Esempio n. 1
0
 /// <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);
     }
 }
Esempio n. 2
0
        /// <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();
        }