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; }
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; }
/// <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; }