Created
April 2, 2013 22:50
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void renderText(TTF_Font* font, string text) { | |
SDL_Color color = {255, 0, 0}; | |
SDL_Surface* rendered = TTF_RenderText_Solid(font, text.c_str(), color); | |
// slightly modified from http://stackoverflow.com/questions/5289447/using-sdl-ttf-with-opengl | |
GLint colors = rendered->format->BytesPerPixel; | |
GLenum format; | |
if (colors == 4) { // alpha | |
if (rendered->format->Rmask == 0x000000ff) { | |
format = GL_RGBA; | |
} else { | |
format = GL_BGRA; | |
} | |
} else { // no alpha | |
if (rendered->format->Rmask == 0x000000ff) { | |
format = GL_RGB; | |
} else { | |
format = GL_BGR; | |
} | |
} | |
GLuint texture; | |
glGenTextures(1, &texture); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
glBindTexture(GL_TEXTURE_2D, texture); | |
glTexImage2D(GL_TEXTURE_2D, 0, colors, rendered->w, rendered->h, 0, format, GL_UNSIGNED_BYTE, rendered->pixels); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glBindTexture(GL_TEXTURE_2D, texture); // TODO: redundant? | |
glBegin(GL_QUADS); | |
glTexCoord2i(0, 0); | |
glVertex3f(0, 0, 0); | |
glTexCoord2i(1, 0); | |
glVertex3f(rendered->w, 0, 0); | |
glTexCoord2i(1, 1); | |
glVertex3f(rendered->w, rendered->h, 0); | |
glTexCoord2i(0, 1); | |
glVertex3f(0, rendered->h, 0); | |
glEnd(); | |
glLoadIdentity(); | |
SDL_GL_SwapBuffers(); | |
} |
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