Exemplo n.º 1
0
        public UIManager()
        {
            Debug.Log(Engine.Instance.ClientRectangle.Top.ToString());
            Debug.Log(Engine.Instance.Width / 2 + " : " + Engine.Instance.Height / 2);
            _drawing        = new QFontDrawing();
            _myFont         = new QFont("OpenSans.ttf", 15 / (Engine.Instance.Width / Engine.Instance.Height), new QFontBuilderConfiguration(true));
            RendeTextOption = new QFontRenderOptions {
                WordWrap = true,
                Colour   = Color.White, DropShadowActive = false
            };

            /*
             *
             * _drawing.DrawingPrimitives.Clear();
             * _drawing.Print(_myFont, "text1", new OpenTK.Vector3(Engine.Instance.Width / 2, Engine.Instance.Height / 2, 0), QFontAlignment.Centre);
             * // draw with options
             * var textOpts = new QFontRenderOptions()
             * {
             *  Colour = Color.FromArgb(new Color4(0.8f, 0.1f, 0.1f, 1.0f).ToArgb()),
             *  DropShadowActive = true
             * };
             * SizeF size = _drawing.Print(_myFont, "text2", pos2, FontAlignment.Left, textOpts);
             *
             * var dp = new QFontDrawingPimitive(_myFont2);
             * size = dp.Print(text, new Vector3(bounds.X, Height - yOffset, 0), new SizeF(maxWidth, float.MaxValue), alignment);
             * drawing.DrawingPimitiveses.Add(dp);*/

            // after all changes do update buffer data and extend it's size if needed.
            //_drawing.RefreshBuffers();
        }
Exemplo n.º 2
0
        /// <summary>Load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            this.Keyboard.KeyDown += KeyDown;
            drawing          = new QFontDrawing();
            controlsDrawing  = new QFontDrawing();
            controlsTextOpts = new QFontRenderOptions()
            {
                Colour = Color.FromArgb(new Color4(0.8f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            heading2        = new QFont("woodenFont.qfont", new QFontConfiguration(addDropShadow: true), 1.0f);
            heading2Options = new QFontRenderOptions()
            {
                Colour = Color.White, DropShadowActive = true
            };

            var builderConfig = new QFontBuilderConfiguration(addDropShadow: true);

            builderConfig.ShadowConfig.blurRadius  = 2; //reduce blur radius because font is very small
            builderConfig.ShadowConfig.blurPasses  = 1;
            builderConfig.ShadowConfig.Type        = ShadowType.Blurred;
            builderConfig.TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit; //best render hint for this font
            builderConfig.Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic;
            mainText        = new QFont("Fonts/times.ttf", 14, builderConfig);
            mainTextOptions = new QFontRenderOptions()
            {
                DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f
            };

            _benchmarkResults = new QFont("Fonts/times.ttf", 14, builderConfig);

            heading1 = new QFont("Fonts/HappySans.ttf", 72, new QFontBuilderConfiguration(true));

            controlsText = new QFont("Fonts/HappySans.ttf", 32, new QFontBuilderConfiguration(true));

            codeText = new QFont("Fonts/Comfortaa-Regular.ttf", 12, new QFontBuilderConfiguration());

            heading1Options = new QFontRenderOptions()
            {
                Colour = Color.FromArgb(new Color4(0.2f, 0.2f, 0.2f, 1.0f).ToArgb()), DropShadowActive = true
            };
            _processedText  = QFontDrawingPrimitive.ProcessText(mainText, mainTextOptions, preProcessed, new SizeF(Width - 40, -1), QFontAlignment.Left);
            codeTextOptions = new QFontRenderOptions()
            {
                Colour = Color.FromArgb(new Color4(0.0f, 0.0f, 0.4f, 1.0f).ToArgb())
            };

            monoSpaced        = new QFont("Fonts/Anonymous.ttf", 10, new QFontBuilderConfiguration());
            monoSpacedOptions = new QFontRenderOptions()
            {
                Colour = Color.FromArgb(new Color4(0.1f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            GL.ClearColor(Color4.CornflowerBlue);
        }
Exemplo n.º 3
0
        public override void Load()
        {
            SceneManager.GameWindow.Cursor = MouseCursor.Empty;

            _stage = new Stage(this.SceneManager);
            _stage.ShaderProgram = _shaderProgram;

            _loadingFontRenderOptions = new QFontRenderOptions();
            _loadingFontRenderOptions.DropShadowActive = true;
            _loadingFont        = SceneManager.GameFontLibrary.GetFirstOrDefault(GameFontType.Heading);
            _loadingFontDrawing = new QFontDrawing();
            _loadingFontDrawing.ProjectionMatrix = SceneManager.ScreenCamera.ScreenProjectionMatrix;
            _loadingText         = QFontDrawingPrimitive.ProcessText(_loadingFont.Font, _loadingFontRenderOptions, "Loading", new SizeF(200, -1), QFontAlignment.Centre);
            _loadingTextPosition = CalculateTextPosition(new Vector3((float)SceneManager.GameWindow.Width / 2, SceneManager.GameWindow.Height / 2, 0f), _loadingText);

            _songText = QFontDrawingPrimitive.ProcessText(_loadingFont.Font, _loadingFontRenderOptions, _song.SongBase.Identifier, new SizeF(SceneManager.GameWindow.Width - 40, -1), QFontAlignment.Centre);

            //Get difficulty options
            DifficultyOptions dOptions;

            switch ((DifficultyLevels)SceneManager.GameSettings["DifficultyLevel"])
            {
            case DifficultyLevels.Easy:
                dOptions = DifficultyOptions.Easy;
                break;

            case DifficultyLevels.Medium:
                dOptions = DifficultyOptions.Medium;
                break;

            case DifficultyLevels.Hard:
                dOptions = DifficultyOptions.Hard;
                break;

            case DifficultyLevels.Ultra:
                dOptions = DifficultyOptions.Ultra;
                break;

            case DifficultyLevels.Ninja:
                dOptions = DifficultyOptions.Ninja;
                break;

            default:
                //shouldn't happen
                throw new Exception("Invalid difficulty level specified");
            }

            var progress = new Progress <string>(status =>
            {
                _loadingStatus = status;
            });

            _loadTask = Task.Factory.StartNew(() => _stage.LoadAsync(_song, _audioCorrection, _maxAudioVolume, progress, _centerPolygon, _player, dOptions, (DifficultyLevels)SceneManager.GameSettings["DifficultyLevel"]));

            Loaded = true;
        }
Exemplo n.º 4
0
        public static void DrawShadowText(string text, QFont font, Color color, Vector2 position)
        {
            var dpOpt = new QFontRenderOptions()
            {
                Colour = color, LockToPixel = false, DropShadowActive = true
            };

            DrawText(text, font, new RectangleF(position.X, position.Y, 9999, 9999),
                     StringAlignment.Near, StringAlignment.Near, dpOpt);
        }
Exemplo n.º 5
0
        public static void DrawText(string text, QFont font, Color color, RectangleF bounds,
                                    StringAlignment vAlign = StringAlignment.Near,
                                    StringAlignment hAlign = StringAlignment.Near)
        {
            var dpOpt = new QFontRenderOptions()
            {
                Colour = color, LockToPixel = true
            };

            DrawText(text, font, bounds, vAlign, hAlign, dpOpt);
        }
Exemplo n.º 6
0
        public static void DrawShadowText(string text, QFont font, Color color, Vector4 bounds,
                                          StringAlignment vAlign = StringAlignment.Near,
                                          StringAlignment hAlign = StringAlignment.Near)
        {
            var dpOpt = new QFontRenderOptions()
            {
                Colour = color, LockToPixel = false, DropShadowActive = true
            };

            DrawText(text, font, new RectangleF(bounds.X, bounds.Y, bounds.Z, bounds.W),
                     vAlign, hAlign, dpOpt);
        }
Exemplo n.º 7
0
        public TFont()
        {
            RenderOptions = new QFontRenderOptions();

