); GL.PopMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.PopMatrix(); }