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//
// This code was created by Jeff Molofee '99
//
// If you've found this code useful, please let me know.
//
// Visit me at www.demonews.com/hosted/nehe
//
//=====================================================================
// Converted to C# and MonoMac by Kenneth J. Pouncey
// http://www.cocoa-mono.org
//
// Copyright (c) 2011 Kenneth J. Pouncey
//
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
using MonoMac.Foundation;
using MonoMac.AppKit;
using MonoMac.CoreGraphics;
using MonoMac.OpenGL;
namespace NeHeLesson17
{
public class Texture2DFont : Texture2D
{
int baseDL;
public Texture2DFont (string path) : base(path)
{
buildFont ();
}
void buildFont ()
{
float cx;
float cy;
int loop;
baseDL = GL.GenLists (256);
for (loop = 0; loop < 256; loop++) {
cx = ((float)(loop % 16)) / 16.0f;
cy = ((float)(loop / 16)) / 16.0f;
GL.NewList (baseDL + loop, ListMode.Compile);
GL.Begin (BeginMode.Quads);
GL.TexCoord2 (cx, 1 - cy - 0.0625f);
GL.Vertex2 (0, 0);
GL.TexCoord2 (cx + 0.0625f, 1 - cy - 0.0625f);
GL.Vertex2 (16, 0);
GL.TexCoord2 (cx + 0.0625f, 1 - cy);
GL.Vertex2 (16, 16);
GL.TexCoord2 (cx, 1 - cy);
GL.Vertex2 (0, 16);
GL.End ();
GL.Translate (10, 0, 0);
GL.EndList ();
}
}
public void RenderText (int x, int y, string text, int fontSet)
{
if (fontSet > 1)
fontSet = 1;
int[] viewport = new int[4];
GL.GetInteger (GetPName.Viewport, viewport);
GL.BindTexture (TextureTarget.Texture2D, TextureName);
GL.Disable (EnableCap.DepthTest);
GL.MatrixMode (MatrixMode.Projection);
GL.PushMatrix (); // Save the projection matrix
GL.LoadIdentity (); // Reset the projection matrix
// Set up an ortho screen
GL.Ortho (0, viewport [2], 0, viewport [3], -1, 1);
GL.MatrixMode (MatrixMode.Modelview);
GL.PushMatrix (); // Save the modelview matrix
GL.LoadIdentity (); // Reset the modelview matrix
GL.Translate (x, y, 0); // Position the text
GL.ListBase (baseDL - 32 + (128 * fontSet)); // Choose the font set
// Convert our string into a byte array for CallLists
System.Text.UTF8Encoding encoding = new System.Text.UTF8Encoding ();
byte[] textBytes = encoding.GetBytes (text);
// Write the text to the screen
// Draws the display list text
GL.CallLists (text.Length, ListNameType.UnsignedByte, textBytes);
GL.MatrixMode (MatrixMode.Projection);
GL.PopMatrix (); // Restore the previous projection matrix
GL.MatrixMode (MatrixMode.Modelview);
GL.PopMatrix (); // Restore the previous modelview matrix
GL.Enable (EnableCap.DepthTest);
}
}
}
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