示例#1
1
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="x">The x.</param>
        /// <param name="y">The y.</param>
        /// <param name="r">The r.</param>
        /// <param name="g">The g.</param>
        /// <param name="b">The b.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="text">The text.</param>
        public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text)
        {
            //  Get the font size in pixels.
            var fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = (from fbe in fontBitmapEntries
                         where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
                         && fbe.HRC == gl.RenderContextProvider.RenderContextHandle
                         && String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0
                         && fbe.Height == fontHeight
                         select fbe).ToList();

            //  Get the FBE or null.
            var fontBitmapEntry = result.FirstOrDefault();

            //  If we don't have the FBE, we must create it.
            if (fontBitmapEntry == null)
                fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);

            double width = gl.RenderContextProvider.Width;
            double height = gl.RenderContextProvider.Height;
            
            //  Create the appropriate projection matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PushMatrix();
            gl.LoadIdentity();
            
            int[] viewport = new int[4];
            gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
            gl.Ortho(0, width, 0, height, -1, 1);

            //  Create the appropriate modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            gl.PushMatrix();
            gl.LoadIdentity();
            gl.Color(r, g, b);
            gl.RasterPos(x, y);

            gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
                OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
            gl.Color(r, g, b);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.Disable(OpenGL.GL_DEPTH_TEST);
            gl.RasterPos(x, y);

            //  Set the list base.
            gl.ListBase(fontBitmapEntry.ListBase);

            //  Create an array of lists for the glyphs.
            var lists = text.Select(c => (byte) c).ToArray();

            //  Call the lists for the string.
            gl.CallLists(lists.Length, lists);
            gl.Flush();
            
            //  Reset the list bit.
            gl.PopAttrib();

            //  Pop the modelview.
            gl.PopMatrix();

            //  back to the projection and pop it, then back to the model view.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PopMatrix();
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
        }
示例#2
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="deviation">The deviation.</param>
        /// <param name="extrusion">The extrusion.</param>
        /// <param name="text">The text.</param>
        public void DrawText(OpenGL gl, string faceName, float fontSize,
                             float deviation, float extrusion, string text)
        {
            //  Get the font size in pixels.
            var fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = (from fbe in fontOutlineEntries
                          where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle &&
                          fbe.HRC == gl.RenderContextProvider.RenderContextHandle &&
                          String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0 &&
                          fbe.Height == fontHeight &&
                          fbe.Deviation == deviation &&
                          fbe.Extrusion == extrusion
                          select fbe).ToList();

            //  Get the FBE or null.
            var fontOutlineEntry = result.FirstOrDefault();

            //  If we don't have the FBE, we must create it.
            if (fontOutlineEntry == null)
            {
                fontOutlineEntry = CreateFontOutlineEntry(gl, faceName, fontHeight, deviation, extrusion, FontOutlineFormat.Polygons);
            }

            //  Set the list base.
            gl.ListBase(fontOutlineEntry.ListBase);

            //  Create an array of lists for the glyphs.
            var lists = text.Select(c => (byte)c).ToArray();

            //  Call the lists for the string.
            gl.CallLists(lists.Length, lists);
            gl.Flush();
        }
示例#3
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="deviation">The deviation.</param>
        /// <param name="extrusion">The extrusion.</param>
        /// <param name="text">The text.</param>
        /// <param name="glyphMetrics"> </param>
        /// <returns>True if the text was rendered, false if the underlying font could not be created.</returns>
        public bool DrawText(OpenGL gl, string faceName, float deviation, float extrusion, string text, out GLYPHMETRICSFLOAT[] glyphMetrics)
        {
            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            //  If not, create one.
            const float tolerance        = 0.01f;
            var         fontOutlineEntry = (from fbe in fontOutlineEntries
                                            where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle &&
                                            fbe.HRC == gl.RenderContextProvider.RenderContextHandle &&
                                            string.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0 &&
                                            Math.Abs(fbe.Deviation - deviation) < tolerance &&
                                            Math.Abs(fbe.Extrusion - extrusion) < tolerance
                                            select fbe).FirstOrDefault()
                                           ?? CreateFontOutlineEntry(gl, faceName, deviation, extrusion,
                                                                     FontOutlineFormat.Polygons);

