#include #include "Text.h" void Text::BuildFont() // Build Our Font Display List { float cx; // Holds Our X Character Coord float cy; // Holds Our Y Character Coord int loop; base=glGenLists(256); // Creating 256 Display Lists glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture for (loop=0; loop<256; loop++) // Loop Through All 256 Lists { cx=float(loop%16)/16.0f; // X Position Of Current Character cy=float(loop/16)/16.0f; // Y Position Of Current Character glNewList(base+loop,GL_COMPILE); // Start Building A List glBegin(GL_QUADS); // Use A Quad For Each Character glTexCoord2f(cx,1-cy-0.0625f+.001); // Texture Coord (Bottom Left) glVertex2i(0,0); // Vertex Coord (Bottom Left) glTexCoord2f(cx+0.0625f,1-cy-0.0625f+.001); // Texture Coord (Bottom Right) glVertex2i(16,0); // Vertex Coord (Bottom Right) glTexCoord2f(cx+0.0625f,1-cy-.001); // Texture Coord (Top Right) glVertex2i(16,16); // Vertex Coord (Top Right) glTexCoord2f(cx,1-cy-+.001); // Texture Coord (Top Left) glVertex2i(0,16); // Vertex Coord (Top Left) glEnd(); // Done Building Our Quad (Character) glTranslated(10,0,0); // Move To The Right Of The Character glEndList(); // Done Building The Display List } // Loop Until All 256 Are Built } void Text::glPrint(GLint x, GLint y, char *string, int set, float size, float width, float height) // Where The Printing Happens { if (set>1) { set=1; } glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture glDisable(GL_DEPTH_TEST); // Disables Depth Testing glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); // Store The Modelview Matrix glLoadIdentity(); glScalef(size,size,1); // Reset The Modelview Matrix glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left) glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1) glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); // Restore The Old Projection Matrix glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPopMatrix(); // Restore The Old Projection Matrix glEnable(GL_DEPTH_TEST); // Enables Depth Testing glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } Text::~Text() { glDeleteTextures(1, &FontTexture); }