            Colour           = Color.Black;
            CharacterSpacing = 0.05f;
            WordSpacing      = 0.9f;
            LineSpacing      = 1.0f;
            DropShadowOffset = new Vector2(0.16f, 0.16f);
            DropShadowColour = new Color(0.0f, 0.0f, 0.0f, 0.5f);
            DropShadowActive = false;
        }
Exemplo n.º 8
0
        public static void DrawText(string text, QFont font, RectangleF bounds,
                                    StringAlignment vAlign,
                                    StringAlignment hAlign,
                                    QFontRenderOptions options)
        {
            if (!Freetype6Loaded)
            {
                return;
            }

            var textSize = font.Measure(text, bounds.Size, QFontAlignment.Left);

            textSize.Height += 2;
            var textPos = Vector2.Zero;

            switch (hAlign)
            {
            case StringAlignment.Near:
                textPos.X = bounds.X;
                break;

            case StringAlignment.Far:
                textPos.X = bounds.Right - textSize.Width;
                break;

            case StringAlignment.Center:
                textPos.X = bounds.Left + ((bounds.Width - textSize.Width) / 2f);
                break;
            }
            switch (vAlign)
            {
            case StringAlignment.Near:
                textPos.Y = bounds.Y;
                break;

            case StringAlignment.Far:
                textPos.Y = bounds.Y + bounds.Height - textSize.Height;
                break;

            case StringAlignment.Center:
                textPos.Y = bounds.Y + ((bounds.Height - textSize.Height) / 2f);
                break;
            }

            textPos.Y = ViewSize.Y - textPos.Y;

            var dp = new QFontDrawingPrimitive(font, options);

            dp.Print(text, new Vector3(textPos.X, textPos.Y, 0f), bounds.Size, QFontAlignment.Left);

            TextRenderer.DrawingPrimitives.Add(dp);
        }
        private void Start()
        {
            _drawing        = new QFontDrawing();
            RendeTextOption = new QFontRenderOptions
            {
                WordWrap          = true,
                Colour            = Color.Black,
                DropShadowActive  = false,
                ClippingRectangle = GetRectangle
            };

            Pos     = new Vector3(GetRectangle.X, GetRectangle.Y + (GetRectangle.Height / 2), 0);
            MaxSize = new SizeF(GetRectangle.Width, GetRectangle.Height);
        }
Exemplo n.º 10
0
        public Text(string fileName)
            : base(fileName)

        {
            //var file = Resources.GetFile(ImageRootPath + Name);
            //Bitmap image = new Bitmap(file);

            //TextureID = GL.GenTexture();

            //GL.BindTexture(TextureTarget.Texture2D, TextureID);

            //BitmapData data = image.LockBits(new System.Drawing.Rectangle(0, 0, image.Width, image.Height),
            //    ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

            //GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
            //    OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);

            //image.UnlockBits(data);

            //GL.TextureParameter((int)TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            //GL.TextureParameter((int)TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            //GL.TextureParameter((int)TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            //GL.TextureParameter((int)TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);

            //GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);



            var builderConfig = new QFontBuilderConfiguration(true)
            {
                ShadowConfig =
                {
                    BlurRadius = 2,
                    BlurPasses = 1,
                    Type       = ShadowType.Blurred
                },
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            //reduce blur radius because font is very small
            //best render hint for this font

            drawing         = new QFontDrawing();
            mainText        = new QFont(fontRootPath + fileName + ".ttf", 14, builderConfig);
            mainTextOptions = new QFontRenderOptions {
                DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f
            };
            processedText = QFontDrawingPrimitive.ProcessText(mainText, mainTextOptions, "Basldfgjwoietghwoifhewohfoiewuew", new SizeF(400 - 40, -1), QFontAlignment.Left);
        }
        public SplashScreen()
        {
            _SplashScreen = this;
            HasError      = false;
            IsShowing     = true;

            _drawing        = new QFontDrawing();
            _font           = new QFont("OpenSans.ttf", 15 / (Window.Instance.Width / Window.Instance.Height), new QFontBuilderConfiguration(true));
            RendeTextOption = new QFontRenderOptions
            {
                WordWrap         = true,
                Colour           = Color.Black,
                DropShadowActive = false
            };

            GL.ClearColor(Color4.White);

            _Shader  = new Shader(AssetsManager.LoadShader("Assets/Shaders/", "UI"));
            _texture = new Texture(AssetsManager.LoadImage("Assets/Images/", "Darkcomsoft_New", "png"), TextureMinFilter.Linear, TextureMagFilter.Linear);
            CreateMesh();

            IBO = GL.GenBuffer();
            VAO = GL.GenVertexArray();

            vbo = GL.GenBuffer();
            dbo = GL.GenBuffer();
            tbo = GL.GenBuffer();

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBO);
            GL.BufferData(BufferTarget.ElementArrayBuffer, _mesh._indices.Length * sizeof(int), _mesh._indices, BufferUsageHint.StaticDraw);

            GL.BindVertexArray(VAO);

            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
            GL.BufferData(BufferTarget.ArrayBuffer, _mesh._vertices.Length * Vector3.SizeInBytes, _mesh._vertices, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
            GL.EnableVertexAttribArray(0);

            //Colors
            GL.BindBuffer(BufferTarget.ArrayBuffer, dbo);
            GL.BufferData(BufferTarget.ArrayBuffer, _mesh._Colors.Length * sizeof(float), _mesh._Colors, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, 0, 0);
            GL.EnableVertexAttribArray(1);

            //Texture
            GL.BindBuffer(BufferTarget.ArrayBuffer, tbo);
            GL.BufferData(BufferTarget.ArrayBuffer, _mesh._texCoords.Length * Vector2.SizeInBytes, _mesh._texCoords, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 0, 0);
            GL.EnableVertexAttribArray(2);
        }
Exemplo n.º 12
0
        static void OnLoad()
        {
            drawing = new QFontDrawing();

            var builderConfig = new QFontBuilderConfiguration(addDropShadow: true);

            builderConfig.ShadowConfig.blurRadius  = 2; //reduce blur radius because font is very small
            builderConfig.ShadowConfig.blurPasses  = 1;
            builderConfig.ShadowConfig.Type        = ShadowType.Blurred;
            builderConfig.TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit; //best render hint for this font
            mainText        = new QFont("Fonts/times.ttf", 56, builderConfig);
            mainTextOptions = new QFontRenderOptions()
            {
                DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f
            };
        }
Exemplo n.º 13
0
        public override void Load()
        {
            SceneManager.GameWindow.Cursor = MouseCursor.Default;

            // Remap keypad enter to normal enter
            InputSystem.KeyRemappings.Add(Key.KeypadEnter, Key.Enter);

            _gameVersion = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version.ToString();

            // Choose correct version directive because OSX is dumb
            string version = "#version 130";

            if (PlatformDetection.RunningPlatform() == Platform.MacOSX)
            {
                version = "#version 150";
            }

            // Load shaders
            var vert = new Shader(Path.Combine(SceneManager.Directories["Shaders"].FullName, "simple.vs"), version);
            var frag = new Shader(Path.Combine(SceneManager.Directories["Shaders"].FullName, "simple.fs"), version);

            _shaderProgram = new ShaderProgram();
            _shaderProgram.Load(vert, frag);

            _player                      = new Player();
            _player.Position             = new PolarVector(1.5 * (Math.PI / 3) - _player.Length * 0.5f, _player.Position.Radius);
            _player.ShaderProgram        = _shaderProgram;
            _centerPolygon               = new PolarPolygon(Enumerable.Repeat(true, 6).ToList(), new PolarVector(0.5, 0), 50, 80, 0);
            _centerPolygon.ShaderProgram = _shaderProgram;

            _menuFont        = SceneManager.GameFontLibrary.GetFirstOrDefault("menuworld");
            _menuFontDrawing = new QFontDrawing();
            _menuFontDrawing.ProjectionMatrix = SceneManager.ScreenCamera.WorldModelViewProjection;
            _menuRenderOptions = new QFontRenderOptions {
                DropShadowActive = true, Colour = Color.White
            };

            _versionFont = SceneManager.GameFontLibrary.GetFirstOrDefault("versiontext");

            var guiRenderer = new Gwen.Renderer.OpenTK();
            var skin        = new TexturedBase(guiRenderer, Path.Combine(SceneManager.Directories["Images"].FullName, "DefaultSkin.png"));

            skin.DefaultFont = new Gwen.Font(guiRenderer, SceneManager.FontPath, 30);
            _GUIComponents   = new GUIComponentContainer(guiRenderer, skin);

            Loaded = true;
        }
Exemplo n.º 14
0
        public static void Font_Init()
        {
            Font_Free();

