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@@ -162,7 +162,11 @@ namespace JGL {
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size, unsigned int font_index) {
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void J3D::DrawString(const Color3& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, unsigned int font_index)
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{
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scale = scale * 0.002f;
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scale = -scale;
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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@@ -183,7 +187,17 @@ namespace JGL {
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FT_Set_Pixel_Sizes(font.face, 0, size);
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for (int i = 0; i < text.length(); i++) {
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glPushMatrix();
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glTranslatef(x, y, z);
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glRotatef(angle.x, 1.0f, 0.0f, 0.0f);
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glRotatef(angle.y, 0.0f, 1.0f, 0.0f);
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glRotatef(angle.z, 0.0f, 0.0f, 1.0f);
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x = 0;
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y = 0;
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z = 0;
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for (int i = 0; i < text.length(); i++)
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{
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if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
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continue;
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@@ -203,7 +217,7 @@ namespace JGL {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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float x2 = x + g->bitmap_left * scale;
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float y2 = y + g->bitmap_top * scale; // Adjust y-coordinate to invert the text
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float y2 = y - g->bitmap_top * scale; // Adjust y-coordinate
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float z2 = z;
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float w = g->bitmap.width * scale;
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float h = g->bitmap.rows * scale;
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@@ -214,16 +228,16 @@ namespace JGL {
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glVertex3f(x2, y2, z2);
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glTexCoord2f(0, 1);
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glVertex3f(x2, y2 - h, z2);
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glVertex3f(x2, y2 + h, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 - h, z2);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(0, 0);
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glVertex3f(x2, y2, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 - h, z2);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(1, 0);
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glVertex3f(x2 + w, y2, z2);
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@@ -240,6 +254,8 @@ namespace JGL {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); // Set draw color back to whatever it was before.
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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glPopMatrix();
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}
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}
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