📄 font.h
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#pragma once
#include "engine.h"
GLuint base;
TextureImage fontTextures [ 1 ];
void ShutdownFont()
{
glDeleteLists(base,256);
}
void BuildFont() // build font display list
{
LoadTGA( &fontTextures[ 0 ], "images/font.tga" );
base = glGenLists(256); // create 256 display lists
glBindTexture(GL_TEXTURE_2D, fontTextures[0].id); // set font texture
for (int loop1=0; loop1<256; loop1++) // loop through 256 lists
{
float cx=float(loop1%16)/16.0f; // x position of current character
float cy=float(loop1/16)/16.0f; // y position of current character
glNewList(base+loop1,GL_COMPILE); // start building a list
glBegin(GL_QUADS); // quad for each character
glTexCoord2f(cx,1.0f-cy-0.0625f);// texture coord (bottom left)
glVertex2d(0,16);// vertex coord (bottom left)
glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f); // texture coord (bottom right)
glVertex2i(16,16); // vertex coord (bottom right)
glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f); // texture coord (top right)
glVertex2i(16,0); // vertex coord (top right)
glTexCoord2f(cx,1.0f-cy-0.001f); // texture coord (top left)
glVertex2i(0,0); // vertex coord (top left)
glEnd(); // end building quad character
glTranslated(13,0,0); // move to right of character
glEndList(); // end building display list
}
}
void PrintList(int x, GLint y, int set, const char *fmt, float scale = 0.85f)
// where printing happens
{
char text[1024]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return;
// Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
if (set>1) // Did User Choose An Invalid Character Set?
set=1; // If So, Select Set 1 (Italic)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glLoadIdentity(); // Reset The Modelview Matrix
glTranslated(x,y,0); // Position The Text (0,0 - Top Left)
glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
glScalef(scale,scale,1.0f); // Make The Text 2X Taller
glCallLists(strlen(text),GL_UNSIGNED_BYTE, text);// Write The Text To The Screen
glDisable(GL_TEXTURE_2D); // Disable Texture Mapping
}
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