            FPS_FontDrawing = new QFontDrawing();

            var FontBuilderConfig = new QFontBuilderConfiguration(true);

            FontBuilderConfig.ShadowConfig.blurRadius = 2;
            FontBuilderConfig.ShadowConfig.blurPasses = 1;
            FontBuilderConfig.ShadowConfig.Type       = ShadowType.Blurred;
            //FontBuilderConfig.TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit;

            string FPS_FontPath = Engine.CombinePaths(Settings.Paths.EngineFonts, @"LCD\LCD.ttf");

            FPS_Font = new QFont(FPS_FontPath, 24f, FontBuilderConfig);
            //FPS_Font = new QFont(new Font("Lucida Console", 24f, FontStyle.Regular), FontBuilderConfig);

            FPS_Font_Options = new QFontRenderOptions();
            FPS_Font_Options.DropShadowActive = true;
            FPS_Font_Options.Colour           = Color.Yellow;
        }
Exemplo n.º 15
0
        private void PrintComment(QFont font, string comment, QFontAlignment alignment, ref float yOffset, QFontRenderOptions opts)
        {
            yOffset += 20;
            var pos  = new Vector3(30f, Height - yOffset, 0f);
            var size = drawing.Print(font, comment, pos, new SizeF(Width - 60, -1), alignment, opts ?? new QFontRenderOptions());

            yOffset += size.Height;
        }
 public override void Dispose()
 {
     _drawing.Dispose();
     RendeTextOption = null;
     base.Dispose();
 }
Exemplo n.º 17
0
        /// <summary>
        /// Creates the image on an OpenGL 2D texture and returns it's OpenGL handle.
        /// This function creates and destroys all the OpenGL objects it uses except the texture and framebuffer.
        /// </summary>
        /// <param name="singular">The singular form of the word</param>
        /// <param name="plural">The plural form of the word</param>
        /// <param name="imagePath">The path to the image showing the word to use</param>
        /// <param name="fbo">The framebuffer object that was used to render to the returned texture, still with the texture attached in color0</param>
        /// <param name="WIDTH">The width of the texture</param>
        /// <param name="HEIGHT">The height of the texture</param>
        static int MakeAllImage(String singular, String plural, String imagePath, out int fbo, out int WIDTH, out int HEIGHT)
        {
#if LOG_DATA
            DataLogger.Log("[ImageManager] MakeAllImage was called", LoggingMode.Message);
#endif

            WIDTH = 800;
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusDstAlpha);

#if LOG_DATA
            DataLogger.Log(String.Concat("[ImageManager] Loading bitmap from \"", imagePath, "\""), LoggingMode.Message);
#endif
            Bitmap bitmap = new Bitmap(imagePath);

            #region CalculateTextColor
#if LOG_DATA
            DataLogger.Log("[ImageManager] Calculating text color", LoggingMode.Message);
#endif
            //calculate whether to make the *noise text* black or white based on the colors on the image.
            float diffX = bitmap.Width / (float)COLOR_CALCULATOR_SAMPLE_FREQ;
            float diffY = bitmap.Height / (float)COLOR_CALCULATOR_SAMPLE_FREQ;

            int grayscaleTotal = 0;
            for (float x = (bitmap.Width - bitmap.Width / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; x < bitmap.Width; x += diffX)
            {
                for (float y = (bitmap.Height - bitmap.Height / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; y < bitmap.Height; y += diffY)
                {
                    Color c = bitmap.GetPixel((int)x, (int)y);
                    grayscaleTotal += c.R;
                    grayscaleTotal += c.G;
                    grayscaleTotal += c.B;
                }
            }
            bool isBlack = grayscaleTotal / (COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ * 3) > 127;
#if LOG_DATA
            DataLogger.Log("[ImageManager] Text color: " + (isBlack ? "black" : "white"), LoggingMode.Message);
#endif
            #endregion

            #region LoadQFont
#if LOG_DATA
            DataLogger.Log("[ImageManager] Loading QFont data", LoggingMode.Message);
#endif
            QFontShadowConfiguration shadowConfig = new QFontShadowConfiguration()
            {
                Type       = ShadowType.Expanded,
                BlurRadius = 2,
            };
            QFontBuilderConfiguration qconfig = new QFontBuilderConfiguration(true)
            {
                SuperSampleLevels        = 4,
                TextGenerationRenderHint = TextGenerationRenderHint.AntiAlias,
            };
            QFont              qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144, FontStyle.Regular), qconfig);
            QFontDrawing       qdraw = new QFontDrawing();
            QFontRenderOptions opts  = new QFontRenderOptions()
            {
                CharacterSpacing = 0.06f,
                Colour           = Color.Black,
            };
            ProcessedText text        = QFontDrawingPrimitive.ProcessText(qfont, opts, plural + " be like", new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Left);
            SizeF         topTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts);

            qdraw.RefreshBuffers();

            #endregion

            int topHeight = 40 + (int)(topTextSize.Height + 0.5f);
            HEIGHT = WIDTH * bitmap.Height / bitmap.Width + topHeight;

#if LOG_DATA
            DataLogger.Log(String.Concat("[ImageManager] WIDTH=", WIDTH, " HEIGHT=", HEIGHT, " topHeight=", topHeight), LoggingMode.Message);
#endif

            #region GenVBO
#if LOG_DATA
            DataLogger.Log("[ImageManager] Generating VBO and VAO", LoggingMode.Message);
#endif
            float[] vboData = new float[]
            {
                0, 0, 0, 0, 1,
                0, 1, 0, 0, 0,
                1, 0, 0, 1, 1,
                1, 1, 0, 1, 0
            };
            int vbo = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
            GL.BufferData(BufferTarget.ArrayBuffer, vboData.Length * 4, vboData, BufferUsageHint.StaticDraw);
            int vao = GL.GenVertexArray();
            GL.BindVertexArray(vao);
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 20, 0);
            GL.EnableVertexAttribArray(0);
            GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 20, 12);
            GL.EnableVertexAttribArray(1);
            #endregion

            #region LoadTexture
#if LOG_DATA
            DataLogger.Log("[ImageManager] Generating texture for image", LoggingMode.Message);
#endif
            int tex = GL.GenTexture();
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, tex);
#if LOG_DATA
            DataLogger.Log("[ImageManager] Loading texture pixels from bitmap", LoggingMode.Message);
#endif
            BitmapData bits = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bitmap.Width, bitmap.Height, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0);
            bitmap.UnlockBits(bits);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            #endregion

            #region LoadShaderProgram
#if LOG_DATA
            DataLogger.Log("[ImageManager] Creating shaders", LoggingMode.Message);
#endif
            int vs = GL.CreateShader(ShaderType.VertexShader);
#if LOG_DATA
            DataLogger.Log("[ImageManager] Loading vertex shader from " + VERTEX_SHADER_LOCATION, LoggingMode.Message);
#endif
            GL.ShaderSource(vs, File.ReadAllText(VERTEX_SHADER_LOCATION));
            GL.CompileShader(vs);
            int tmp;
            GL.GetShader(vs, ShaderParameter.CompileStatus, out tmp);
#if LOG_DATA
            if (tmp != 1)
            {
                DataLogger.Log("[ImageManager] Vertex shader compilation failed", LoggingMode.Error);
            }
            DataLogger.Log("[ImageManager] Vertex Shader Info Log: ", LoggingMode.Message);
            DataLogger.Log(GL.GetShaderInfoLog(vs), LoggingMode.RawData);
            DataLogger.Log("[ImageManager] [END OF VERTEX SHADER INFO LOG]", LoggingMode.Message);
#endif
            if (tmp != 1)
            {
                throw new Exception("Vertex Shader compilation failed. Process can't continue.");
            }

            int fs = GL.CreateShader(ShaderType.FragmentShader);
#if LOG_DATA
            DataLogger.Log("[ImageManager] Loading fragment shader from " + FRAGMENT_SHADER_LOCATION, LoggingMode.Message);
#endif
            GL.ShaderSource(fs, File.ReadAllText(FRAGMENT_SHADER_LOCATION));
            GL.CompileShader(fs);
            GL.GetShader(fs, ShaderParameter.CompileStatus, out tmp);
#if LOG_DATA
            if (tmp != 1)
            {
                DataLogger.Log("[ImageManager] Fragment shader compilation failed", LoggingMode.Error);
            }
            DataLogger.Log("[ImageManager] Fragment Shader Info Log: ", LoggingMode.Message);
            DataLogger.Log(GL.GetShaderInfoLog(fs), LoggingMode.RawData);
            DataLogger.Log("[ImageManager] [END OF FRAGMENT SHADER INFO LOG]", LoggingMode.Message);
#endif
            if (tmp != 1)
            {
                throw new Exception("Fragment Shader compilation failed. Process can't continue.");
            }

