1 /*
2 * Font.cpp
3 * Copyright (C) 2007 by Bryan Duff <duff0097@gmail.com>
4 *
5 * This program is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2 of the License, or
8 * (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
14 *
15 * You should have received a copy of the GNU General Public License
16 * along with this program; if not, write to the Free Software
17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
18 * USA
19 */
20 #include "Font.h"
21
LoadFontTexture(char * fileName)22 void Font::LoadFontTexture(char *fileName)
23 {
24 TGAImageRec *tempTexture;
25 GLuint type;
26
27 //Load Image
28 tempTexture = LoadTGA(fileName);
29 //Is it valid?
30 if(tempTexture) {
31 //Alpha channel?
32 if(tempTexture->bpp == 24)
33 type = GL_RGB;
34 else
35 type = GL_RGBA;
36
37 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
38
39 glGenTextures(1, &FontTexture);
40 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
41
42 glBindTexture(GL_TEXTURE_2D, FontTexture);
43 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
44 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
45
46 gluBuild2DMipmaps(GL_TEXTURE_2D, type, tempTexture->sizeX,
47 tempTexture->sizeY, type, GL_UNSIGNED_BYTE,
48 tempTexture->data);
49 free(tempTexture->data);
50 free(tempTexture);
51 }
52 }
53
BuildFont()54 void Font::BuildFont() // Build Our Font Display List
55 {
56 float cx; // Holds Our X Character Coord
57 float cy; // Holds Our Y Character Coord
58 int loop;
59
60 base = glGenLists(256); // Creating 256 Display Lists
61 glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
62 for(loop = 0; loop < 256; loop++) // Loop Through All 256 Lists
63 {
64 cx = float (loop % 16) / 16.0f; // X Position Of Current Character
65 cy = float (loop / 16) / 16.0f; // Y Position Of Current Character
66
67 glNewList(base + loop, GL_COMPILE); // Start Building A List
68 glBegin(GL_QUADS); // Use A Quad For Each Character
69 glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
70 glVertex2i(0, 0); // Vertex Coord (Bottom Left)
71 glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
72 glVertex2i(16, 0); // Vertex Coord (Bottom Right)
73 glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
74 glVertex2i(16, 16); // Vertex Coord (Top Right)
75 glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
76 glVertex2i(0, 16); // Vertex Coord (Top Left)
77 glEnd(); // Done Building Our Quad (Character)
78 glTranslated(10, 0, 0); // Move To The Right Of The Character
79 glEndList(); // Done Building The Display List
80 } // Loop Until All 256 Are Built
81 }
82