示例#1
0
文件: Legend.cs 项目: CP-H/CPHControl
        /// <summary>
        /// Calculates the space for the legend
        /// </summary>
        /// <param name="pane">The pane.</param>
        /// <param name="rect">The rect.</param>
        public void CalcRect(PaneBase pane, ref GLRectangleF rect)
        {
            if (pane is GraphPane)
            {
                int numLines = _legendEntries.Count / _nEntriesVert;

                if (numLines * _nEntriesVert != _legendEntries.Count)
                {
                    numLines += 1;
                }

                int LegendHeight = (int)(_lineHeight * numLines);

                _rect.Y = pane.Rect.Y + _margin.Bottom;
                _rect.X = pane.Rect.X + _margin.Left;

                _rect.Height = LegendHeight;
                _rect.Width  = pane.Rect.Width - _margin.Left - _margin.Right;

                _innerRect.Height = _rect.Height * 0.95f;
                _innerRect.Width  = _rect.Width * 0.98f;

                _innerRect.X = _rect.X + (_rect.Width - _innerRect.Width) / 2;
                _innerRect.Y = _rect.Y + (_rect.Height - _innerRect.Height) / 2;

                rect.Y      += LegendHeight + _margin.Top + _margin.Bottom;
                rect.Height -= LegendHeight + _margin.Top + _margin.Bottom;

                _entrySpaceX = (int)((_innerRect.Width - (_nEntriesVert - 1) * _entryGapX) / _nEntriesVert);

                _colorLineLen = (int)(0.18f * _entrySpaceX);

                _textLen = (int)(_entrySpaceX * 0.8f);
            }
        }
示例#2
0
文件: Legend.cs 项目: CP-H/CPHControl
        /// <summary>
        /// Initializes a new instance of the <see cref="Legend"/> class.
        /// </summary>
        /// <param name="textInstance">The text instance.</param>
        public Legend(TextInstance textInstance)
        {
            _legendEntries = new List <LegendEntry>();
            _border        = new GL_Border(Color.Black, textInstance.Shaders);
            _textInstance  = textInstance;
            _linesShader   = textInstance.Shaders.LineShader;
            _rect          = new GLRectangleF(0, 0, 0, 0);
            _innerRect     = new GLRectangleF(0, 0, 0, 0);
            _entryGapX     = 2;
            _nEntriesVert  = 5;
            _margin        = new Margin();
            _margin.Left   = 10;
            _margin.Right  = 10;
            _margin.Top    = 2;
            _margin.Bottom = 5;
            _lineHeight    = textInstance.FontSize * 0.8;

            _VBOLine = GL.GenBuffer();//set up OpenGL by generating buffers and using the shader
            _VAOLine = GL.GenVertexArray();
            _linesShader.Use();

            GL.BindVertexArray(_VAOLine);//setting up VAO states and binding the VBO

            GL.EnableVertexAttribArray(_linesShader.VertexLocation);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _VBOLine);
            _mat = Matrix4.Identity;
            GL.UniformMatrix4(_linesShader.MatrixLocation, false, ref _mat);

            GL.VertexAttribPointer(_linesShader.VertexLocation, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);

            GL.BindVertexArray(0);
            _linesShader.StopUse();
        }
示例#3
0
        /// <summary>
        /// Translate a point to the x/y-coordinate system of the viewport
        /// </summary>
        /// <param name="point">The point.</param>
        /// <param name="rect">The rect.</param>
        /// <returns>Gets the transformed point in the coordinatesystem of the viewport which ranges -1...1 in x and y</returns>
        private PointF PointToViewport(PointF point, GLRectangleF rect)
        {
            PointF ViewportPoint = new PointF
            {
                X = 2 * (point.X - rect.X) / rect.Width - 1,
                Y = 2 * (point.Y - rect.Y) / rect.Height - 1
            };

            return(ViewportPoint);
        }
示例#4
0
 /// <summary>
 /// Resizes the Rectangle, setting the posset of the first <see cref="LegendEntry"/>
 /// so that the legend gets resized after this happens
 /// </summary>
 /// <param name="rect">The rect.</param>
 public virtual void ReSize(GLRectangleF rect)
 {
     _rect = rect;
     try
     {
         _legend[0].PosSet = false;
     }
     catch
     {
     }
 }
示例#5
0
        /// <summary>
        /// Calculates the client rect.
        /// </summary>
        /// <returns>a rectangle reduced by the <see cref="Margin"/> values</returns>
        public GLRectangleF CalcClientRect()
        {
            GLRectangleF innerRect = new GLRectangleF(
                _rect.X + _margin.Left,
                _rect.Y + _margin.Bottom,
                _rect.Width - (_margin.Left + _margin.Right),
                _rect.Height - (_margin.Top + _margin.Bottom));