            //  If we failed to create the outline entry we'll need to bail.
            if (fontOutlineEntry == null)
            {
                glyphMetrics = null;
                return(false);
            }

            //  Set the list base.
            gl.ListBase(fontOutlineEntry.ListBase);

            //  Create an array of lists for the glyphs.
            var lists = text.Select(c => (byte)c).ToArray();

            //  Call the lists for the string.
            gl.CallLists(lists.Length, lists);
            gl.Flush();

            //  Return the glyph metrics used.
            glyphMetrics = fontOutlineEntry.GlyphMetrics;
            return(true);
        }
示例#4
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="text">The text.</param>
        public void DrawText(OpenGL gl, string faceName, float fontSize, 
            float deviation, float extrusion, string text)
        {
            //  Get the font size in pixels.
            int fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = from fbe in fontOutlineEntries
                         where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
                         && fbe.HRC == gl.RenderContextProvider.RenderContextHandle
                         && string.Compare(fbe.FaceName, faceName, true) == 0
                         && fbe.Height == fontHeight
                         && fbe.Deviation == deviation
                         && fbe.Extrusion == extrusion
                         select fbe;

            //  Get the FBE or null.
            var fontOutlineEntry = result == null || result.Count() == 0 ? null : result.First();

            //  If we don't have the FBE, we must create it.
            if (fontOutlineEntry == null)
                fontOutlineEntry = CreateFontOutlineEntry(gl, faceName, fontHeight, deviation, extrusion, FontOutlineFormat.Polygons);

            //  Set the list base.
            gl.ListBase(fontOutlineEntry.ListBase);

            //  Create an array of lists for the glyphs.
            List<byte> lists = new List<byte>();
            foreach(char c in text)
                lists.Add((byte)c);            

            //  Call the lists for the string.
            gl.CallLists(lists.Count, lists.ToArray());
            gl.Flush();
        }
示例#5
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="deviation">The deviation.</param>
        /// <param name="extrusion">The extrusion.</param>
        /// <param name="text">The text.</param>
        public void DrawText(OpenGL gl, string faceName, float fontSize, 
            float deviation, float extrusion, string text)
        {
            //  Get the font size in pixels.
            var fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = (from fbe in fontOutlineEntries
                         where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
                         && fbe.HRC == gl.RenderContextProvider.RenderContextHandle
                         && String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0
                         && fbe.Height == fontHeight
                         && fbe.Deviation == deviation
                         && fbe.Extrusion == extrusion
                         select fbe).ToList();

            //  Get the FBE or null.
            var fontOutlineEntry = result.FirstOrDefault();

            //  If we don't have the FBE, we must create it.
            if (fontOutlineEntry == null)
                fontOutlineEntry = CreateFontOutlineEntry(gl, faceName, fontHeight, deviation, extrusion, FontOutlineFormat.Polygons);

            //  Set the list base.
            gl.ListBase(fontOutlineEntry.ListBase);

            //  Create an array of lists for the glyphs.
            var lists = text.Select(c => (byte) c).ToArray();

            //  Call the lists for the string.
            gl.CallLists(lists.Length, lists);
            gl.Flush();
        }
示例#6
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="x">The x.</param>
        /// <param name="y">The y.</param>
        /// <param name="r">The r.</param>
        /// <param name="g">The g.</param>
        /// <param name="b">The b.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="text">The text.</param>
        /// <param name="resWidth">Horizontal resolution.</param>
        /// <param name="resHeight">Vertical resolution.</param>
        public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text,
                             double resWidth, double resHeight)
        {
            //  Get the font size in pixels.
            var fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = (from fbe in fontBitmapEntries
                          where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle &&
                          fbe.HRC == gl.RenderContextProvider.RenderContextHandle &&
                          String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0 &&
                          fbe.Height == fontHeight
                          select fbe).ToList();

