/usr/src/castle-game-engine-5.0.0/opengl/castlegloutlinefonts.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2001-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ OpenGL outline 3D fonts (TGLOutlineFont). }
unit CastleGLOutlineFonts;
{$I castleconf.inc}
{$I openglmac.inc}
interface
uses CastleOutlineFontData, SysUtils, CastleGLUtils, CastleStringUtils;
type
{ Abstract class for all OpenGL outline fonts. }
TGLOutlineFontAbstract = class
protected
FRowHeight: single;
public
{ Draw text at position determined by the current OpenGL modelview matrix.
In contrast to PrintAndMove, modelview matrix value is not changed.
May require 1 free slot on the attributes stack and on the modelview stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix. }
procedure Print(const s: string); virtual; abstract;
{ Draw text at position determined by the current OpenGL modelview matrix,
and change modelview matrix to contain a transformation of the text end.
This way you can immediately
call another PrintAndMove again, to add something at the end.
May require 1 free slot on the attributes stack and on the modelview stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it changes modelview matrix. }
procedure PrintAndMove(const s: string); virtual; abstract;
function TextWidth(const s: string): single; virtual; abstract;
function TextHeight(const s: string): single; virtual; abstract;
{ Height of a row of text in this font.
This may be calculated as simply @code(TextHeight('Wy')) for most
normal fonts. }
property RowHeight: single read FRowHeight;
{ How low the text may go below the baseline.
By default this returns @code(TextHeight('y')-TextHeight('a')),
which is suitable for normal fonts. }
function Descend: single; virtual;
end;
{ Outline 3D font for OpenGL.
This allows you to create outline font (that implements
TGLOutlineFontAbstract interface) based on information
expressed as TOutlineFontData type.
You can use font2pascal program to convert fonts' files
to Pascal units with TOutlineFontData constant.
So the basic road to use some font in your OpenGL program as 3d text is:
@orderedList(
@itemSpacing Compact
@item(convert font to Pascal unit using outlinefont2pascal,
to get unit like castleoutlinefont_xxx.pas)
@item(add to your uses clause CastleOutlineFont_Xxx and this unit, CastleGLOutlineFonts)
@item(and now you can create object like
@longCode# Font := TGLOutlineFont.Create(OutlineFont_Xxx) #
and use it like
@longCode# Font.Print('foo'); #
)
) }
TGLOutlineFont = class(TGLOutlineFontAbstract)
private
{$ifndef OpenGLES}
Base: TGLuint;
{$endif}
Font: TOutlineFontData;
TexturedXShift: Single;
procedure TexturedBegin(const TexOriginX, TexOriginY: Single);
procedure TexturedLetterEnd(const TexOriginX, TexOriginY: Single; const C: char);
procedure TexturedEnd;
procedure CharPrint(c: char);
procedure CharPrintAndMove(c: char);
procedure CharExtrusionPrint(const C: char; const Depth: Single;
onlyLines: boolean = false);
procedure CharExtrusionPrintAndMove(const C: char; const Depth: Single);
public
{ Create instance from OutlineFont.
@param(OutlineFont
This is the pointer to your font, TOutlineFontData.
Note that to conserve the use of time and memory this constructor
@italic(copies only this pointer (not the memory pointed to))
so you must make sure that this pointer is valid for the lifetime
of this object. Also you shouldn't modify the pointed font data
after creating this instace (otherwise some things (like
precalculated OpenGL display lists and stored font sizes)
could get desynchronized).
The usual simple way to keep all the assumptions above is to
make OutlineFont a pointer to a constant defined in unit
generated by font2pascal program.)
@param(Depth
This is the thickness of the font shape.
When Depth > 0 then the resulting letters will be true 3D objects.
Otherwise, when Depth = 0, the resulting letters will be flat.
Note that Depth > 0 (i.e. 3D objects) increases triangle count
of resulting letters, so the font with Depth > 0 will be rendered
slower than the same font with Depth = 0.
When Depth > 0, we automatically generate proper normals pointing
out from CCW (for both front and back caps and side).
For Depth < 0 results are undefined, don't use !
When Depth = 0, no normals are generated.
It's guaranteed that normal (0, 0, -1) points from CCW side, so you
can call glNormal yourself if you want (and adjust it for your
current glFrontFace setting).
)
@param(OnlyLines
If @true then the font will be only a "skeleton" (only lines,
no polygons).)
@param(CharactersSubset If non-empty, this set defines the characters
that will be actually rendered.