#if LOG_DATA
            DataLogger.Log("[ImageManager] Performing OpenGL program creation commands", LoggingMode.Message);
#endif
            int program = GL.CreateProgram();
            GL.AttachShader(program, vs);
            GL.AttachShader(program, fs);
            GL.BindAttribLocation(program, 0, "vPosition");
            GL.BindAttribLocation(program, 1, "vTexCoords");
            GL.LinkProgram(program);
            GL.DetachShader(program, vs);
            GL.DetachShader(program, fs);
            GL.DeleteProgram(vs);
            GL.DeleteProgram(fs);
            int texUniformLoc  = GL.GetUniformLocation(program, "tex");
            int projUniformLoc = GL.GetUniformLocation(program, "Proj");
            GL.UseProgram(program);
            GL.GetProgram(program, GetProgramParameterName.LinkStatus, out tmp);

#if LOG_DATA
            if (tmp != 1)
            {
                DataLogger.Log("[ImageManager] GL Program linking failed", LoggingMode.Error);
            }
            DataLogger.Log("[ImageManager] GL Program Info Log: ", LoggingMode.Message);
            DataLogger.Log(GL.GetProgramInfoLog(program), LoggingMode.RawData);
            DataLogger.Log("[ImageManager] [END OF GL PROGRAM INFO LOG]", LoggingMode.Message);
            DataLogger.Log("[ImageManager] Just a friendly reminder that GL PROGRAM refers to a OpenGL Shader Program with attached shaders", LoggingMode.Message);
#endif
            if (tmp != 1)
            {
                throw new Exception("Program linking failed. Process can't continue.");
            }
            #endregion

            #region MakeResultTextureFramebuffer
#if LOG_DATA
            DataLogger.Log("[ImageManager] Generating Framebuffer & Texture for rendering", LoggingMode.Message);
#endif
            int resultTex = GL.GenTexture();
            GL.BindTexture(TextureTarget.Texture2D, resultTex);
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, WIDTH, HEIGHT, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);

            fbo = GL.GenFramebuffer();
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo);
            GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, resultTex, 0);
            if (GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete)
            { //error
#if LOG_DATA
                DataLogger.Log("[ImageManager] Framebuffer creation failed", LoggingMode.Error);
#endif
                throw new Exception("Framebuffer creation failed. Process can't continue.");
            }

            #endregion

            #region Drawing
#if LOG_DATA
            DataLogger.Log("[ImageManager] Performing OpenGL draw commands", LoggingMode.Message);
#endif
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo);
            GL.ClearColor(1f, 1f, 1f, 1f);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.UseProgram(program);
            Matrix4 mat = Matrix4.CreateOrthographicOffCenter(0, 1, 0, 1, -1, 1);
            GL.UniformMatrix4(projUniformLoc, false, ref mat);
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, tex);
            GL.Uniform1(texUniformLoc, 0);

            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
            GL.BindVertexArray(vao);
            GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight);
            GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);

            GL.Viewport(0, HEIGHT - topHeight, WIDTH, topHeight);
            qdraw.ProjectionMatrix = Matrix4.CreateTranslation(TEXT_BORDER_SPACE, topTextSize.Height + TEXT_BORDER_SPACE, 0) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, topHeight, -1, 1);
            qdraw.Draw();

            GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight);

            opts.DropShadowActive = true;
            opts.DropShadowColour = Color.White;
            opts.DropShadowOffset = Vector2.Zero;//new Vector2(-0.12f, 0.12f);
            text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre);
            SizeF noiseTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts);
            float textScale     = Math.Min((WIDTH - TEXT_BORDER_SPACE * 4) / noiseTextSize.Width, (HEIGHT - TEXT_BORDER_SPACE * 4) / noiseTextSize.Height);

#if LOG_DATA
            DataLogger.Log("[ImageManager] Updating QFont size (disposing and reloading)", LoggingMode.Message);
#endif
            qfont.Dispose();
            qconfig.ShadowConfig = shadowConfig;
            qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144 * textScale, FontStyle.Regular), qconfig);

            qdraw.DrawingPrimitives.Clear();
            opts.Colour           = isBlack ? Color.Black : Color.White;
            opts.DropShadowColour = isBlack ? Color.White : Color.Black;
            text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre);
            qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts);
            qdraw.ProjectionMatrix = Matrix4.CreateTranslation(WIDTH / 2f, noiseTextSize.Height * textScale / 2f + (HEIGHT - topHeight) / 2f, 0f) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, HEIGHT - topHeight, -1, 1);
            qdraw.RefreshBuffers();
            qdraw.Draw();
#if LOG_DATA
            DataLogger.Log("[ImageManager] Done drawing", LoggingMode.Success);
#endif
            #endregion

            #region Disposing
#if LOG_DATA
            DataLogger.Log("[ImageManager] Disposing MakeAllImage resources", LoggingMode.Message);
#endif
            bitmap.Dispose();
            qfont.Dispose();
            qdraw.Dispose();

            GL.DeleteProgram(program);
            GL.DeleteTexture(tex);
            GL.DeleteBuffer(vbo);
            GL.DeleteVertexArray(vao);
            #endregion

#if LOG_DATA
            DataLogger.Log("[ImageManager] MakeAllImage is done. Returning texture and framebuffer data", LoggingMode.Message);
#endif
            return(resultTex);
        }
Exemplo n.º 18
0
        /// <summary>Load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            _drawing          = new QFontDrawing();
            _controlsDrawing  = new QFontDrawing();
            _controlsTextOpts = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.8f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            _heading2        = new QFont("woodenFont.qfont", new QFontConfiguration(true));
            _heading2Options = new QFontRenderOptions {
                Colour = Color.White, DropShadowActive = true
            };

            var builderConfig = new QFontBuilderConfiguration(true)
            {
                ShadowConfig =
                {
                    BlurRadius = 2,
                    BlurPasses = 1,
                    Type       = ShadowType.Blurred
                },
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            //reduce blur radius because font is very small
            //best render hint for this font
            _mainText        = new QFont("Fonts/times.ttf", 14, builderConfig);
            _mainTextOptions = new QFontRenderOptions {
                DropShadowActive = true, Colour = Color.White, WordSpacing = 0.5f
            };

            _benchmarkResults = new QFont("Fonts/times.ttf", 14, builderConfig);

            _heading1 = new QFont("Fonts/HappySans.ttf", 72, new QFontBuilderConfiguration(true));

            _controlsText = new QFont("Fonts/HappySans.ttf", 32, new QFontBuilderConfiguration(true));

            _codeText = new QFont("Fonts/Comfortaa-Regular.ttf", 12, new QFontBuilderConfiguration());

            _heading1Options = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.2f, 0.2f, 0.2f, 1.0f).ToArgb()), DropShadowActive = true
            };
            _processedText   = QFontDrawingPrimitive.ProcessText(_mainText, _mainTextOptions, _preProcessed, new SizeF(Width - 40, -1), QFontAlignment.Left);
            _codeTextOptions = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.0f, 0.0f, 0.4f, 1.0f).ToArgb())
            };

            _monoSpaced        = new QFont("Fonts/Anonymous.ttf", 10, new QFontBuilderConfiguration());
            _monoSpacedOptions = new QFontRenderOptions {
                Colour = Color.FromArgb(new Color4(0.1f, 0.1f, 0.1f, 1.0f).ToArgb()), DropShadowActive = true
            };

            // loop through some installed fonts and load them
            var ifc = new InstalledFontCollection();

            _installedFonts = new List <QFont>();

            foreach (var fontFamily in ifc.Families)
            {
                // Don't load too many fonts
                if (_installedFonts.Count > 15)
                {
                    break;
                }

                _installedFonts.Add(new QFont(fontFamily.Name, 14, new QFontBuilderConfiguration()));
            }

