1 | /*************************************************************************** |
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2 | cone3dfont.cpp - description |
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3 | ------------------- |
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4 | copyright : (C) 2001 by Marius Andra aka Cone3D |
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5 | email : marius@hot.ee |
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6 | ICQ : 43999510 |
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7 | ***************************************************************************/ |
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8 | |
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9 | /*************************************************************************** |
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10 | * * |
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11 | * This program is free software; you can redistribute it and/or modify * |
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12 | * it under the terms of the GNU General Public License as published by * |
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13 | * the Free Software Foundation; either version 2 of the License, or * |
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14 | * (at your option) any later version. * |
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15 | * * |
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16 | ***************************************************************************/ |
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17 | |
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18 | #include "cone3dfont.h" |
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19 | #include <stdarg.h> |
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20 | |
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21 | #include "../importer/texture.h" |
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22 | |
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23 | int Cone3DFont::SetSize(float x, float y) // Set the size of the font |
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24 | { |
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25 | sizex=x; |
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26 | sizey=y; |
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27 | |
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28 | return 1; |
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29 | } |
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30 | |
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31 | int Cone3DFont::BuildFont(char *file) // Build Our Font Display List |
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32 | { |
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33 | int loop1; |
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34 | float cx, cy; |
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35 | |
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36 | font = new Texture(); |
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37 | font->loadImage(file); |
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38 | |
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39 | base=glGenLists(256); // Creating 256 Display Lists |
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40 | glBindTexture(GL_TEXTURE_2D, font->getTexture()); // Select Our Font Texture |
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41 | for (loop1=0; loop1<256; loop1++) // Loop Through All 256 Lists |
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42 | { |
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43 | cx=(float)(loop1%16)/16.0f; // X Position Of Current Character |
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44 | cy=(float)(loop1/16)/16.0f; // Y Position Of Current Character |
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45 | |
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46 | glNewList(base+loop1,GL_COMPILE); // Start Building A List |
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47 | glBegin(GL_QUADS); // Use A Quad For Each Character |
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48 | glTexCoord2f(cx,1.0f-cy-0.0625f); // Texture Coord (Bottom Left) |
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49 | glVertex2d(0,16); // Vertex Coord (Bottom Left) |
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50 | glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f); // Texture Coord (Bottom Right) |
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51 | glVertex2i(16,16); // Vertex Coord (Bottom Right) |
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52 | glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f); // Texture Coord (Top Right) |
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53 | glVertex2i(16,0); // Vertex Coord (Top Right) |
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54 | glTexCoord2f(cx,1.0f-cy-0.001f); // Texture Coord (Top Left) |
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55 | glVertex2i(0,0); // Vertex Coord (Top Left) |
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56 | glEnd(); // Done Building Our Quad (Character) |
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57 | glTranslated(12,0,0); // Move To The Right Of The Character |
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58 | glEndList(); // Done Building The Display List |
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59 | } // Loop Until All 256 Are Built |
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60 | return 1; |
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61 | } |
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62 | |
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63 | int Cone3DFont::KillFont(GLvoid) // Delete The Font From Memory |
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64 | { |
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65 | glDeleteLists(base,256); // Delete All 256 Display Lists |
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66 | return 1; |
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67 | } |
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68 | |
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69 | int Cone3DFont::PrintText(GLint x, GLint y, char type, char *fmt,...)// Where The Printing Happens |
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70 | { |
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71 | char text[1024]; // Holds Our String |
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72 | int blendOn,scissorOn,textureOn,lightOn; // Holds the previous GL settings |
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73 | int depthOn,matrixMode,screenStats[4],blendSrc,blendDst; |
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74 | char typ=type; |
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75 | |
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76 | va_list ap; // Pointer To List Of Arguments |
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77 | |
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78 | if (fmt == NULL) // If There's No Text |
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79 | return 1; // Do Nothing |
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80 | |
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81 | va_start(ap, fmt); // Parses The String For Variables |
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82 | vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers |
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83 | va_end(ap); // Results Are Stored In Text |
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84 | |
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85 | if (type>3) // Did User Choose An Invalid Character Set? |
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86 | type=3; // If So, Select Set 2 (Italic) |
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87 | |
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88 | textureOn = glIsEnabled(GL_TEXTURE_2D); // Were textures enabled? |
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89 | depthOn = glIsEnabled(GL_DEPTH_TEST); // Was GL_DEPTH_TEST enabled? |
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90 | lightOn = glIsEnabled(GL_LIGHTING); // Was GL_LIGHTING enabled? |
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91 | scissorOn = glIsEnabled(GL_SCISSOR_TEST); // etc. |
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92 | glGetIntegerv(GL_MATRIX_MODE, &matrixMode); |
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93 | glGetIntegerv(GL_VIEWPORT, screenStats); |
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94 | blendOn= glIsEnabled(GL_BLEND); |
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95 | glGetIntegerv(GL_BLEND_SRC, &blendSrc); |
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96 | glGetIntegerv(GL_BLEND_DST, &blendDst); |
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97 | |
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98 | if (depthOn) glDisable(GL_DEPTH_TEST); // If they were enabled/disabled |
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99 | if (!textureOn) glEnable(GL_TEXTURE_2D); // then enable/disable them |
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100 | if (!blendOn) glEnable(GL_BLEND); |
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101 | if (!scissorOn) glEnable(GL_SCISSOR_TEST); |
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102 | if (lightOn) glDisable(GL_LIGHTING); |
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103 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Set the correct blending mode |
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104 | |
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105 | glMatrixMode(GL_PROJECTION); // and initalize Ortho mode |
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106 | glPushMatrix(); |
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107 | glLoadIdentity(); |
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108 | glOrtho(0.0f,screenStats[2],screenStats[3],0.0f,-1.0f,1.0f); |
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109 | glMatrixMode(GL_MODELVIEW); |
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110 | glPushMatrix(); |
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111 | glBindTexture(GL_TEXTURE_2D, font->getTexture()); |
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112 | |
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113 | if(type>1) typ=typ-2; |
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114 | glLoadIdentity(); |
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115 | glTranslated(x,y,0); |
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116 | glListBase(base-32+(128*typ)); |
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117 | glScalef(sizex,sizey,1.0f); |
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118 | glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen |
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119 | |
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120 | if(type>1) |
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121 | { |
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122 | glLoadIdentity(); |
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123 | glTranslated(x+1,y,0); |
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124 | glListBase(base-32+(128*(type-2))); |
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125 | glScalef(sizex,sizey,1.0f); |
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126 | glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen |
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127 | } |
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128 | |
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129 | glBindTexture(GL_TEXTURE_2D, 0); // Fix everything up |
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130 | glMatrixMode(GL_PROJECTION); |
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131 | glPopMatrix(); |
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132 | glMatrixMode(GL_MODELVIEW); |
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133 | glPopMatrix(); |
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134 | |
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135 | if (depthOn) glEnable(GL_DEPTH_TEST); |
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136 | if (!textureOn) glDisable(GL_TEXTURE_2D); |
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137 | if (!blendOn) glDisable(GL_BLEND); |
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138 | if (!scissorOn) glDisable(GL_SCISSOR_TEST); |
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139 | if (lightOn) glEnable(GL_LIGHTING); |
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140 | |
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141 | glBlendFunc(blendSrc, blendDst); |
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142 | glMatrixMode(matrixMode); |
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143 | |
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144 | return 1; |
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145 | } |
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