void ofxBaseShaderNode::draw(){ if(!shader || !output) return; //cout<<"node "<<name<<" drawing"<<endl; int w = output->getWidth(), h = output->getHeight(); shader->begin(); //loop over params and bind to uniforms for(auto uncast_ptr:params){ //ofParameterGroup &g = uncast_ptr->castGroup(); auto ptr = static_pointer_cast<ofParameterGroup>(uncast_ptr); ofParameterGroup &g = *ptr; setShaderParam(g); } //set size parameter if(hasSizeParameter){ // cout<<"node "<<name<<": autosetting size parameter to "<<w<<", "<<h<<endl; shader->setUniform2i("size", w, h); } //loop over inputs, then over textures and bind to uniforms size_t tex_count = 0; for(auto input_node:inputs){ //loop over textures in each input for(size_t j=0; j<input_node->getNumOutputTextures(); j++){ string param_name = textureInputs[tex_count]; //cout<<"node "<<name<<": setting texture input "<<tex_count<<" ("<<param_name<<") from texture "<<j<<" of "<<(input_node->name)<<endl; ofTexture &tex = input_node->output->getTexture(j); shader->setUniformTexture(param_name, tex, tex_count); tex_count++; } } //draw //cout<<"node "<<name<<" drawing to "<<output->getNumTextures()<<" textures"<<endl; output->begin(); output->activateAllDrawBuffers(); ofDrawRectangle(0,0,w,h); output->end(); shader->end(); }
void drawText(const string* text, float x, float y, const string* font_name, int font_size) { text = (string*)wstrdup(text); HDC hdc = CreateCompatibleDC(0); string* font_face = wstrdup(font_name); int font_height = -MulDiv(font_size, GetDeviceCaps(hdc, LOGPIXELSY), 72); HFONT hfont = CreateFontW(font_height, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, DEFAULT_PITCH, font_face); free(font_face); SelectObject(hdc, hfont); SetBkMode(hdc, TRANSPARENT); SetTextColor(hdc, RGB(255, 0, 0)); RECT rect = { 0 }; DrawTextW(hdc, text, -1, &rect, DT_CALCRECT | DT_NOCLIP); int width = rect.right - rect.left + 2, height = rect.bottom - rect.top + 2; rect.left++; rect.top++; void* bitmap_data = calloc(width*height, sizeof(uint32_t)); for (int i = 3; i < width*height*4; i+= 4) *((uint8_t*)bitmap_data+i) = 0xff; HBITMAP hbitmap = CreateBitmap(width, height, 1, 32, bitmap_data); SelectObject(hdc, hbitmap); DrawTextW(hdc, text, -1, &rect, DT_TOP | DT_LEFT); DeleteObject(hfont); free(text); GetBitmapBits(hbitmap, width*height*4, bitmap_data); DeleteObject(hbitmap); DeleteDC(hdc); for (int i = 0; i < width*height*4; i += 4) { *((uint8_t*)bitmap_data+i+3) = *((uint8_t*)bitmap_data+i+2); *((uint8_t*)bitmap_data+i ) = 0x10; *((uint8_t*)bitmap_data+i+1) = 0x10; *((uint8_t*)bitmap_data+i+2) = 0x10; } textureT* tex = createTexture(); textureT* old_tex = useTexture(tex, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap_data); free(bitmap_data); triMeshT* text_quad = createQuad(2.0f, 2.0f); if (!text_shader) initTextShader(); shaderT* old_shader = useShader(text_shader); setShaderParam("ScreenSize", &(vec2) { (float)screenWidth(), (float)screenHeight() }); setShaderParam("TextRect" , &(vec4) { (float)x, (float)y, (float)width, (float)height }); GLint depth_mask; glGetIntegerv(GL_DEPTH_WRITEMASK, &depth_mask); GLboolean cull_face, depth_test; glGetBooleanv(GL_CULL_FACE, &cull_face); glGetBooleanv(GL_DEPTH_TEST, &depth_test); glDepthMask(GL_FALSE); glDisable (GL_CULL_FACE); glDisable (GL_DEPTH_TEST); drawMesh(text_quad); glDepthMask(depth_mask); if (cull_face) glEnable(GL_CULL_FACE); if (depth_test) glEnable(GL_DEPTH_TEST); useTexture (old_tex, 0); useShader (old_shader); freeTexture(tex); freeMesh (text_quad); }