コード例 #1
0
 public void SetText(CharacterString cs, float lineSpacing = 1.1f, int maxLineLength = int.MaxValue)
 {
     float[] dat = cs.GetVertexData(new Vector2i(0, 0), 0, lineSpacing, maxLineLength);
     SetData(dat);
 }
コード例 #2
0
        public static void Main(string[] args)
        {
            //Init the Freetype library
            FreeType.Init(out FT_Library lib, out _);
            //Create a new FT_Face from a .ttf font file.
            FT_Face face = FT_Face.Create(lib, $@"{Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location)}\Fonts\Roboto-Regular.ttf", 0);
            string  s    = "";

            //Make an array of the chars we want to use.
            for (int i = 0; i < 256; i++)
            {
                s += (char)i;
            }

            //Create a new Textfont that we can use to render text with. Desired size is (auto, 48px)
            TextFont tf = new TextFont_Bitmap(face, new Vector2i(0, 48), s.ToCharArray());

            //Initialize Glue, Glfw, Create a window/context set it as current and load the available OpenGL functions.
            Glue.Init(1280, 720, "Hello Text", out window);

            //Create a new TextMesh.
            TextMesh m = new TextMesh();

            //Use the TextFont to create a texture atlas of the chars in the TextFont.
            tex = tf.CreateTexture2D();


            Shader vertShader = new Shader(Shader.ShaderStage.Vertex,
                                           "#version 330 core",
                                           "layout (location = 0) in vec2 vertPos;",
                                           "layout (location = 1) in vec2 uv;",
                                           "uniform mat4 projMatr;",
                                           "uniform mat4 transMatr;",
                                           "out vec2 texCoord;",
                                           "void main()",
                                           "{",
                                           "gl_Position = projMatr * (vec4(vertPos,0,1.0) * transMatr);",
                                           "texCoord = uv;",
                                           "}");

            Shader fragmentShader = new Shader(Shader.ShaderStage.Fragment,
                                               "#version 330 core",
                                               "in vec2 texCoord;",
                                               "out vec4 fragColor;",
                                               "uniform sampler2D fontBmp;",
                                               "void main()",
                                               "{",
                                               "fragColor = vec4(1,1,1,texture(fontBmp,texCoord).r);",
                                               "}");

            vertShader.Compile();
            fragmentShader.Compile();

            ShaderProgram sp = new ShaderProgram(vertShader, fragmentShader);

            sp.Link();

            sp.UseProgram();

            GL.glEnable(GL.GL_CULL_FACE);
            GL.glEnable(GL.GL_BLEND);
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
            GL.glFrontFace(GL.GL_CW);
            GL.glCullFace(GL.GL_BACK);

            Glfw.SwapInterval(1);

            int fontBmpLoc = sp.GetUniformLocation("fontBmp");
            int projLoc    = sp.GetUniformLocation("projMatr");
            int transLoc   = sp.GetUniformLocation("transMatr");


            tex.Bind(0);
            GL.glUniform1i(fontBmpLoc, 0);

            Matrix4x4 ortho       = Matrix4x4.CreateOrthographicProjection(0.0f, 1280f, 0.0f, 720f, -100f, 100f);
            Matrix4x4 transText   = Matrix4x4.CreateTranslationMatrix(new Vector3(0f, 720f, 0f));
            Matrix4x4 transBitmap = Matrix4x4.CreateTranslationMatrix(new Vector3(640f, 720f, 0f));

            GL.glUniformMatrix4fv(projLoc, true, ortho);
            GL.glUniformMatrix4fv(transLoc, true, transText);
            CharacterString cs = new CharacterString(tf, "");

            Mesh quad = Mesh.CreateScreenQuad(new Vector2i(640, 720));

            while (!window.ShouldClose())
            {
                GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
                GL.glUniformMatrix4fv(transLoc, true, transText);
                m.Draw();
                GL.glUniformMatrix4fv(transLoc, true, transBitmap);
                quad.Draw();
                Thread.Sleep(16);
                cs.ReplaceCharacters(window.Input);
                m.SetText(cs, maxLineLength: 640);

                window.SwapBuffers();
                Glfw.PollEvents();
            }

            Glue.Terminate();
        }