            GL.ClearColor(Color4.CornflowerBlue);
        }
Exemplo n.º 19
0
        public CoordinateSystem()
        {
            double triangleHeight  = tetraSide * Math.Sqrt(3.0 / 2.0);
            float  halfSideTetra   = (float)(tetraSide / 2.0);
            float  heightTriangle1 = (float)(triangleHeight * 1.0 / 3.0);
            float  heightTriangle2 = (float)(triangleHeight * 2.0 / 3.0);

            // Vertices
            float[] vertices =
            {
                0.0f,                                         0.0f,                     0.0f,  0.0f,  0.0f,  0.0f, // Origin
                // Axes
                lengthAxis,                                   0.0f,                     0.0f,  0.0f,  0.0f,  0.0f, // X-end
                0.0f,                     lengthAxis,                                   0.0f,  0.0f,  0.0f,  0.0f, // Y-end
                0.0f,                                         0.0f, lengthAxis,                0.0f,  0.0f,  0.0f, // Z-end
                // Tetrahedron at the end of X axis
                lengthAxis + heightTetra,                     0.0f,                     0.0f,  0.0f,  0.0f,  0.0f, // Peak
                lengthAxis,                       -heightTriangle1,           -halfSideTetra,  0.0f,  0.0f,  0.0f, // Left
                lengthAxis,                       -heightTriangle1, halfSideTetra,             0.0f,  0.0f,  0.0f, // Right
                lengthAxis,               heightTriangle2,                              0.0f,  0.0f,  0.0f,  0.0f, // Up
                // Tetrahedron at the end of Y axis
                0.0f,                     lengthAxis + heightTetra,                     0.0f,  0.0f,  0.0f,  0.0f, // Peak
                -heightTriangle1,         lengthAxis,                         -halfSideTetra,  0.0f,  0.0f,  0.0f, // Left
                -heightTriangle1,         lengthAxis,               halfSideTetra,             0.0f,  0.0f,  0.0f, // Right
                heightTriangle2,          lengthAxis,                                   0.0f,  0.0f,  0.0f,  0.0f, // Up
                // Tetrahedron at the end of Z axis
                0.0f,                                         0.0f, lengthAxis + heightTetra,  0.0f,  0.0f,  0.0f, // Peak
                -heightTriangle1,                   -halfSideTetra, lengthAxis,                0.0f,  0.0f,  0.0f, // Left
                -heightTriangle1,         halfSideTetra,            lengthAxis,                0.0f,  0.0f,  0.0f, // Right
                heightTriangle2,                              0.0f, lengthAxis,                0.0f,  0.0f,  0.0f, // Up
                // Box
                // XZ
                0.0f,                     sideBox,                                      0.0f,  0.0f, -1.0f,  0.0f,
                sideBox,                  sideBox,                                      0.0f,  0.0f, -1.0f,  0.0f,
                sideBox,                  sideBox,                  sideBox,                   0.0f, -1.0f,  0.0f,
                0.0f,                     sideBox,                  sideBox,                   0.0f, -1.0f,  0.0f,
                // XY
                0.0f,                                         0.0f, sideBox,                   0.0f,  0.0f, -1.0f,
                sideBox,                                      0.0f, sideBox,                   0.0f,  0.0f, -1.0f,
                // YZ
                sideBox,                                      0.0f,                     0.0f, -1.0f,  0.0f, 0.0f
            };
            vertexBuffer = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
            // Axes buffer
            uint[] axesIndices =
            {
                0, 1, // X
                0, 2, // Y
                0, 3  // Z
            };
            axesBuffer = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, axesBuffer);
            GL.BufferData(BufferTarget.ElementArrayBuffer, axesIndices.Length * sizeof(uint), axesIndices, BufferUsageHint.StaticDraw);
            // Tetrahedra
            tetrahedronBuffers = new int[3];
            // Base indices for X axis
            uint[] tetraIndices =
            {
                4, 5, 7,
                4, 6, 7,
                4, 5, 6,
                5, 6, 7
            };
            int nInd = tetraIndices.Length;

            for (uint iAxis = 0; iAxis != 3; ++iAxis)
            {
                tetrahedronBuffers[iAxis] = GL.GenBuffer();
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, tetrahedronBuffers[iAxis]);
                GL.BufferData(BufferTarget.ElementArrayBuffer, nInd * sizeof(uint), tetraIndices, BufferUsageHint.StaticDraw);
                for (int i = 0; i != nInd; ++i)
                {
                    tetraIndices[i] += 4;
                }
            }
            // Box
            uint[] boxIndices =
            {
                16, 17, 18, 19,
                18, 19, 20, 21,
                17, 18, 21, 22,
            };
            boxBuffer = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, boxBuffer);
            GL.BufferData(BufferTarget.ElementArrayBuffer, boxIndices.Length * sizeof(uint), boxIndices, BufferUsageHint.StaticDraw);
            // Fonts
            fontRenderOptions = new QFontRenderOptions();
            fontDrawing       = new QFontDrawing();
        }
Exemplo n.º 20
0
        private void PrintCommentWithLine(QFont font, string comment, QFontAlignment alignment, float xOffset, ref float yOffset, QFontRenderOptions opts)
        {
            yOffset += 20;
            var dp = new QFontDrawingPrimitive(font, opts);

            dp.Print(comment, new Vector3(xOffset, Height - yOffset, 0f), new SizeF(Width - 60, -1), alignment);
            _drawing.DrawingPrimitives.Add(dp);
            var bounds = font.Measure(comment, new SizeF(Width - 60, float.MaxValue), alignment);

            yOffset += bounds.Height;
        }
Exemplo n.º 21
0
        private void PrintCommentWithLine(QFont font, string comment, QFontAlignment alignment, float xOffset, ref float yOffset, QFontRenderOptions opts)
        {
            yOffset += 20;
            var result = drawing.Print(font, comment, new Vector3(xOffset, Height - yOffset, 0f), new SizeF(Width - 60, -1), alignment, opts);

            yOffset += result.Height;
        }
Exemplo n.º 22
0
        static void OnRenderFrame()
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            drawing.ProjectionMatrix = _projectionMatrix;

            frameCount++;

            float yOffset = 0;

            //mainText.Begin();
            //GL.Begin(BeginMode.Quads);

            //GL.Color3(1.0f, 1.0f, 1.0); GL.Vertex2(0, 0);
            //GL.Color3(0.9f, 0.9f, 0.9f); GL.Vertex2(0, Height);
            //GL.Color3(0.9f, 0.9f, 0.9f); GL.Vertex2(Width, Height);
            //GL.Color3(0.9f, 0.9f, 0.9f); GL.Vertex2(Width, 0);

            //GL.End();
            //mainText.End();
            if (currentDemoPage != _previousPage)
            {
                _previousPage = currentDemoPage;
                // we have to rebuild the stuff
                drawing.DrawingPimitiveses.Clear();

                switch (currentDemoPage)
                {
                case 0:
                {
                    yOffset += drawing.Print(heading1, "ModernQuickFont",
                                             new Vector3((float)Width / 2, Height, 0),
                                             QFontAlignment.Centre, heading1Options).Height;

                    yOffset += drawing.Print(heading2, "Introduction #0",
                                             new Vector3(20, Height - yOffset, 0),
                                             QFontAlignment.Left, heading2Options)
                               .Height;

                    yOffset += drawing.Print(mainText, modernQuickFontIntro, new Vector3(30, Height - yOffset, 0),
                                             new SizeF(Width - 60f, -1), QFontAlignment.Justify).Height;

                    PrintCode(modernIntroCode, ref yOffset);
                    break;
                }

                case 1:
                {
                    yOffset += drawing.Print(heading1, "QuickFont",
                                             new Vector3((float)Width / 2, Height, 0),
                                             QFontAlignment.Centre, heading1Options).Height;

                    yOffset += drawing.Print(heading2, "Introduction",
                                             new Vector3(20, Height - yOffset, 0),
                                             QFontAlignment.Left, heading2Options)
                               .Height;

                    yOffset += 20f;
                    drawing.Print(mainText, introduction, new Vector3(30, Height - yOffset, 0),
                                  new SizeF(Width - 60f, -1), QFontAlignment.Justify);

                    break;
                }

                case 2:
                {
                    yOffset += drawing.Print(heading2, "Easy as ABC!",
                                             new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    PrintComment(usingQuickFontIsSuperEasy, ref yOffset);
                    PrintCode(loadingAFont1, ref yOffset);

