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(); }
/// <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); }
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; }
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); }
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); }
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); }
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; }
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); }
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); }
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 }; }
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; }
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; }
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(); }
/// <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); }
/// <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); }
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(); }
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; }
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; }
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); }
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); }
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; }
/// <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(); }
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; }