当然国外有POWERVR提供基于OPENGL ES的SDK封装的APPPRINT3D类来处理字符串显示和GLFONT for windows ce等。
但是我们这里只整理了一个函数:
void glTextShow(WCHAR *fontname, int fontsize, int style, int x, int y, const WCHAR *string){ int len, xx = 0, yy = 0, nbpoints = 0, i; GLshort *points; GLushort *indices; HFONT font; LOGFONTW lf; RECT rect; static HBITMAP bmp; static BYTE *img; static HDC hdc = NULL; static BITMAPINFO bi; SIZE sz; static EGLint width, height; if(!fontname || !string) return; if(!string[0]) return; if(!hdc) { hdc = CreateCompatibleDC(GetDC(hWnd)); eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &width); eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &height); ZeroMemory(&bi, sizeof(BITMAPINFO)); bi.bmiHeader.biSize=sizeof(BITMAPINFOHEADER); bi.bmiHeader.biWidth = width; bi.bmiHeader.biHeight = height; bi.bmiHeader.biBitCount = 8; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biCompression = BI_RGB; bmp = CreateDIBSection(hdc, &bi, DIB_RGB_COLORS, &img, NULL, 0); SelectObject(hdc, bmp); SelectObject(hdc, GetStockObject(BLACK_BRUSH)); SetBkMode(hdc, TRANSPARENT); SetTextColor(hdc, RGB(255, 255, 255)); } Rectangle(hdc, 0, 0, width, height); ZeroMemory(img, width * height); lf.lfCharSet = DEFAULT_CHARSET; lf.lfClipPrecision = CLIP_DEFAULT_PRECIS; lf.lfEscapement = 0; wcscpy(lf.lfFaceName, fontname); lf.lfHeight = -(fontsize * GetDeviceCaps(GetDC(hWnd), LOGPIXELSY) / 72); lf.lfItalic = (style & 1) ? TRUE : FALSE; lf.lfOrientation = 0; lf.lfOutPrecision = OUT_DEFAULT_PRECIS; lf.lfPitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; lf.lfQuality = DEFAULT_QUALITY; lf.lfStrikeOut = FALSE; lf.lfUnderline = (style & 4) ? TRUE : FALSE; lf.lfWidth = 0; lf.lfWeight = (style & 2) ? FW_BOLD : FW_NORMAL; font = CreateFontIndirectW(&lf); SelectObject(hdc, font); len = wcslen(string); GetTextExtentPointW(hdc, string, len, &sz); rect.left = max(0, min(x, width)); rect.top = max(0, min(y, height)); rect.right = min(rect.left + sz.cx, width); rect.bottom = min(rect.top + sz.cy, height); DrawTextW(hdc, string, len, &rect, DT_LEFT | DT_BOTTOM); points = (GLshort*)malloc(sz.cx * sz.cy * 2 * sizeof(short)); for(yy = rect.top; yy < rect.bottom; yy++) { for(xx = rect.left; xx < rect.right; xx++) { if(img[xx + (height - yy) * width] != 0) { points[nbpoints * 2 + 0] = xx - x; points[nbpoints * 2 + 1] = (short)(rect.top + sz.cy - (yy - rect.top)) - y; nbpoints++; } } } DeleteObject(font); indices = (GLushort*)malloc(nbpoints * sizeof(GLushort)); for(i = 0; i < nbpoints; i++) indices[i] = i; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrthox(0, _INT2FIXED(width), 0, _INT2FIXED(height), 0, _INT2FIXED(1)); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glTranslatex(_INT2FIXED(x), _INT2FIXED(y), 0); glEnable(GL_ALPHA_TEST); glAlphaFuncx(GL_NOTEQUAL, 0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer(2, GL_SHORT, 0, points); glDrawElements(GL_POINTS, nbpoints, GL_UNSIGNED_SHORT, indices); glDisable(GL_ALPHA_TEST); glEnable(GL_DEPTH_TEST); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); free(indices); free(points);}
谢谢支持!?