                    PrintComment(andPrintWithIt, ref yOffset);
                    PrintCode(printWithFont1, ref yOffset);

                    PrintComment(itIsAlsoEasyToMeasure, ref yOffset);
                    PrintCode(measureText1, ref yOffset);

                    PrintComment(oneOfTheFirstGotchas, ref yOffset);
                    PrintCode(loadingAFont2, ref yOffset);

                    break;
                }

                case 3:
                {
                    yOffset += drawing.Print(heading2, "Alignment", new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    PrintCommentWithLine(whenPrintingText, QFontAlignment.Left, 20f, ref yOffset);
                    PrintCode(printWithFont2, ref yOffset);

                    PrintCommentWithLine(righAlignedText, QFontAlignment.Right, 20f, ref yOffset);
                    yOffset += 10f;

                    PrintCommentWithLine(centredTextAsYou, QFontAlignment.Centre, Width * 0.5f, ref yOffset);

                    break;
                }

                case 4:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;
                    yOffset      += drawing.Print(heading2, "Bounds and Justify",
                                                  new Vector3(20f, Height - yOffset, 0f),
                                                  QFontAlignment.Left, heading2Options).Height;

                    yOffset += 20;
                    yOffset += drawing.Print(controlsText, "Press [Up], [Down] or [Enter]!",
                                             new Vector3(Width * 0.5f, Height - yOffset, 0f),
                                             QFontAlignment.Centre, controlsTextOpts).Height;

                    float boundShrink = (int)(350 * (1 - Math.Cos(boundsAnimationCnt * Math.PI * 2)));

                    yOffset += 15;
                    PrintWithBounds(mainText, ofCourseItsNot,
                                    new RectangleF(30f + boundShrink * 0.5f, yOffset, Width - 60 - boundShrink,
                                                   350f), cycleAlignment, ref yOffset);

                    string printWithBounds = "myFont.Print(text, position, maxSize, QFontAlignment." +
                                             cycleAlignment + ");";
                    yOffset += 15f;
                    PrintCode(printWithBounds, ref yOffset);

                    break;
                }

                case 5:
                {
                    yOffset += drawing.Print(heading2, "Your own Texture Fonts",
                                             new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    PrintComment(anotherCoolFeature, ref yOffset);
                    PrintCode(textureFontCode1, ref yOffset);
                    PrintComment(thisWillHaveCreated, ref yOffset);

                    break;
                }

                case 6:
                {
                    yOffset += drawing.Print(heading2, "Your own Texture Fonts",
                                             new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    PrintComment(ifYouDoIntend, ref yOffset);
                    PrintCode(textureFontCode2, ref yOffset);
                    PrintComment(actuallyTexturing, ref yOffset);
                    PrintCode(textureFontCode3, ref yOffset);

                    break;
                }

                case 7:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;

                    // store this primitive to remember
                    QFontDrawingPimitive dp = new QFontDrawingPimitive(heading2);
                    dp.Options.DropShadowActive = true;
                    dp.Options.DropShadowOffset = new Vector2(0.1f + 0.2f * (float)Math.Sin(cnt),
                                                              0.1f + 0.2f * (float)Math.Cos(cnt));

                    yOffset += dp.Print("Drop Shadows",
                                        new Vector3(20f, Height - yOffset, 0f),
                                        QFontAlignment.Left).Height;
                    drawing.DrawingPimitiveses.Add(dp);

                    PrintComment(asIhaveleant, ref yOffset);
                    PrintCode(dropShadowCode1, ref yOffset);
                    PrintComment(thisWorksFine, ref yOffset);
                    PrintCode(dropShadowCode2, ref yOffset);
                    PrintComment(onceAFont, ref yOffset);

                    //mainText.Options.DropShadowActive = false;
                    break;
                }

                case 8:
                {
                    yOffset += drawing.Print(heading2, "Monospaced Fonts",
                                             new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    QFontRenderOptions monoSpaceCondensed = monoSpacedOptions.CreateClone();
                    monoSpaceCondensed.CharacterSpacing = 0.05f;
                    PrintComment(monoSpaced, hereIsSomeMono, QFontAlignment.Left, ref yOffset, monoSpaceCondensed);
                    PrintCode(monoCode1, ref yOffset);
                    PrintComment(monoSpaced, theDefaultMono, QFontAlignment.Left, ref yOffset, monoSpaceCondensed);

                    PrintCommentWithLine(monoSpaced, mono, QFontAlignment.Left, 20f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;
                    PrintCommentWithLine(monoSpaced, mono, QFontAlignment.Right, 20f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;
                    PrintCommentWithLine(monoSpaced, mono, QFontAlignment.Centre, Width * 0.5f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;

                    PrintComment(monoSpaced,
                                 "As usual, you can adjust character spacing with myPrimitive.Options.CharacterSpacing.",
                                 QFontAlignment.Left, ref yOffset, monoSpaceCondensed);


                    break;
                }

                case 9:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;
                    yOffset      += drawing.Print(heading2, "Preprocessed Text",
                                                  new Vector3(20f, Height - yOffset, 0f),
                                                  QFontAlignment.Left).Height;
                    yOffset += 20f;

                    _stopwatch = Stopwatch.StartNew();
                    yOffset   += drawing.Print(mainText, _processedText,
                                               new Vector3(20, Height - yOffset, 0)).Height;
                    _stopwatch.Stop();
                    long preprocessed = _stopwatch.Elapsed.Ticks;

                    _stopwatch = Stopwatch.StartNew();
                    yOffset   += drawing.Print(mainText, nonPreProcessed,
                                               new Vector3(20, Height - yOffset, 0),
                                               new SizeF(Width - 40f, -1), QFontAlignment.Justify)
                                 .Height;
                    _stopwatch.Stop();
                    long notpreprocessed = _stopwatch.Elapsed.Ticks;

                    if (frameCount > 60)
                    {
                        _benchResult = string.Format(("{0}       {1}\nPreprocessed was {2} ticks faster"),
                                                     preprocessed,
                                                     notpreprocessed, notpreprocessed - preprocessed);
                        frameCount = 0;
                    }

                    drawing.Print(_benchmarkResults, _benchResult,
                                  new Vector3(Width * 0.5f, Height - yOffset, 0),
                                  QFontAlignment.Centre, Color.White);
                    break;
                }

                case 10:
                {
                    yOffset += drawing.Print(heading2, "In Conclusion",
                                             new Vector3(20f, Height - yOffset, 0f),
                                             QFontAlignment.Left, heading2Options).Height;

                    PrintComment(thereAreActually, ref yOffset);

                    break;
                }
                }

                drawing.RefreshBuffers();
            }

            // Create controlsDrawing every time.. would be also good to vary ProjectionMatrix with * Matrix4.CreateTranslation() !
            // this would save buffer work for OpenGL
            controlsDrawing.DrawingPimitiveses.Clear();
            controlsDrawing.ProjectionMatrix = _projectionMatrix;

            if (currentDemoPage != lastPage)
            {
                Vector3 pos = new Vector3(Width - 10 - 16 * (float)(1 + Math.Sin(cnt * 4)),
                                          controlsText.Measure("P").Height + 10f, 0f);
                controlsDrawing.Print(controlsText, "Press [Right] ->", pos, QFontAlignment.Right, controlsTextOpts);
            }

            if (currentDemoPage != 0)
            {
                var pos = new Vector3(10 + 16 * (float)(1 + Math.Sin(cnt * 4)), controlsText.Measure("P").Height + 10f, 0f);
                controlsDrawing.Print(controlsText, "<- Press [Left]", pos, QFontAlignment.Left, controlsTextOpts);
            }
            controlsDrawing.RefreshBuffers();
            controlsDrawing.Draw();

            drawing.Draw();
            //GL.Disable(EnableCap.Blend);
        }
Exemplo n.º 23
0
        private void PrintComment(QFont font, string comment, QFontAlignment alignment, ref float yOffset, QFontRenderOptions opts)
        {
            yOffset += 20;
            var pos = new Vector3(30f, Height - yOffset, 0f);
            var dp  = new QFontDrawingPrimitive(font, opts ?? new QFontRenderOptions());

            dp.Print(comment, pos, new SizeF(Width - 60, -1), alignment);
            yOffset += dp.Measure(comment, new SizeF(Width - 60, -1), alignment).Height;
            _drawing.DrawingPrimitives.Add(dp);
        }
Exemplo n.º 24
0
        static void PrintCommentWithLine(QFont font, string comment, QFontAlignment alignment, float xOffset, ref float yOffset, QFontRenderOptions opts)
        {
            yOffset += 20;
            var dp = new QFontDrawingPimitive(font, opts);

