public override void DrawImage(Image img, RectangleF rect) { if (img.GLTextureID == 0) { img.LoadGL(); } Opengl32.glBindTexture(GLConsts.GL_TEXTURE_2D, img.GLTextureID); Opengl32.glEnable(GLConsts.GL_TEXTURE_2D); GL.Color(1, 1, 1, 1); GL.Begin(PrimitiveType.QUADS); GL.TexCoord(0, 0); GL.Vertex2(rect.Left, rect.Top); GL.TexCoord(1, 0); GL.Vertex2(rect.Right, rect.Top); GL.TexCoord(1, 1); GL.Vertex2(rect.Right, rect.Bottom); GL.TexCoord(0, 1); GL.Vertex2(rect.Left, rect.Bottom); GL.End(); Opengl32.glDisable(GLConsts.GL_TEXTURE_2D); }
public override void DrawRenderBitmap(RenderBitmap bmp) { float x1 = 0, y1 = 0, x2 = Width, y2 = Height; if (bmp == null || !(bmp is RenderBitmap3)) { return; } Opengl32.glEnable(GLConsts.GL_TEXTURE_2D); Opengl32.glBindTexture(GLConsts.GL_TEXTURE_2D, ((RenderBitmap3)bmp).FBO.Texture); GL.Color(1, 1, 1, 1); GL.Begin(PrimitiveType.QUADS); GL.TexCoord(0, 1); GL.Vertex2(x1, y1); GL.TexCoord(1, 1); GL.Vertex2(x2, y1); GL.TexCoord(1, 0); GL.Vertex2(x2, y2); GL.TexCoord(0, 0); GL.Vertex2(x1, y2); GL.End(); Opengl32.glDisable(GLConsts.GL_TEXTURE_2D); }
public override void DrawText(string str, PBrush brush, RectangleF rect, float size) { float quality = 5; size = Util.MmToPoint(size); rect = Util.MmToPoint(rect); gdi.Graphics dummy = gdi.Graphics.FromHwnd(IntPtr.Zero); gdi.Font ft = new gdi.Font("Calibri", size / Util.GetScaleFactor() * quality); gdi.SizeF s = dummy.MeasureString(str, ft); s.Height *= 2; s.Height *= quality; s.Width *= quality; gdi.Bitmap bmp = new gdi.Bitmap((int)s.Width, (int)s.Height); gdi.Color c1 = brush.GetColor(); gdi.Color c2 = gdi.Color.FromArgb(0, c1.R, c1.G, c1.B); gdi.SolidBrush b = new gdi.SolidBrush(c1); gdi.Graphics g = gdi.Graphics.FromImage(bmp); g.Clear(c2); g.DrawString(str, ft, b, new PointF(0, 0)); int tex = GLRenderer.Util.LoadTexture(bmp); Opengl32.glEnable(GLConsts.GL_TEXTURE_2D); Opengl32.glBindTexture(GLConsts.GL_TEXTURE_2D, tex); rect = new RectangleF(rect.X, rect.Y, s.Width / quality, s.Height / quality); GL.Color(1, 1, 1, 1); GL.Begin(PrimitiveType.QUADS); GL.TexCoord(0, 0); GL.Vertex2(rect.Left, rect.Top); GL.TexCoord(1, 0); GL.Vertex2(rect.Right, rect.Top); GL.TexCoord(1, 1); GL.Vertex2(rect.Right, rect.Bottom); GL.TexCoord(0, 1); GL.Vertex2(rect.Left, rect.Bottom); GL.End(); Opengl32.glDisable(GLConsts.GL_TEXTURE_2D); Opengl32.glDeleteTextures(1, ref tex); b.Dispose(); bmp.Dispose(); dummy.Dispose(); }