Other characters can still be passed
in strings to @link(Print) and other methods, they just will
not be visible. (Although even invisible characters will still shift
the "cursor" used when writing the string. This means that
e.g. monospace font will be shifted appropriately, even if some
characters were excluded by CharactersSubset.)
By default we use SimpleAsciiCharacters constant here.
This makes font preparations faster (for example,
Debian Linux x86_64 currently has much slower GLU tesselator,
and so optimizing by providing only SimpleAsciiCharacters makes sense).
Also, font takes less memory space.)
}
constructor Create(AFont: TOutlineFontData;
const depth: Single = 0.0;
const onlyLines: boolean = false;
const CharactersSubset: TSetOfChars = SimpleAsciiCharacters); overload;
destructor Destroy; override;
procedure Print(const s: string); override;
procedure PrintAndMove(const s: string); override;
function TextWidth(const s: string): single; override;
function TextHeight(const s: string): single; override;
{ This renders the text additionally generating texture coordinates.
texOriginX and texOriginY will map to texture coord = (0, 0),
then texture coord will increase by 1 when the distance will
increase by RowHeight.
This requires one place on attrib stack of OpenGL.
Version without the "AndMove" requires also one place
on matrix modelview stack of OpenGL.
@groupBegin }
procedure PrintTexturedAndMove(const s: string;
const texOriginX, texOriginY: Single);
procedure PrintTextured(const s: string;
const texOriginX, texOriginY: Single);
{ @groupEnd }
{ Render extrusion of given text. This renders the side walls of text
that would be created when pushing the text into z = Depth.
If you want to render letters as solid 3D objects, then the text
has three parts: front cap (you get this by normal Print or PrintAndMove
or PrintTexturedAndMove), back cap (this is the same thing as front cap
but with z = Depth) and extrusion (connecting front cap and back cap;
this is rendered using this method).
This is supposed to be used on text created with Depth = 0 at
constructor. Text created with Depth <> 0 at constructions already
gets this extrusion (along with back cap) rendered by normal
Print or PrintAndMove etc. methods.
This generates proper normal vectors. For now, they are only suitable
for flat shading, so be sure to render fonts with flat shading if using
this. Generated normals point out from CCW side,
when Depth > 0 (when Depth < 0, things are reversed, so normals are from CW).
PrintTexturedExtrusionAndMove version generates also proper
texture coordinates (matching coordinates made by PrintTexturedAndMove).
This doesn't use any display list.
@groupBegin }
procedure PrintExtrusionAndMove(const S: string; const Depth: Single);
procedure PrintTexturedExtrusionAndMove(
const S: string; const Depth: Single;
const TexOriginX, TexOriginY: Single);
{ @groupEnd }
end;
implementation
uses CastleUtils, CastleVectors, CastleGLVersion, CastleTriangles, CastleGL;
// TODO-es TGLOutlineFont is completely not implemented under OpenGL ES now.
// To make it work, we should implement it without accessing OpenGL API,
// 1. maybe by Proxy TAbstractGeometryNode mechanism (so we would convert
// 3D font into normal mesh)
// 2. or maybe draw this using textured rectangles?
{ TGLOutlineFontAbstract ------------------------------------------------------}
function TGLOutlineFontAbstract.descend: single;
begin
result := TextHeight('y')-TextHeight('a');
end;
{ TGLOutlineFont ------------------------------------------------------------- }
const
{w tej chwili zawsze 256 ale byc moze kiedys cos tu zmienie}
TTTableCount = Ord(High(char)) - Ord(Low(char)) +1;
{$ifndef OpenGLES}
type
TVerticesTable = record
{ Sample font that requires length of p > 1000 is "Christmas Card".