            //if (doSpacing)
            //    dp.Options.CharacterSpacing = 0.05f;
            dp.Print(comment, new Vector3(xOffset, Height - yOffset, 0f), new SizeF(Width - 60, -1), alignment);
            drawing.DrawingPimitiveses.Add(dp);
            var bounds = font.Measure(comment, new SizeF(Width - 60, float.MaxValue), alignment);

            //GL.Disable(EnableCap.Texture2D);
            //GL.Begin(BeginMode.Lines);
            //GL.Color4(1.0f, 0f, 0f, 1f); GL.Vertex2(0f, 0f);
            //GL.Color4(1.0f, 0f, 0f, 1f); GL.Vertex2(0f, bounds.Height + 20f);
            //GL.End();

            yOffset += bounds.Height;
        }
Exemplo n.º 25
0
        /// <summary>
        /// Called when it is time to render the next frame. Add your rendering code here.
        /// </summary>
        /// <param name="e">Contains timing information.</param>
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            _drawing.ProjectionMatrix = _projectionMatrix;

            _frameCount++;

            float yOffset = 0;

            if (_currentDemoPage != _previousPage)
            {
                _previousPage = _currentDemoPage;
                // we have to rebuild the stuff
                _drawing.DrawingPrimitives.Clear();

                switch (_currentDemoPage)
                {
                case 0:
                {
                    yOffset += _drawing.Print(_heading1, "ModernQuickFont",
                                              new Vector3((float)Width / 2, Height, 0),
                                              QFontAlignment.Centre, _heading1Options).Height;

                    yOffset += _drawing.Print(_heading2, "Introduction #0",
                                              new Vector3(20, Height - yOffset, 0),
                                              QFontAlignment.Left, _heading2Options)
                               .Height;

                    yOffset += _drawing.Print(_mainText, _modernQuickFontIntro, new Vector3(30, Height - yOffset, 0),
                                              new SizeF(Width - 60f, -1), QFontAlignment.Left).Height;

                    PrintCode(_modernIntroCode, ref yOffset);
                    break;
                }

                case 1:
                {
                    yOffset += _drawing.Print(_heading1, "QuickFont",
                                              new Vector3((float)Width / 2, Height, 0),
                                              QFontAlignment.Centre, _heading1Options).Height;

                    yOffset += _drawing.Print(_heading2, "Introduction",
                                              new Vector3(20, Height - yOffset, 0),
                                              QFontAlignment.Left, _heading2Options)
                               .Height;

                    yOffset += 20f;
                    _drawing.Print(_mainText, _introduction, new Vector3(30, Height - yOffset, 0),
                                   new SizeF(Width - 60f, -1), QFontAlignment.Justify);

                    break;
                }

                case 2:
                {
                    yOffset += _drawing.Print(_heading2, "Easy as ABC!",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    PrintComment(_usingQuickFontIsSuperEasy, ref yOffset);
                    PrintCode(_loadingAFont1, ref yOffset);

                    PrintComment(_andPrintWithIt, ref yOffset);
                    PrintCode(_printWithFont1, ref yOffset);

                    PrintComment(_itIsAlsoEasyToMeasure, ref yOffset);
                    PrintCode(_measureText1, ref yOffset);

                    PrintComment(oneOfTheFirstGotchas, ref yOffset);
                    PrintCode(_loadingAFont2, ref yOffset);

                    break;
                }

                case 3:
                {
                    yOffset += _drawing.Print(_heading2, "Alignment", new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    PrintCommentWithLine(_whenPrintingText, QFontAlignment.Left, 20f, ref yOffset);
                    PrintCode(_printWithFont2, ref yOffset);

                    PrintCommentWithLine(_righAlignedText, QFontAlignment.Right, 20f, ref yOffset);
                    yOffset += 10f;

                    PrintCommentWithLine(_centredTextAsYou, QFontAlignment.Centre, Width * 0.5f, ref yOffset);

                    break;
                }

                case 4:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;
                    yOffset      += _drawing.Print(_heading2, "Bounds and Justify",
                                                   new Vector3(20f, Height - yOffset, 0f),
                                                   QFontAlignment.Left, _heading2Options).Height;

                    yOffset += 20;
                    yOffset += _drawing.Print(_controlsText, "Press [Up], [Down] or [Enter]!",
                                              new Vector3(Width * 0.5f, Height - yOffset, 0f),
                                              QFontAlignment.Centre, _controlsTextOpts).Height;

                    float boundShrink = (int)(350 * (1 - Math.Cos(_boundsAnimationCnt * Math.PI * 2)));

                    yOffset += 15;
                    PrintWithBounds(_mainText, _ofCourseItsNot,
                                    new RectangleF(30f + boundShrink * 0.5f, yOffset, Width - 60 - boundShrink,
                                                   350f), _cycleAlignment, ref yOffset);

                    string printWithBounds = "myFont.Print(text, position, maxSize, QFontAlignment." +
                                             _cycleAlignment + ");";
                    yOffset += 15f;
                    PrintCode(printWithBounds, ref yOffset);

                    break;
                }

                case 5:
                {
                    yOffset += _drawing.Print(_heading2, "Your own Texture Fonts",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    PrintComment(_anotherCoolFeature, ref yOffset);
                    PrintCode(_textureFontCode1, ref yOffset);
                    PrintComment(_thisWillHaveCreated, ref yOffset);

                    break;
                }

                case 6:
                {
                    yOffset += _drawing.Print(_heading2, "Your own Texture Fonts",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    PrintComment(_ifYouDoIntend, ref yOffset);
                    PrintCode(_textureFontCode2, ref yOffset);
                    PrintComment(_actuallyTexturing, ref yOffset);
                    PrintCode(_textureFontCode3, ref yOffset);

                    break;
                }

                case 7:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;

                    // store this primitive to remember
                    QFontDrawingPrimitive dp = new QFontDrawingPrimitive(_heading2)
                    {
                        Options =
                        {
                            DropShadowActive = true,
                            DropShadowOffset = new Vector2(0.1f + 0.2f * (float)Math.Sin(_cnt),
                                                           0.1f + 0.2f * (float)Math.Cos(_cnt))
                        }
                    };

                    yOffset += dp.Print("Drop Shadows",
                                        new Vector3(20f, Height - yOffset, 0f),
                                        QFontAlignment.Left).Height;
                    _drawing.DrawingPrimitives.Add(dp);

                    PrintComment(_asIhaveleant, ref yOffset);
                    PrintCode(_dropShadowCode1, ref yOffset);
                    PrintComment(_thisWorksFine, ref yOffset);
                    PrintCode(_dropShadowCode2, ref yOffset);
                    PrintComment(_onceAFont, ref yOffset);

                    //mainText.Options.DropShadowActive = false;
                    break;
                }

                case 8:
                {
                    yOffset += _drawing.Print(_heading2, "Monospaced Fonts",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    QFontRenderOptions monoSpaceCondensed = _monoSpacedOptions.CreateClone();
                    monoSpaceCondensed.CharacterSpacing = 0.05f;
                    PrintComment(_monoSpaced, _hereIsSomeMono, QFontAlignment.Left, ref yOffset, monoSpaceCondensed);
                    PrintCode(_monoCode1, ref yOffset);
                    PrintComment(_monoSpaced, _theDefaultMono, QFontAlignment.Left, ref yOffset, monoSpaceCondensed);

                    PrintCommentWithLine(_monoSpaced, _mono, QFontAlignment.Left, 20f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;
                    PrintCommentWithLine(_monoSpaced, _mono, QFontAlignment.Right, 20f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;
                    PrintCommentWithLine(_monoSpaced, _mono, QFontAlignment.Centre, Width * 0.5f, ref yOffset, monoSpaceCondensed);
                    yOffset += 2f;

