void RAS_OpenGLRasterizer::RenderText3D(
        int fontid, const char *text, int size, int dpi,
        const float color[4], const double mat[16], float aspect)
{
	/* gl prepping */
	DisableForText();

	/* the actual drawing */
	glColor4fv(color);

	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size      */
	/* the bigger the size, the smaller the aspect	           */
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
示例#2
0
void GPC_RenderTools::RenderText3D(	int fontid,
									const char* text,
									int size,
									int dpi,
									float* color,
									double* mat,
									float aspect)
{
	/* the actual drawing */
	glColor3fv(color);
 
	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size */
	/* the bigger the size, the smaller the aspect	*/
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, (char *)text, strlen(text));

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
	glEnable(GL_DEPTH_TEST);
}
示例#3
0
static PyObject *py_blf_aspect(PyObject *UNUSED(self), PyObject *args)
{
	float aspect;
	int fontid;

	if (!PyArg_ParseTuple(args, "if:blf.aspect", &fontid, &aspect))
		return NULL;

	BLF_aspect(fontid, aspect, aspect, 1.0);

	Py_RETURN_NONE;
}
示例#4
0
void GPC_RenderTools::RenderText3D(	int fontid,
									const char* text,
									int size,
									int dpi,
									float* color,
									double* mat,
									float aspect)
{
	if(GLEW_ARB_multitexture) {
		for(int i=0; i<MAXTEX; i++) {
			glActiveTextureARB(GL_TEXTURE0_ARB+i);

			if(GLEW_ARB_texture_cube_map)
				if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
					glDisable(GL_TEXTURE_CUBE_MAP_ARB);

			if(glIsEnabled(GL_TEXTURE_2D))
				glDisable(GL_TEXTURE_2D);
		}

		glActiveTextureARB(GL_TEXTURE0_ARB);
	}
	else {
		if(GLEW_ARB_texture_cube_map)
			if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
				glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		if(glIsEnabled(GL_TEXTURE_2D))
			glDisable(GL_TEXTURE_2D);
	}

	/* the actual drawing */
	glColor4fv(color);
 
	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size */
	/* the bigger the size, the smaller the aspect	*/
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
	glEnable(GL_DEPTH_TEST);
}
示例#5
0
/* Print 3D text */
void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
{
	/* gl prepping */
	DisableForText();

	/* the actual drawing */
	glColor4fv(color);

	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size      */
	/* the bigger the size, the smaller the aspect	           */
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, (char *)text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
示例#6
0
static void playanim_toscreen(PlayState *ps, PlayAnimPict *picture, struct ImBuf *ibuf, int fontid, int fstep)
{
	float offsx, offsy;

	if (ibuf == NULL) {
		printf("%s: no ibuf for picture '%s'\n", __func__, picture ? picture->name : "<NIL>");
		return;
	}
	if (ibuf->rect == NULL && ibuf->rect_float) {
		IMB_rect_from_float(ibuf);
		imb_freerectfloatImBuf(ibuf);
	}
	if (ibuf->rect == NULL)
		return;

	GHOST_ActivateWindowDrawingContext(g_WS.ghost_window);

	/* offset within window */
	offsx = 0.5f * (((float)ps->win_x - ps->zoom * ibuf->x) / (float)ps->win_x);
	offsy = 0.5f * (((float)ps->win_y - ps->zoom * ibuf->y) / (float)ps->win_y);

	CLAMP(offsx, 0.0f, 1.0f);
	CLAMP(offsy, 0.0f, 1.0f);
	glRasterPos2f(offsx, offsy);

	glClearColor(0.1, 0.1, 0.1, 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	
	/* checkerboard for case alpha */
	if (ibuf->planes == 32) {
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		fdrawcheckerboard(offsx, offsy, offsx + (ps->zoom * ibuf->x) / (float)ps->win_x, offsy + (ps->zoom * ibuf->y) / (float)ps->win_y);
	}
	
	glDrawPixels(ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);

	glDisable(GL_BLEND);
	
	pupdate_time();

	if (picture && (g_WS.qual & (WS_QUAL_SHIFT | WS_QUAL_LMOUSE)) && (fontid != -1)) {
		int sizex, sizey;
		float fsizex_inv, fsizey_inv;
		char str[32 + FILE_MAX];
		cpack(-1);
		BLI_snprintf(str, sizeof(str), "%s | %.2f frames/s", picture->name, fstep / swaptime);

		playanim_window_get_size(&sizex, &sizey);
		fsizex_inv = 1.0f / sizex;
		fsizey_inv = 1.0f / sizey;

		BLF_enable(fontid, BLF_ASPECT);
		BLF_aspect(fontid, fsizex_inv, fsizey_inv, 1.0f);
		BLF_position(fontid, 10.0f * fsizex_inv, 10.0f * fsizey_inv, 0.0f);
		BLF_draw(fontid, str, sizeof(str));
	}

	GHOST_SwapWindowBuffers(g_WS.ghost_window);
}