add simple 3d debug text for OpenGL2 in example browser

This commit is contained in:
erwin coumans
2015-05-06 16:11:03 -07:00
parent 5a0b744e73
commit 5b34cda617
2 changed files with 202 additions and 68 deletions

View File

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