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Bitmap fonts - NeHe Tutorial JOGL Port |
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This example shows how to write the text you want anywhere you want on the screen in any color you want, using any of your computers built in fonts.
This is the Java port of the one of the NeHe OpenGL tutorials.
You can get complete IntelliJ IDEA project structure (all source, resources, build script, …) by downloading the source distribution from here.
The original post of the programmer who ported the examples can be found here.
package demos.nehe.lesson13;
import demos.common.GLDisplay;
/**
* @author Jeff Kirby
*/
public class Lesson13 {
public static void main(String[] args) {
GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 13: Bitmap fonts");
Renderer renderer = new Renderer();
neheGLDisplay.addGLEventListener(renderer);
neheGLDisplay.start();
}
}
package demos.nehe.lesson13;
import com.sun.opengl.util.GLUT;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
import java.text.NumberFormat;
class Renderer implements GLEventListener {
private float cnt1; // 1st Counter Used To Move Text & For Coloring
private float cnt2; // 2nd Counter Used To Move Text & For Coloring
private GLU glu = new GLU();
private GLUT glut = new GLUT();
private NumberFormat format = NumberFormat.getNumberInstance();
public Renderer() {
format.setMinimumFractionDigits(2);
format.setMaximumFractionDigits(2);
}
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH); // Enables Smooth Color Shading
// This Will Clear The Background Color To Black
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
gl.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing
gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Test To Do
// Really Nice Perspective Calculations
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
}
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
// Clear The Screen And The Depth Buffer
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); //Reset The View
gl.glTranslatef(0.0f, 0.0f, -2.0f); // Move One Unit Into The Screen
gl.glColor3f(1.0f * (float) (Math.cos(cnt1)), 1.0f * (float)
(Math.sin(cnt2)), 1.0f - 0.5f * (float) (Math.cos(cnt1 + cnt2)));
gl.glRasterPos2f(-0.65f + 0.05f * (float) (Math.cos(cnt1)), 0.32f *
(float) (Math.sin(cnt2)));
glut.glutBitmapString(GLUT.BITMAP_TIMES_ROMAN_24,
"Active OpenGL Text With NeHe - " + format.format(cnt1));
cnt1 += 0.102f; // Increase The First Counter
cnt2 += 0.010f; // Increase The Second Counter
}
public void reshape(GLAutoDrawable drawable,
int xstart,
int ystart,
int width,
int height) {
GL gl = drawable.getGL();
height = (height == 0) ? 1 : height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45, (float) width / height, 1, 1000);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void displayChanged(GLAutoDrawable drawable,
boolean modeChanged,
boolean deviceChanged) {
}
}
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