So length of p is now 10 000. }
p: array[1..10000] of TVector3d;
count: integer;
end;
PVerticesTable = ^TVerticesTable;
procedure AddVertex(var table: TVerticesTable; const v: TVector3d);
begin
if table.count >= High(table.p) then
raise EInternalError.Create('CastleGLOutlineFonts: too small size of '+
'TVerticesTable.p - tesselator can''t work') else
begin
Inc(table.count);
table.p[table.count] := v;
end;
end;
function LastAdded(const table: TVerticesTable): PVector3d;
begin
result := @table.p[table.count]
end;
procedure TessCombineCallback(Coords: PVector3d; vertex_data: Pointer;
Weight: PVector4f; dataOut: PPointer; tablep: PVerticesTable ); OPENGL_CALLBACK_CALL
begin
AddVertex(tablep^, Coords^);
dataOut^ := LastAdded(tablep^);
end;
{$endif}
constructor TGLOutlineFont.Create(AFont: TOutlineFontData;
const depth: Single;
const onlyLines: boolean;
const CharactersSubset: TSetOfChars);
{$ifndef OpenGLES}
var
i, poz,
linesCount, pointsCount :Cardinal;
Znak: POutlineChar;
tobj: PGLUTesselator;
{ tablica przechowujaca vertexy na ktore tesselator bedzie dostawal wskazniki. }
vertices : PVerticesTable;
procedure TesselatedPolygon(polZ: Single);
var
PolygonNum, LineNum, PointNum: Integer;
PointsKind: TPolygonKind;
begin
vertices^.count := 0;
gluTessBeginPolygon(tobj, vertices);
poz := 0;
for PolygonNum := 1 to Znak^.Info.PolygonsCount do
begin
{ read pkNewPolygon starter }
Assert(Znak^.Items[poz].Kind = pkNewPolygon);
linesCount := Znak^.Items[poz].Count;
Inc(poz);
gluTessBeginContour(tobj);
for LineNum := 1 to linesCount do
begin
{ read pkLines/Bezier starter }
Assert(Znak^.Items[poz].Kind in [pkLines, pkBezier]);
PointsKind := Znak^.Items[poz].Kind;
PointsCount := Znak^.Items[poz].Count;
Inc(poz);
if PointsKind in [pkLines, pkBezier] then
begin
for PointNum := 1 to PointsCount-1 do
begin
with Znak^.Items[poz] do
begin
{ vertexy dla tesselatora musza byc podawane w postaci 3 x GLdouble
(a my mamy 2 x GLfloat). Nie mozna ich tworzyc tymczasowo (za pomoca
funkcji Vector3d, na przyklad) bo przekazujemy WSKAZNIK i glu nie kopiuje
sobie jego zawartosci ale pozniej przekazuje do glVertex3dv zapamietany
wskaznik. Wiec te strukturki 3 x GLdouble musza byc troche bardziej trwale
(wskazniki musza byc poprawne az do konca tesselowania tego znaku).
Dlatego uzywamy tablicy vertices (zwroc uwage ze tablica o dynamicznym
rozmiarze nie jest tu dobrym rozwiazaniem bo przy kazdej alokacji
cala tablica dynamiczna moze zostac przesunieta w inne miejsce
pamieci. Wiec wskazniki na elementy tablicy dynamicznej nie maja
zadnej trwalosci ! }
AddVertex(vertices^, Vector3Double(x, y, polZ) );
gluTessVertex(tobj, T3dArray(LastAdded(vertices^)^), LastAdded(vertices^) );
end;
Inc(poz);
end;
Inc(poz); { ostatniego punktu linii nie czytamy - to jest pierwszy
punkt nastepnej linii lub pierwszy punkt polygonu }
end;
{ TODO: zrobic opcje ktora pozwoli na robienie tu krzywych beziera,
jesli kiedys bedziesz potrzebowal BARDZO dokladnie wyrenderowac
jakas literke (np. w duzym powiekszeniu) }
end;
gluTessEndContour(tobj);
end;
gluTessEndPolygon(tobj);
end;
{$endif}
begin
inherited Create;
Font := AFont;
fRowHeight := Font.RowHeight;
{$ifndef OpenGLES}
New(vertices);
try
base := glGenListsCheck(TTTableCount, 'TGLOutlineFont.Create');
tobj := gluNewTess(); { inicjuj tesselator }
gluTessCallback(tobj, GLU_TESS_VERTEX, TCallBack(glVertex3dv));
gluTessCallback(tobj, GLU_TESS_BEGIN, TCallBack(glBegin));
gluTessCallback(tobj, GLU_TESS_END, TCallBack(glEnd));
{ Avoid Mesa3D bug. Testcase:
$ view3dscene cones.wrl
view3dscene: tnl/t_save_api.c:1605: _tnl_EndList: Assertion `((TNLcontext *)((ctx)->swtnl_context))->save.vertex_size == 0' failed.
Mesa version: bug confirmed with Mesa 6.5.1 and 6.5.2,
not observed on Mesa 5.1 and 6.4.2.
See ../../doc/old_mesa_normals_edge_flag_bug.txt in SVN for details.
Avoid fglrx bug. Testcase:
$ view3dscene demo_models/shaders/geometry_shader_fun_smoothing.x3dv
causes segmentation fault inside /usr/lib/fglrx/dri/fglrx_dri.so
on Ubuntu 10.04 32-bit, with fglrx coming from Ubuntu 10.04 package
(version 2:8.840-0ubuntu4, see http://packages.ubuntu.com/natty/fglrx).
