public void RenderFullscreenQuad(RShader shader) { RViewport viewport = REngine.Instance._viewport; quadVerts[0].Position = new Vector2(-1, -1); quadVerts[0].TexCoord = new Vector2(0, 0); quadVerts[1].Position = new Vector2(1, -1); quadVerts[1].TexCoord = new Vector2(1, 0); quadVerts[2].Position = new Vector2(1, 1); quadVerts[2].TexCoord = new Vector2(1, 1); quadVerts[3].Position = new Vector2(-1, 1); quadVerts[3].TexCoord = new Vector2(0, 1); vertexQuad2D.SetData <RVertexData2D>(quadVerts); shader.Bind(); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); vertexQuad2D.Bind(); vertexQuad2D.BindVertexArray(); indexQuad2D.Bind(); vertexQuad2D.VertexDeclaration.Apply(shader, IntPtr.Zero); GL.DrawElements(PrimitiveType.Triangles, indexQuad2D.IndexCount, DrawElementsType.UnsignedShort, IntPtr.Zero); REngine.CheckGLError(); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.DstAlpha); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); indexQuad2D.Unbind(); vertexQuad2D.UnbindVertexArray(); vertexQuad2D.Unbind(); shader.Unbind(); }
internal void Render(ref RShader shader, ref RVertexBuffer vertexBuffer, ref RIndexBuffer indexBuffer, string text, Vector2 location, RColor color, Matrix matrix) { Vector2 pen = location; pen.Y += MeasureString(text).Height; float x = pen.X; List <RVertexData2D> quads = new List <RVertexData2D>(); foreach (char c in text) { if (c == '\r') { continue; } if (c == '\n') { pen.X = x; pen.Y += LineHeight; continue; } if (c == ' ') { pen.X += SpaceWidth; continue; } if (c == '\t') { pen.X += (SpaceWidth * 3); continue; } RFontGlyph glyph = GetGlyphForChar(c); var dest = new Reactor.Math.Rectangle(); dest.X = (int)(pen.X + glyph.Offset.X); dest.Y = (int)pen.Y - ((int)glyph.Offset.Y); dest.Width = glyph.Bounds.Width; dest.Height = glyph.Bounds.Height; vertexBuffer.SetData <RVertexData2D>(AddQuads(dest, glyph.UVBounds)); vertexBuffer.Bind(); vertexBuffer.BindVertexArray(); indexBuffer.Bind(); vertexBuffer.VertexDeclaration.Apply(shader, IntPtr.Zero); GL.DrawElements(PrimitiveType.Triangles, indexBuffer.IndexCount, DrawElementsType.UnsignedShort, IntPtr.Zero); REngine.CheckGLError(); indexBuffer.Unbind(); vertexBuffer.Unbind(); vertexBuffer.UnbindVertexArray(); pen.X += glyph.Advance; } }