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);
}