See https://sourceforge.net/p/castle-engine/tickets/2/ . }
if not (GLVersion.Mesa or GLVersion.Fglrx) then
gluTessCallback(tobj, GLU_TESS_EDGE_FLAG, TCallBack(glEdgeFlag));
gluTessCallback(tobj, GLU_TESS_ERROR, TCallBack(@GLErrorRaise));
gluTessCallback(tobj, GLU_TESS_COMBINE_DATA, TCallBack(@TessCombineCallback));
if onlyLines then gluTessProperty(tobj, GLU_TESS_BOUNDARY_ONLY, GL_TRUE);
{line below speeds up the tesselation and makes sure that all letters
have consistent winding (conterclockwise with respect to normal 0, 0, -1)}
gluTessNormal(tobj, 0, 0, -1);
for i := 0 to 255 do
begin
Znak := Font.Data[Chr(i)];
glNewList(i+base, GL_COMPILE);
if (CharactersSubset = []) or (Chr(i) in CharactersSubset) then
begin
if Depth <> 0 then glNormal3f(0, 0, -1);
TesselatedPolygon(0);
if depth <> 0 then
begin
{ Draw copy of polygons on Depth. This still gets
normal (0, 0, -1), set above for the 1st copy at Depth = 0. }
TesselatedPolygon(depth);
{ Draw sides. CharExtrusionPrint will produce appropriate normal vectors. }
CharExtrusionPrint(Chr(I), Depth, onlyLines);
end;
end;
glEndList;
end;
gluDeleteTess(tobj);
finally Dispose(vertices) end;
{$endif}
end;
destructor TGLOutlineFont.Destroy;
begin
{$ifndef OpenGLES}
glDeleteLists(base, TTTableCount);
{$endif}
inherited;
end;
procedure TGLOutlineFont.CharPrint(c: char);
begin
{$ifndef OpenGLES}
glCallList(Ord(c)+base);
{$endif}
end;
procedure TGLOutlineFont.CharPrintAndMove(c: char);
begin
CharPrint(c);
{$ifndef OpenGLES}
glTranslatef(Font.Data[c]^.Info.MoveX, Font.Data[c]^.Info.MoveY, 0);
{$endif}
end;
procedure TGLOutlineFont.Print(const s: string);
begin
{$ifndef OpenGLES}
glPushMatrix;
PrintAndMove(s);
glPopMatrix;
{$endif}
end;
procedure TGLOutlineFont.PrintAndMove(const s: string);
var
i: integer;
begin
for i := 1 to Length(s) do CharPrintAndMove(s[i]);
end;
function TGLOutlineFont.TextWidth(const s: string): single;
begin result := Font.TextWidth(s) end;
function TGLOutlineFont.TextHeight(const s: string): single;
begin result := Font.TextHeight(s) end;
procedure TGLOutlineFont.TexturedBegin(const TexOriginX, TexOriginY: Single);
begin
{$ifndef OpenGLES}
glPushAttrib(GL_TEXTURE_BIT);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, Vector4Single(1/RowHeight, 0, 0, - texOriginX / RowHeight));
glTexGenv(GL_T, GL_OBJECT_PLANE, Vector4Single(0, 1/RowHeight, 0, - texOriginY));
{ texT = (objectY - texOriginY)/RowHeight =
objectY/RowHeight - texOriginY/RowHeight
Note that equation for GL_S above is actually the same as the one in
TexturedLetterEnd with TexturedXShift assumed to be 0. }
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
TexturedXShift := 0;
{$endif}
end;
procedure TGLOutlineFont.TexturedLetterEnd(
const TexOriginX, TexOriginY: Single; const C: char);
begin
TexturedXShift += Font.Data[C]^.Info.MoveX;
{$ifndef OpenGLES}
{ texS = (objectX+xshift - texOriginX)/RowHeight =
objectX/RowHeight + (xshift-texOriginX)/RowHeight
TexturedXShift sie zmienia, to jest powod dla ktorego musimy przed
narysowaniem kazdego charactera ustawic glTexGenv(GL_S,...) od nowa }
glTexGenv(GL_S, GL_OBJECT_PLANE,
Vector4Single(1/RowHeight, 0, 0,
(TexturedXShift - texOriginX) / RowHeight));
{$endif}
end;
procedure TGLOutlineFont.TexturedEnd;
begin
{$ifndef OpenGLES}
glPopAttrib;
{$endif}
end;
procedure TGLOutlineFont.PrintTexturedAndMove(const s: string;
const TexOriginX, TexOriginY: Single);
var
i: integer;
begin
TexturedBegin(TexOriginX, TexOriginY);
for i := 1 to Length(s) do
begin
CharPrintAndMove(s[i]);
TexturedLetterEnd(texOriginX, texOriginY, S[I]);
end;
TexturedEnd;
end;
procedure TGLOutlineFont.PrintTextured(const s: string;
const texOriginX, texOriginY: Single);
begin
{$ifndef OpenGLES}
glPushMatrix;
PrintTexturedAndMove(s, texOriginX, texOriginY);
glPopMatrix;
{$endif}
end;
procedure TGLOutlineFont.CharExtrusionPrint(
const C: char; const Depth: Single; onlyLines: boolean);
{$ifndef OpenGLES}
var
Znak: POutlineChar;
Poz: Cardinal;
PolygonNum, LineNum, PointNum: Integer;
PointsKind: TPolygonKind;
linesCount, pointsCount :Cardinal;
Character, NextCharacter: POutlineCharItem;
Normal: TVector3Single;
begin
Znak := Font.Data[C];
poz := 0;
for PolygonNum := 1 to Znak^.Info.PolygonsCount do
begin
Assert(Znak^.Items[poz].Kind = pkNewPolygon);
linesCount := Znak^.Items[poz].Count;
Inc(poz);
{ Set Normal, only to have it initially set to anything.