            //  Get the FBE or null.
            var fontBitmapEntry = result.FirstOrDefault();

            //  If we don't have the FBE, we must create it.
            if (fontBitmapEntry == null)
            {
                fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);
            }

            //  Create the appropriate projection matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PushMatrix();
            gl.LoadIdentity();

            gl.Ortho(0, resWidth, 0, resHeight, -1, 1);

            //  Create the appropriate modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            gl.PushMatrix();
            gl.LoadIdentity();
            gl.Color(r, g, b);
            gl.RasterPos(x, y);

            gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
                          OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
            gl.Color(r, g, b);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.Disable(OpenGL.GL_DEPTH_TEST);
            gl.RasterPos(x, y);

            //  Set the list base.
            gl.ListBase(fontBitmapEntry.ListBase);

            //  Create an array of lists for the glyphs.
            var lists = text.Select(c => (byte)c).ToArray();

            //  Call the lists for the string.
            gl.CallLists(lists.Length, lists);
            gl.Flush();

            //  Reset the list bit.
            gl.PopAttrib();

            //  Pop the modelview.
            gl.PopMatrix();

            //  back to the projection and pop it, then back to the model view.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PopMatrix();
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
        }
示例#7
0
        /// <summary>
        /// Draws the text.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="x">The x.</param>
        /// <param name="y">The y.</param>
        /// <param name="r">The r.</param>
        /// <param name="g">The g.</param>
        /// <param name="b">The b.</param>
        /// <param name="faceName">Name of the face.</param>
        /// <param name="fontSize">Size of the font.</param>
        /// <param name="text">The text.</param>
        public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text)
        {
            //  Get the font size in pixels.
            int fontHeight = (int)(fontSize * (16.0f / 12.0f));

            //  Do we have a font bitmap entry for this OpenGL instance and face name?
            var result = from fbe in fontBitmapEntries
                         where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
                         && fbe.HRC == gl.RenderContextProvider.RenderContextHandle
                         && string.Compare(fbe.FaceName, faceName, true) == 0
                         && fbe.Height == fontHeight
                         select fbe;

            //  Get the FBE or null.
            FontBitmapEntry fontBitmapEntry = result == null || result.Count() == 0 ? null : result.First();

            //  If we don't have the FBE, we must create it.
            if (fontBitmapEntry == null)
                fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);

            double width = gl.RenderContextProvider.Width;
            double height = gl.RenderContextProvider.Height;

            double aspect_ratio = width / height;
            
            //  Create the appropriate projection matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PushMatrix();
            gl.LoadIdentity();
            
            int[] viewport = new int[4];
            gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
            //gl.Ortho2D(viewport[0], viewport[2], viewport[1], viewport[3]);
            gl.Ortho(0, width, 0, height, -1, 1);

            //  Create the appropriate modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            gl.PushMatrix();
            gl.LoadIdentity();
            //gl.Translate(0, 0, -5);
            //gl.RasterPos(x, y);
            gl.Color(r, g, b);
            gl.RasterPos(x, y);

            gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
                OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
            gl.Color(r, g, b);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.Disable(OpenGL.GL_DEPTH_TEST);
            gl.RasterPos(x, y);
           /** gl.Enable(OpenGL.GL_BLEND);
            gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA); */

            //  Set the list base.
            gl.ListBase(fontBitmapEntry.ListBase);

            //  Create an array of lists for the glyphs.
            List<byte> lists = new List<byte>();
            foreach(char c in text)
                lists.Add((byte)c);            

            //  Call the lists for the string.
            gl.CallLists(lists.Count, lists.ToArray());
            gl.Flush();
            
            //  Reset the list bit.
            gl.PopAttrib();

            //  Pop the modelview.
            gl.PopMatrix();

            //  back to the projection and pop it, then back to the model view.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PopMatrix();
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
        }