            this._legend.CalcRect(this, ref innerRect);

            return(innerRect);
        }
示例#6
0
        /// <summary>
        /// Draws the Border to the specified rectangle
        /// </summary>
        /// <param name="rect">The rect.</param>
        public void Draw(GLRectangleF rect)
        {
            GL.Viewport((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height);
            _shaders.LineShader.Use();
            GL.BindVertexArray(_VAO);
            GL.Uniform4(_shaders.LineShader.ColorLocation, _color);
            GL.UniformMatrix4(_shaders.LineShader.MatrixLocation, false, ref _mat);

            GL.DrawArrays(PrimitiveType.LineLoop, 0, _border.Length / 2);
            GL.BindVertexArray(0);
            _shaders.LineShader.StopUse();
        }
示例#7
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        /// <summary>
        /// Initializes a new instance of the <see cref="PaneBase"/> class.
        /// </summary>
        /// <param name="paneRect">The pane rect.</param>
        /// <param name="textInstance">The text instance.</param>
        public PaneBase(RectangleF paneRect, TextInstance textInstance)
        {
            _rect        = new GLRectangleF(0, 0, 0, 0);
            _rect.X      = (int)paneRect.X;
            _rect.Height = (int)paneRect.Height;
            _rect.Width  = (int)paneRect.Width;
            _rect.Y      = (int)paneRect.Bottom;

            _margin = new Margin();

            _glBorder = new GL_Border(Color.Black, textInstance.Shaders);

            _legend = new Legend(textInstance);
        }
示例#8
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        /// <summary>
        /// Calculates the chart rect.
        /// </summary>
        /// <returns>The rectangle where the <see cref="CurveList"/> can be drawn.
        /// It gets smaller the more axes and the more Legend entries exist.</returns>
        public GLRectangleF CalcChartRect()
        {
            // chart rect starts out at the full pane rect less the margins
            //   and less space for the Pane title
            int          minSpaceL  = 0;
            GLRectangleF clientRect = this.CalcClientRect();

            _xAxis.CalcSpace(out int minSpaceB);

            foreach (Axis axis in _yAxisList)
            {
                int tmp = axis.CalcSpace(out int fixedSpace);

                minSpaceL += fixedSpace;
            }
            clientRect.X      += minSpaceL;
            clientRect.Y      += minSpaceB;
            clientRect.Height -= minSpaceB;
            clientRect.Width  -= minSpaceL;
            return(clientRect);
        }
示例#9
0
        /// <summary>
        /// Draws the pane frame.
        /// </summary>
        public void DrawPaneFrame()
        {
            GLRectangleF rect = new GLRectangleF(_rect.X, _rect.Y, _rect.Width - 1, _rect.Height - 1);

            _glBorder.Draw(rect);
        }
示例#10
0
        /// <summary>
        /// Generates the font image, the VAO and the <see cref="CharSheet"/> storing all <see cref="Character"/>
        /// </summary>
        /// <param name="rect">The rect.</param>
        public void GenerateFontImage(GLRectangleF rect)
        {
            int bitmapWidth  = _glyphsPerLine * _glyphWidth;    //calculate bitmap dimensions
            int bitmapHeight = _glyphLineCount * _glyphHeight;

            //generating the bitmap and setting it up first
            using (Bitmap bitmap = new Bitmap(bitmapWidth, bitmapHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb))
            {
                Font font;
                font = new Font(new FontFamily(_fontName), _fontSize, FontStyle.Regular, GraphicsUnit.Pixel);

                using (var g = Graphics.FromImage(bitmap))
                {
                    if (_bitmapFont)
                    {
                        g.SmoothingMode     = SmoothingMode.None;
                        g.TextRenderingHint = TextRenderingHint.SingleBitPerPixel;
                    }
                    else
                    {
                        g.SmoothingMode     = SmoothingMode.HighQuality;
                        g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
                    }
                    //draw each character onto the bitmap
                    for (int p = 0; p < _glyphLineCount; p++)
                    {
                        for (int n = 0; n < _glyphsPerLine; n++)
                        {
                            char c = (char)(n + p * _glyphsPerLine);
                            g.DrawString(c.ToString(), font, Brushes.Black,
                                         n * _glyphWidth + _atlasOffsetX, p * _glyphHeight + _atlasOffsetY);
                        }
                    }
                }
                bitmap.Save(_fontBitmapFilename);//save the bitmap
                _textureWidth = bitmap.Width; _textureHeight = bitmap.Height;
            }

