コード例 #1
0
 internal Fonts()
 {
     VerySmallFont  = new OpenGlFont(FontFamily.GenericSansSerif, 9.0f);
     SmallFont      = new OpenGlFont(FontFamily.GenericSansSerif, 12.0f);
     NormalFont     = new OpenGlFont(FontFamily.GenericSansSerif, 16.0f);
     LargeFont      = new OpenGlFont(FontFamily.GenericSansSerif, 21.0f);
     VeryLargeFont  = new OpenGlFont(FontFamily.GenericSansSerif, 27.0f);
     EvenLargerFont = new OpenGlFont(FontFamily.GenericSansSerif, 34.0f);
 }
コード例 #2
0
ファイル: OpenGlString.cs プロジェクト: zbx1425/OpenBVE
 /// <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, Vector2 location, TextAlignment alignment, Color128 color, bool shadow)
 {
     if (shadow)
     {
         Draw(font, text, new Vector2(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);
     }
 }
コード例 #3
0
        internal Fonts(HostInterface currentHost, FileSystem fileSystem)
        {
            fontCollection = new PrivateFontCollection();
            FontFamily uiFont = FontFamily.GenericSansSerif;

            switch (currentHost.Platform)
            {
            case HostPlatform.AppleOSX:
                // This gets us a much better Unicode glyph set
                uiFont = new FontFamily("Arial Unicode MS");
                break;
            }
            VerySmallFont  = new OpenGlFont(uiFont, 9.0f);
            SmallFont      = new OpenGlFont(uiFont, 12.0f);
            NormalFont     = new OpenGlFont(uiFont, 16.0f);
            LargeFont      = new OpenGlFont(uiFont, 21.0f);
            VeryLargeFont  = new OpenGlFont(uiFont, 27.0f);
            EvenLargerFont = new OpenGlFont(uiFont, 34.0f);
        }
コード例 #4
0
ファイル: OpenGlString.cs プロジェクト: zbx1425/OpenBVE
        private void DrawWithShader(string text, OpenGlFont font, double left, double top, Color128 color)
        {
            Shader.Activate();
            renderer.CurrentShader = Shader;
            Shader.SetCurrentProjectionMatrix(renderer.CurrentProjectionMatrix);
            Shader.SetCurrentModelViewMatrix(renderer.CurrentViewMatrix);

            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);
                    Shader.SetAtlasLocation(data.TextureCoordinates);
                    double x = left - (data.PhysicalSize.X - data.TypographicSize.X) / 2;
                    double y = top - (data.PhysicalSize.Y - data.TypographicSize.Y) / 2;

                    /*
                     * In the first pass, mask off the background with pure black.
                     */
                    GL.BlendFunc(BlendingFactor.Zero, BlendingFactor.OneMinusSrcColor);
                    Shader.SetColor(new Color128(color.A, color.A, color.A, 1.0f));
                    Shader.SetPoint(new Vector2(x, y));
                    Shader.SetSize(data.PhysicalSize);

                    /*
                     * In order to call GL.DrawArrays with procedural data within the shader,
                     * we first need to bind a dummy VAO
                     * If this is not done, it will generate an InvalidOperation error code
                     */
                    renderer.dummyVao.Bind();
                    GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 6);
                    GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
                    Shader.SetColor(color);
                    GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 6);
                }
                left += data.TypographicSize.X;
            }
            renderer.RestoreBlendFunc();
        }
コード例 #5
0
        /// <summary>Gets the next smallest font</summary>
        /// <param name="currentFont">The font we require the smaller version for</param>
        /// <returns>The next smallest font</returns>
        public OpenGlFont NextSmallestFont(OpenGlFont currentFont)
        {
            switch ((int)currentFont.FontSize)
            {
            case 9:
            case 12:
                return(VerySmallFont);

            case 16:
                return(SmallFont);

            case 21:
                return(NormalFont);

            case 27:
                return(LargeFont);

            case 34:
                return(VeryLargeFont);

            default:
                return(EvenLargerFont);
            }
        }
コード例 #6
0
ファイル: OpenGlString.cs プロジェクト: zbx1425/OpenBVE
        /// <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, Vector2 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.
             * */
            double left;

            if ((alignment & TextAlignment.Left) == 0)
            {
                double 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.X;
                }

                if ((alignment & TextAlignment.Right) != 0)
                {
                    left = location.X - width;
                }
                else
                {
                    left = location.X - width / 2;
                }
            }
            else
            {
                left = location.X;
            }

            double top;

            if ((alignment & TextAlignment.Top) == 0)
            {
                double 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.Y > height)
                    {
                        height = data.TypographicSize.Y;
                    }
                }

                if ((alignment & TextAlignment.Bottom) != 0)
                {
                    top = location.Y - height;
                }
                else
                {
                    top = location.Y - height / 2;
                }
            }
            else
            {
                top = location.Y;
            }

            if (renderer.AvailableNewRenderer && Shader != null)
            {
                DrawWithShader(text, font, left, top, color);
            }
            else
            {
                DrawImmediate(text, font, left, top, color);
            }
        }
コード例 #7
0
ファイル: OpenGlString.cs プロジェクト: zbx1425/OpenBVE
        private void DrawImmediate(string text, OpenGlFont font, double left, double top, Color128 color)
        {
            /*
             * 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);

                    double x = left - (data.PhysicalSize.X - data.TypographicSize.X) / 2;
                    double y = top - (data.PhysicalSize.Y - data.TypographicSize.Y) / 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.X, data.TextureCoordinates.Y);
                    GL.Vertex2(x, y);
                    GL.TexCoord2(data.TextureCoordinates.X + data.TextureCoordinates.Z, data.TextureCoordinates.Y);
                    GL.Vertex2(x + data.PhysicalSize.X, y);
                    GL.TexCoord2(data.TextureCoordinates.X + data.TextureCoordinates.Z, data.TextureCoordinates.Y + data.TextureCoordinates.W);
                    GL.Vertex2(x + data.PhysicalSize.X, y + data.PhysicalSize.Y);
                    GL.TexCoord2(data.TextureCoordinates.X, data.TextureCoordinates.Y + data.TextureCoordinates.W);
                    GL.Vertex2(x, y + data.PhysicalSize.Y);
                    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.X, data.TextureCoordinates.Y);
                    GL.Vertex2(x, y);
                    GL.TexCoord2(data.TextureCoordinates.X + data.TextureCoordinates.Z, data.TextureCoordinates.Y);
                    GL.Vertex2(x + data.PhysicalSize.X, y);
                    GL.TexCoord2(data.TextureCoordinates.X + data.TextureCoordinates.Z, data.TextureCoordinates.Y + data.TextureCoordinates.W);
                    GL.Vertex2(x + data.PhysicalSize.X, y + data.PhysicalSize.Y);
                    GL.TexCoord2(data.TextureCoordinates.X, data.TextureCoordinates.Y + data.TextureCoordinates.W);
                    GL.Vertex2(x, y + data.PhysicalSize.Y);
                    GL.End();
                }

                left += data.TypographicSize.X;
            }

            renderer.RestoreBlendFunc();
            GL.Disable(EnableCap.Texture2D);

            GL.PopMatrix();

            GL.MatrixMode(MatrixMode.Projection);
            GL.PopMatrix();
        }