1 /*
2  * Text.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 /**> HEADER FILES <**/
21 #include "Text.h"
22 
LoadFontTexture(char * fileName)23 void Text::LoadFontTexture(char *fileName)
24 {
25   TGAImageRec *tempTexture;
26   GLuint type;
27 
28   //Load Image
29   tempTexture = LoadTGA(fileName);
30   //Is it valid?
31   if(tempTexture) {
32     //Alpha channel?
33     if(tempTexture->bpp == 24)
34       type = GL_RGB;
35     else
36       type = GL_RGBA;
37 
38     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
39 
40     glGenTextures(1, &FontTexture);
41     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
42 
43     glBindTexture(GL_TEXTURE_2D, FontTexture);
44     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
45     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
46 
47     gluBuild2DMipmaps(GL_TEXTURE_2D, type, tempTexture->sizeX,
48                       tempTexture->sizeY, type, GL_UNSIGNED_BYTE,
49                       tempTexture->data);
50     free(tempTexture->data);
51     free(tempTexture);
52   }
53 }
54 
BuildFont()55 void Text::BuildFont()          // Build Our Font Display List
56 {
57   float cx;                     // Holds Our X Character Coord
58   float cy;                     // Holds Our Y Character Coord
59   int loop;
60 
61   base = glGenLists(256);       // Creating 256 Display Lists
62   glBindTexture(GL_TEXTURE_2D, FontTexture);    // Select Our Font Texture
63   for(loop = 0; loop < 256; loop++)     // Loop Through All 256 Lists
64   {
65     cx = float (loop % 16) / 16.0f;     // X Position Of Current Character
66     cy = float (loop / 16) / 16.0f;     // Y Position Of Current Character
67 
68     glNewList(base + loop, GL_COMPILE); // Start Building A List
69     glBegin(GL_QUADS);          // Use A Quad For Each Character
70     glTexCoord2f(cx, 1 - cy - 0.0625f + .001);  // Texture Coord (Bottom Left)
71     glVertex2i(0, 0);           // Vertex Coord (Bottom Left)
72     glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001);        // Texture Coord (Bottom Right)
73     glVertex2i(16, 0);          // Vertex Coord (Bottom Right)
74     glTexCoord2f(cx + 0.0625f, 1 - cy - .001);  // Texture Coord (Top Right)
75     glVertex2i(16, 16);         // Vertex Coord (Top Right)
76     glTexCoord2f(cx, 1 - cy - +.001);   // Texture Coord (Top Left)
77     glVertex2i(0, 16);          // Vertex Coord (Top Left)
78     glEnd();                    // Done Building Our Quad (Character)
79     glTranslated(10, 0, 0);     // Move To The Right Of The Character
80     glEndList();                // Done Building The Display List
81   }                             // Loop Until All 256 Are Built
82 }
83 
glPrint(GLint x,GLint y,char * string,int set,float size,float width,float height)84 void Text::glPrint(GLint x, GLint y, char *string, int set, float size, float width, float height)      // Where The Printing Happens
85 {
86   if(set > 1) {
87     set = 1;
88   }
89   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
90   glBindTexture(GL_TEXTURE_2D, FontTexture);    // Select Our Font Texture
91   glDisable(GL_DEPTH_TEST);     // Disables Depth Testing
92   glDisable(GL_LIGHTING);
93   glEnable(GL_BLEND);
94   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
95   glMatrixMode(GL_PROJECTION);  // Select The Projection Matrix
96   glPushMatrix();               // Store The Projection Matrix
97   glLoadIdentity();             // Reset The Projection Matrix
98   glOrtho(0, width, 0, height, -100, 100);      // Set Up An Ortho Screen
99   glMatrixMode(GL_MODELVIEW);   // Select The Modelview Matrix
100   glPushMatrix();               // Store The Modelview Matrix
101   glLoadIdentity();
102   glScalef(size, size, 1);      // Reset The Modelview Matrix
103   glTranslated(x, y, 0);        // Position The Text (0,0 - Bottom Left)
104   glListBase(base - 32 + (128 * set));  // Choose The Font Set (0 or 1)
105   glCallLists(strlen(string), GL_BYTE, string); // Write The Text To The Screen
106   glMatrixMode(GL_PROJECTION);  // Select The Projection Matrix
107   glPopMatrix();                // Restore The Old Projection Matrix
108   glMatrixMode(GL_MODELVIEW);   // Select The Modelview Matrix
109   glPopMatrix();                // Restore The Old Projection Matrix
110   glEnable(GL_DEPTH_TEST);      // Enables Depth Testing
111   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
112 }
113