add simple 3d debug text for OpenGL2 in example browser
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@@ -327,68 +327,6 @@ void SimpleOpenGL3App::drawText3D( const char* txt, float worldPosX, float world
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glDisable(GL_BLEND);
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#if 0
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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int pos=0;
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//float color[]={0.2f,0.2,0.2f,1.f};
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,m_data->m_largeFontTextureId);
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//float width = r.x;
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//float extraSpacing = 0.;
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float startX = posX;
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float startY = posY;
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while (txt[pos])
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{
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float scaling = 0.02;
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int c = txt[pos];
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//r.h = g_DefaultNormalFont->m_CharHeight;
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//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
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float endX = startX-float(g_DefaultLargeFont->m_CharWidth[c])*scaling;
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float endY = startY-float(g_DefaultLargeFont->m_CharHeight)*scaling;
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float currentColor[]={0.2f,0.2,0.2f,1.f};
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float u0 = g_DefaultLargeFont->m_CharU0[c];
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float v0 = g_DefaultLargeFont->m_CharV0[c];
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float u1 = g_DefaultLargeFont->m_CharU1[c];
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float v1 = g_DefaultLargeFont->m_CharV1[c];
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float color[4] = {0,0,0,1};
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PrimVertex vertexData[4] = {
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{ PrimVec4(startX, startY, 0, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)},
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{ PrimVec4(startX, endY, 0 , 1.f), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)},
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{ PrimVec4(endX, endY,0.f, 1.f ), PrimVec4(color[0], color[1], color[2], color[3]) ,PrimVec2(u1,v1)},
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{ PrimVec4(endX,startY, 0.f, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u1,v0)}
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};
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float viewMat[16];
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float projMat[16];
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m_instancingRenderer->getCameraViewMatrix(viewMat);
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m_instancingRenderer->getCameraProjectionMatrix(projMat);
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m_primRenderer->drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],viewMat,projMat,false);
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//DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]);
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// DrawFilledRect(r);
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startX = endX;
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//startY = endY;
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pos++;
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}
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glBindTexture(GL_TEXTURE_2D,0);
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glDisable(GL_BLEND);
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#endif
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}
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