Value below will be used as normal for 2nd vertex, and for flat shading
this will simply be ignored. }
Normal := Vector3Single(1, 0, 0);
if onlyLines then glBegin(GL_LINES) else glBegin(GL_QUAD_STRIP);
for LineNum := 1 to LinesCount do
begin
Assert(Znak^.Items[poz].Kind in [pkLines, pkBezier]);
PointsKind := Znak^.Items[poz].Kind;
PointsCount := Znak^.Items[poz].Count;
Inc(poz);
if PointsKind in [pkLines, pkBezier] then
begin
for PointNum := 1 to PointsCount-1 do
begin
{ Thanks to the fact that each line always has as it's last point
the first point of next line (or the first point of this polygon),
we can safely assume here that Znak^.Items[poz+1] is the next char. }
Character := @Znak^.Items[poz];
NextCharacter := @Znak^.Items[poz + 1];
with Character^ do
begin
glVertex2f(x, y);
glNormalv(Normal);
glVertex3f(x, y, depth);
end;
{ Calculate normal for the quad you just started now,
it will be actually passed to glNormal in next iteration.
Reason: For flat shading and GL_QUAD_STRIP, OpenGL says
that the properties (like a normal) of 2i+2 vertex define
the properties of i-th quad (counted from one).
I other words, the normal before 4th vertex sets normal
for 1st quad, before 6th vertex -- for 2nd quad and so on. }
Normal := TriangleNormal(
Vector3Single( Character^.X, Character^.Y, 0),
Vector3Single( Character^.X, Character^.Y, Depth),
Vector3Single(NextCharacter^.X, NextCharacter^.Y, 0));
Inc(poz);
end;
Inc(poz); { ostatniego punktu linii nie czytamy - to jest pierwszy
punkt nastepnej linii lub pierwszy punkt polygonu }
end;
{ TODO: robic tu krzywe beziera jezeli kiedys bede potrzebowal
takiej dokladnosci? }
end;
{na koncu - laczymy ostatnia pare z pierwsza}
if not onlyLines then
with Znak^.Items[poz-1] do
begin
glVertex2f(x, y);
glNormalv(Normal);
glVertex3f(x, y, depth);
end;
glEnd;
end;
{$else}
begin
{$endif}
end;
procedure TGLOutlineFont.CharExtrusionPrintAndMove(
const C: char; const Depth: Single);
begin
CharExtrusionPrint(C, Depth);
{$ifndef OpenGLES}
glTranslatef(Font.Data[C]^.Info.MoveX, Font.Data[C]^.Info.MoveY, 0);
{$endif}
end;
procedure TGLOutlineFont.PrintExtrusionAndMove(
const S: string; const Depth: Single);
var
I: Integer;
begin
for I := 1 to Length(S) do
CharExtrusionPrintAndMove(S[I], Depth);
end;
procedure TGLOutlineFont.PrintTexturedExtrusionAndMove(
const S: string; const Depth: Single;
const TexOriginX, TexOriginY: Single);
var
I: Integer;
begin
TexturedBegin(TexOriginX, TexOriginY);
for I := 1 to Length(S) do
begin
CharExtrusionPrintAndMove(S[I], Depth);
TexturedLetterEnd(TexOriginX, texOriginY, S[I]);
end;
TexturedEnd;
end;
end.
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