                    PrintComment(_monoSpaced,
                                 "As usual, you can adjust character spacing with myPrimitive.Options.CharacterSpacing.",
                                 QFontAlignment.Left, ref yOffset, monoSpaceCondensed);


                    break;
                }

                case 9:
                {
                    // in this stage force redraw and recreation of VBO every time: just divert last page
                    _previousPage = -1;
                    yOffset      += _drawing.Print(_heading2, "Preprocessed Text",
                                                   new Vector3(20f, Height - yOffset, 0f),
                                                   QFontAlignment.Left).Height;
                    yOffset += 20f;

                    _stopwatch = Stopwatch.StartNew();
                    yOffset   += _drawing.Print(_mainText, _processedText,
                                                new Vector3(20, Height - yOffset, 0)).Height;
                    _stopwatch.Stop();
                    long preprocessed = _stopwatch.Elapsed.Ticks;

                    _stopwatch = Stopwatch.StartNew();
                    yOffset   += _drawing.Print(_mainText, _nonPreProcessed,
                                                new Vector3(20, Height - yOffset, 0),
                                                new SizeF(Width - 40f, -1), QFontAlignment.Left)
                                 .Height;
                    _stopwatch.Stop();
                    long notpreprocessed = _stopwatch.Elapsed.Ticks;

                    if (_frameCount > 60)
                    {
                        _benchResult = string.Format(("{0}       {1}\nPreprocessed was {2} ticks faster"),
                                                     preprocessed,
                                                     notpreprocessed, notpreprocessed - preprocessed);
                        _frameCount = 0;
                    }

                    _drawing.Print(_benchmarkResults, _benchResult,
                                   new Vector3(Width * 0.5f, Height - yOffset, 0),
                                   QFontAlignment.Centre, Color.White);
                    break;
                }

                case 10:
                {
                    yOffset += _drawing.Print(_heading2, "In Conclusion",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height;

                    PrintComment(_thereAreActually, ref yOffset);

                    break;
                }

                case 11:
                {
                    yOffset += _drawing.Print(_heading2, "Different installed fonts",
                                              new Vector3(20f, Height - yOffset, 0f),
                                              QFontAlignment.Left, _heading2Options).Height + 20;

                    foreach (var qFont in _installedFonts)
                    {
                        yOffset += _drawing.Print(qFont, "This text is printed with " + qFont.FontName,
                                                  new Vector3(20f, Height - yOffset, 0), QFontAlignment.Left, Color.White).Height + 10;
                    }

                    break;
                }
                }

                _drawing.RefreshBuffers();
            }

            // Create controlsDrawing every time.. would be also good to vary ProjectionMatrix with * Matrix4.CreateTranslation() !
            // this would save buffer work for OpenGL
            _controlsDrawing.DrawingPrimitives.Clear();
            _controlsDrawing.ProjectionMatrix = _projectionMatrix;

            if (_currentDemoPage != _lastPage)
            {
                var     dim = _controlsText.Measure("Press [Right] ->");
                Vector3 pos = new Vector3(Width - dim.Width / 2 - 16 * (float)(1 + Math.Sin(_cnt * 4)),
                                          _controlsText.Measure("P").Height + 10f, 0f);
                var dp = new QFontDrawingPrimitive(_controlsText, _controlsTextOpts);
                dp.ModelViewMatrix = Matrix4.CreateTranslation(0, dim.Height / 2, 0) * Matrix4.CreateRotationZ((float)MathHelper.DegreesToRadians(Math.Sin(_cnt * 4) * 15)) * Matrix4.CreateTranslation(pos);
                _controlsDrawing.DrawingPrimitives.Add(dp);
                dp.Print("Press [Right] ->", Vector3.Zero, QFontAlignment.Centre);
            }

            if (_currentDemoPage != 0)
            {
                var pos = new Vector3(10 + 16 * (float)(1 + Math.Sin(_cnt * 4)), _controlsText.Measure("P").Height + 10f, 0f);
                _controlsDrawing.Print(_controlsText, "<- Press [Left]", pos, QFontAlignment.Left, _controlsTextOpts);
            }
            _controlsDrawing.RefreshBuffers();
            _controlsDrawing.Draw();

            _drawing.Draw();
            SwapBuffers();
        }
Exemplo n.º 26
0
        public void initializeGL()
        {
            GL.ClearColor(Color4.White);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
            // Blending
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
            // Z-buffer
            GL.ClearDepth(1.0f);
            GL.DepthMask(true);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Enable(EnableCap.DepthTest);
            // Stencil
            GL.ClearStencil(0);
            GL.Enable(EnableCap.StencilTest);
            GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
            // Smoothing
            GL.Enable(EnableCap.PolygonSmooth);
            GL.Enable(EnableCap.LineSmooth);
            GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.PointSmoothHint, HintMode.Nicest);
            // Sizes
            GL.PointSize(DrawOptions.pointSize);
            GL.LineWidth(DrawOptions.lineWidth);
            // Defining all the colors for further selection
            availableColors_ = new List <Color4>()
            {
                Color4.Blue, Color4.Green, Color4.DarkOrange,
                Color4.Red, Color4.SaddleBrown, Color4.Purple,
                Color4.DarkBlue, Color4.DarkCyan, Color4.Chocolate
            };
            selection_         = new Dictionary <string, List <uint> >();
            sequenceSelection_ = new List <string>();
            selectionColor_    = Color4.HotPink;
            // Update drawing constants
            DrawOptions.update(glControl_.Width, glControl_.Height);
            // Transformations
            location_         = Vector3.Zero;
            modelTranslation_ = Matrix4.Identity;
            modelScale_       = Matrix4.CreateScale(DrawOptions.defaultScale, DrawOptions.defaultScale, 1.0f);
            modelRotation_    = Matrix4.Identity;
            view_             = Matrix4.Identity;
            projection_       = Matrix4.CreateOrthographic(glControl_.Width, glControl_.Height, DrawOptions.zNear, DrawOptions.zFar);
            // Markers
            isShowNodeMarkers = true;
            // Fonts
            isShowNodeNames = false;
            fontDrawing_    = new QFontDrawing();
            var builderConfig = new QFontBuilderConfiguration(true)
            {
                TextGenerationRenderHint = TextGenerationRenderHint.ClearTypeGridFit,
                Characters = CharacterSet.General | CharacterSet.Japanese | CharacterSet.Thai | CharacterSet.Cyrillic
            };

            font_ = new QFont("Optima", 8, builderConfig);
            fontRenderOptions_ = new QFontRenderOptions()
            {
                Colour           = Color.Black,
                DropShadowActive = false,
                CharacterSpacing = 0.1f
            };
            // Compiling the shader
            shader_ = new Shader(shaderPath_ + "shaders/shader.vert", shaderPath_ + "shaders/shader.frag");
            // Lighting
            isLighting = true;
            shader_.SetVector3("light.ambient", LightingOptions.lightAmbient);
            shader_.SetVector3("light.diffuse", LightingOptions.lightDiffuse);
            shader_.SetVector3("light.specular", LightingOptions.lightSpecular);
            // Light attenuation constants
            shader_.SetFloat("light.constant", LightingOptions.lightConstant);
            shader_.SetFloat("light.linear", LightingOptions.lightLinear);
            shader_.SetFloat("light.quadratic", LightingOptions.lightQuadratic);
            // Material
            shader_.SetVector3("material.ambient", LightingOptions.materialAmbient);
            shader_.SetVector3("material.diffuse", LightingOptions.materialDiffuse);
            shader_.SetVector3("material.specular", LightingOptions.materialSpecular);
            shader_.SetFloat("material.shininess", LightingOptions.materialShininess);
            // Coordinate system
            coordinateSystem_                 = new CoordinateSystem();
            coordinateSystem_.font            = font_;
            coordinateSystem_.shader          = shader_;
            coordinateSystemOrigin_           = new Vector3(DrawOptions.originSystemX, DrawOptions.originSystemY, DrawOptions.originSystemZ);
            coordinateSystemScaleTranslation_ = Matrix4.CreateScale(DrawOptions.defaultScale, DrawOptions.defaultScale, 1.0f) * Matrix4.CreateTranslation(coordinateSystemOrigin_);
            // Viewport
            prevControlWidth_  = glControl_.Width;
            prevControlHeight_ = glControl_.Height;
        }