            _shaders.TextShader.Use();
            //bind the bitmap to an OpenGL Texture
            _fontTextureID = GL.GenTexture();

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, _fontTextureID);

            using (var image = new Bitmap(_fontBitmapFilename))
            {//load the bitmap into OpenGL
                var data = image.LockBits(
                    new Rectangle(0, 0, image.Width, image.Height),
                    ImageLockMode.ReadOnly,
                    System.Drawing.Imaging.PixelFormat.Format32bppArgb);

                GL.TexImage2D(TextureTarget.Texture2D,
                              0,
                              PixelInternalFormat.Rgba,
                              image.Width,
                              image.Height,
                              0,
                              OpenTK.Graphics.OpenGL4.PixelFormat.Bgra,
                              PixelType.UnsignedByte,
                              data.Scan0);
            }
            //set up the filters for the bitmap
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
            //generate the VAO and bind it
            _VAO = GL.GenVertexArray();
            GL.BindVertexArray(_VAO);
            //enable the vertex attribute arrays, very important otherwise no vertix can be loaded into OpenGL
            GL.EnableVertexAttribArray(_shaders.TextShader.TexCoordLocation);
            GL.EnableVertexAttribArray(_shaders.TextShader.VertexLocation);
            //generate the CharSheet from the information about the bitmap
            _charSheet = new CharSheet(_glyphLineCount, _glyphsPerLine, _glyphHeight, _glyphWidth, _textureWidth, _textureHeight, rect);
            //set the attribpointers to tell the Shader how the Vertices will be passed.
            GL.VertexAttribPointer(_shaders.TextShader.VertexLocation, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), 0);

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, _fontTextureID);
            GL.VertexAttribPointer(_shaders.TextShader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), 2 * sizeof(float));

            GL.BindVertexArray(0);
            _shaders.TextShader.StopUse();
            GL.Enable(EnableCap.Blend);//enable blending for the bitmap
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
        }
示例#11
0
 public CharSheet(int GlyphLineCount, int GlyphsPerLine, int GlyphHeight, int GlyphWidth, int TextureWidth, int TextureHeight, GLRectangleF rect)
 {
     for (int p = 0; p < GlyphLineCount; p++)
     {
         for (int n = 0; n < GlyphsPerLine; n++)
         {
             Character character = new Character((char)(n + p * GlyphsPerLine), GlyphHeight, GlyphWidth, TextureWidth, TextureHeight, GlyphsPerLine, rect);
             this.Add(character);
         }
     }
 }
示例#12
0
文件: Char.cs 项目: CP-H/CPHControl
        /// <summary>
        /// Initializes a new instance of the <see cref="Character"/> class.
        /// It combines the Coordinates of the bitmap containing the font
        /// with the Coordinates of the screen
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="GlyphHeight">Height of the glyph.</param>
        /// <param name="GlyphWidth">Width of the glyph.</param>
        /// <param name="TextureWidth">Width of the texture.</param>
        /// <param name="TextureHeight">Height of the texture.</param>
        /// <param name="GlyphsPerLine">The glyphs per line.</param>
        /// <param name="rect">The rect.</param>
        public Character(char character, int GlyphHeight, int GlyphWidth, int TextureWidth, int TextureHeight, int GlyphsPerLine, GLRectangleF rect)
        {
            _char = character;                                      //store the char for referencing
            float u_step = (float)GlyphWidth / (float)TextureWidth; //step sizes for stepping throught the bitmap
            float v_step = (float)GlyphHeight / (float)TextureHeight;
            float u = (float)(character % GlyphsPerLine) * u_step;  //Starting positions of the character inside the bitmap
            float v = (float)(character / GlyphsPerLine) * v_step;
            float x = -GlyphWidth / 2, y = 0;                       //Screen coordinates, specifying the bottom mit point of the glyph

            _vertices = new float[] {                               //setting the vertices
                x / rect.Width, y / rect.Height, u, v,
                -x / rect.Width, y / rect.Height, u + u_step, v,
                -x / rect.Width, -GlyphHeight / rect.Height, u + u_step, v + v_step,

                x / rect.Width, y / rect.Height, u, v,
                -x / rect.Width, -GlyphHeight / rect.Height, u + u_step, v + v_step,
                x / rect.Width, -GlyphHeight / rect.Height, u, v + v_step
            };

            _VBO = GL.GenBuffer();//generate the VBO, binding it and putting the Vertices inside.
            GL.BindBuffer(BufferTarget.ArrayBuffer, _VBO);
            GL.BufferData <float>(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * _vertices.Length), _vertices, BufferUsageHint.DynamicDraw);
        }