feat(physics): wire physx sdk into build
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282
engine/third_party/physx/snippets/snippetrender/SnippetFontRenderer.cpp
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282
engine/third_party/physx/snippets/snippetrender/SnippetFontRenderer.cpp
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "SnippetFontData.h"
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#include "SnippetFontRenderer.h"
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#include "SnippetRender.h"
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bool GLFontRenderer::m_isInit=false;
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unsigned int GLFontRenderer::m_textureObject=0;
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int GLFontRenderer::m_screenWidth=640;
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int GLFontRenderer::m_screenHeight=480;
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float GLFontRenderer::m_color[4]={1.0f, 1.0f, 1.0f, 1.0f};
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namespace
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{
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struct RGBAPixel
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{
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unsigned char R,G,B,A;
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};
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#define PIXEL_OPAQUE 0xff
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}
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bool GLFontRenderer::init()
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{
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glGenTextures(1, (GLuint*)&m_textureObject);
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if(!m_textureObject)
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return false;
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glBindTexture(GL_TEXTURE_2D, m_textureObject);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// expand to rgba
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RGBAPixel* P = new RGBAPixel[OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT];
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for(int i=0;i<OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT;i++)
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{
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if(1)
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{
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P[i].R = PIXEL_OPAQUE;
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P[i].G = PIXEL_OPAQUE;
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P[i].B = PIXEL_OPAQUE;
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P[i].A = OGLFontData[i];
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}
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else
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{
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P[i].R = OGLFontData[i];
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P[i].G = OGLFontData[i];
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P[i].B = OGLFontData[i];
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P[i].A = PIXEL_OPAQUE;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, OGL_FONT_TEXTURE_WIDTH, OGL_FONT_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, P);
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delete [] P;
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m_isInit = true;
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return true;
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}
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void GLFontRenderer::print(float x, float y, float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOrthoProj)
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{
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if(1)
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{
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const float Saved0 = m_color[0];
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const float Saved1 = m_color[1];
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const float Saved2 = m_color[2];
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m_color[0] = 0.0f;
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m_color[1] = 0.0f;
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m_color[2] = 0.0f;
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// const float Offset = fontSize * 0.05f;
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// const float Offset = fontSize * 0.075f;
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const float Offset = fontSize * 0.1f;
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print_(x+Offset, y-Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
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//print_(x-Offset, y-Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
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//print_(x+Offset, y+Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
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//print_(x-Offset, y+Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
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m_color[0] = Saved0;
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m_color[1] = Saved1;
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m_color[2] = Saved2;
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}
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print_(x, y, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
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}
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void GLFontRenderer::print_(float x, float y, float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOrthoProj)
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{
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x = x*m_screenWidth;
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y = y*m_screenHeight;
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fontSize = fontSize*m_screenHeight;
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if(!m_isInit)
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m_isInit = init();
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unsigned int num = (unsigned int)(strlen(pString));
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if(m_isInit && num > 0)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_textureObject);
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if(doOrthoProj)
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{
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, m_screenWidth, 0, m_screenHeight, -1, 1);
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}
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glColor4f(m_color[0], m_color[1], m_color[2], m_color[3]);
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const float glyphHeightUV = ((float)OGL_FONT_CHARS_PER_COL)/OGL_FONT_TEXTURE_HEIGHT*2 - 1.0f/128.0f;
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//const float glyphHeightUV = ((float)OGL_FONT_CHARS_PER_COL)/OGL_FONT_TEXTURE_HEIGHT*2;
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float translate = 0.0f;
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float* pVertList = new float[num*3*6];
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float* pTextureCoordList = new float[num*2*6];
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int vertIndex = 0;
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int textureCoordIndex = 0;
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float translateDown = 0.0f;
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unsigned int count = 0;
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for(unsigned int i=0;i<num; i++)
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{
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const float glyphWidthUV = ((float)OGL_FONT_CHARS_PER_ROW)/OGL_FONT_TEXTURE_WIDTH;
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if (pString[i] == '\n')
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{
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translateDown-=0.005f*m_screenHeight+fontSize;
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translate = 0.0f;
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continue;
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}
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int c = pString[i]-OGL_FONT_CHAR_BASE;
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if (c < OGL_FONT_CHARS_PER_ROW*OGL_FONT_CHARS_PER_COL)
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{
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count++;
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float glyphWidth = (float)GLFontGlyphWidth[c]+1;
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if(forceMonoSpace)
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glyphWidth = (float)monoSpaceWidth;
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glyphWidth = glyphWidth*(fontSize/(((float)OGL_FONT_TEXTURE_WIDTH)/OGL_FONT_CHARS_PER_ROW))-0.01f;
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const float cxUV = float((c)%OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_ROW+0.008f;
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const float cyUV = float((c)/OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_COL+0.008f;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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translate+=glyphWidth;
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}
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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// glVertexPointer(3, GL_FLOAT, num*6, pVertList);
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glVertexPointer(3, GL_FLOAT, 3*4, pVertList);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// glTexCoordPointer(2, GL_FLOAT, num*6, pTextureCoordList);
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glTexCoordPointer(2, GL_FLOAT, 2*4, pTextureCoordList);
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glDrawArrays(GL_TRIANGLES, 0, count*6);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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delete[] pVertList;
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delete[] pTextureCoordList;
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// glMatrixMode(GL_MODELVIEW);
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// glPopMatrix();
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if(doOrthoProj)
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{
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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}
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}
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void GLFontRenderer::setScreenResolution(int screenWidth, int screenHeight)
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{
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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}
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void GLFontRenderer::setColor(float r, float g, float b, float a)
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{
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m_color[0] = r;
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m_color[1] = g;
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m_color[2] = b;
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m_color[3] = a;
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}
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