在 Double-Buffered OpenGL 窗口中绘制文本
通过在字体中为所选字符创建显示列表,然后为要绘制的每个字符执行相应的显示列表,在双缓冲的 OpenGL 窗口中绘制文本。 下面的代码示例创建一个呈现上下文,绘制一个红色三角形,然后使用文本标记它。 对于此示例代码,我们假设存在具有字体和像素格式的设备上下文。
// create an OpenGL rendering context
hglrc = wglCreateContext(hdc);
// make it this thread's current rendering context
wglMakeCurrent(hdc, hglrc);
// make the color a deep blue hue
glClearColor(0.0F, 0.0F, 0.4F, 1.0F);
// make the shading smooth
glShadeModel(GL_SMOOTH);
// clear the color buffers
glClear(GL_COLOR_BUFFER_BIT);
// specify a red triangle
glBegin(GL_TRIANGLES);
glColor3f(1.0F, 0.0F, 0.0F);
glVertex2f(10.0F, 10.0F);
glVertex2f(250.0F, 50.0F);
glVertex2f(105.0F, 280.0F);
glEnd();
// create bitmaps for the device context font's first 256 glyphs
wglUseFontBitmaps(hdc, 0, 256, 1000);
// move bottom left, southwest of the red triangle
glRasterPos2f(30.0F, 300.0F);
// set up for a string-drawing display list call
glListBase(1000);
// draw a string using font display lists
glCallLists(12, GL_UNSIGNED_BYTE, "Red Triangle");
// get all those commands to execute
glFlush();
// delete our 256 glyph display lists
glDeleteLists(1000, 256) ;
// make the rendering context not current
wglMakeCurrent (NULL, NULL) ;
// release the device context
ReleaseDC(hdc) ;
// delete the rendering context
wglDeleteContext(hglrc);