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jzy3d avatar jzy3d commented on June 15, 2024

Available as of 2.5, based on AWT drawString method, which is applied on top of the image containing the complete OpenGL scene. This is hence not a real OpenGL implementation of text management, but it provides a simple an easy way to quickly draw text with a larger font support than the one provided by OpenGL1.

See these two new methods in GLUT

/**
   * Print string at the specified 2d position.
   * 
   * This method is not following exactly the GLUT interface. 
   * Printing text in OpenGL usually requires such code :
   * 
   * <pre><code>
   * gl.glColor3f(r, g, b);
   * gl.glRasterPos3f(x, y, z);
   * glut.glutBitmapString(font, string);
   * </code></pre>
   * 
   * In our case, one need to first perform model-to-screen projection to get
   * x,y coordinates, and then call glutBitmapString. 
   * 
   * @see {@link #glutBitmapString(Font, String, float, float, float, float, float, float) to avoid doing the model-to-screen projection.
   */
  public void glutBitmapString(Font font, String string, float x, float y) {
	  JavaGL.appendTextToDraw(font, string, (int)x, (int)y);
  }
  
  /**
   * Print string at the specified 3d position.
   * 
   * This method is not following exactly the GLUT interface. 
   * Printing text in OpenGL usually requires such code :
   * 
   * <pre><code>
   * gl.glColor3f(r, g, b);
   * gl.glRasterPos3f(x, y, z);
   * glut.glutBitmapString(int font, string);
   * </code></pre>
   * 
   * Here we provide a convenient function that does all in one pass
   * <pre><code>
   * glut.glutBitmapString(java.awt.Font, java.lang.String, x, y, z, r, g, b);
   * </code></pre>
   * 
   * Behind the scene it makes the model-to-screen conversion and then
   * provide all data to {@link GL#appendTextToDraw(Font, String, int, int, float, float, float)}
   * that will handle the text rendering in {@link GL#glFlush()}
   */
  public void glutBitmapString(Font font, String string, float x, float y, float z, float r, float g, float b) {
	  double[] win = modelToScreen(x, y, z);
	  
	  double winX = win[0];
	  double winY = JavaGL.Context.Viewport.Height - win[1];
	  
	  JavaGL.appendTextToDraw(font, string, (int)winX, (int)winY, r, g, b);
  }

from jgl.

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