Patch:[#25163] BGE support for Blender Font objects - unicode support

Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/

Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) 

The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.

Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)

[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. 
    So instead of:
      BLF_draw(fontid, (char *)text, strlen(text));
    We would do:
      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.

Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
  a) constructor: load the font of the object, and store other values.
  b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API

*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.

Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
This commit is contained in:
Dalai Felinto 2010-12-16 10:25:41 +00:00
parent ed4e7271f1
commit 0890b80ed9
22 changed files with 440 additions and 7 deletions

@ -123,6 +123,32 @@ void DisableForText()
}
}
/* Print 3D text */
void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect)
{
/* gl prepping */
DisableForText();
/* the actual drawing */
glColor4fv(color);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
/* your resolution without sizing the final text size */
/* the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, (char *)text, strlen(text));
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */

@ -47,6 +47,7 @@ void BL_HideMouse(struct wmWindow *win);
void BL_NormalMouse(struct wmWindow *win);
void BL_WaitMouse(struct wmWindow *win);
void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect);
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height);
void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height);

@ -275,7 +275,16 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
}
}
}
void KX_BlenderRenderTools::RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect)
{
BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
}
void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,

@ -69,7 +69,15 @@ public:
void DisableOpenGLLights();
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
void RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,

@ -64,6 +64,7 @@
#include "KX_Light.h"
#include "KX_Camera.h"
#include "KX_EmptyObject.h"
#include "KX_FontObject.h"
#include "MT_Point3.h"
#include "MT_Transform.h"
#include "MT_MinMax.h"
@ -1266,10 +1267,13 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa
break;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
center[0]= center[1]= center[2]= 0.0;
size[0] = size[1]=size[2]=0.0;
break;
case OB_FONT:
center[0]= center[1]= center[2]= 0.0;
size[0] = size[1]=size[2]=1.0;
break;
case OB_MBALL:
bb= ob->bb;
break;
@ -1801,6 +1805,18 @@ static KX_GameObject *gameobject_from_blenderobject(
// set transformation
break;
}
case OB_FONT:
{
/* font objects have no bounding box */
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
/* add to the list only the visible fonts */
if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
break;
}
}
if (gameobj)
{
@ -2703,4 +2719,4 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
bucketmanager->OptimizeBuckets(distance);
}
}

@ -37,6 +37,7 @@ set(INC
../../../../source/blender/imbuf
../../../../source/gameengine/Ketsji
../../../../source/blender/blenlib
../../../../source/blender/blenfont
../../../../source/blender/blenkernel
../../../../source/blender
../../../../source/blender/makesdna

@ -53,6 +53,10 @@
#include "GPC_RenderTools.h"
extern "C" {
#include "BLF_api.h"
}
unsigned int GPC_RenderTools::m_numgllights;
@ -276,6 +280,35 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
}
}
void GPC_RenderTools::RenderText3D( int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect)
{
/* the actual drawing */
glColor3fv(color);
/* multiply the text matrix by the object matrix */
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
/* aspect is the inverse scale that allows you to increase */
/* your resolution without sizing the final text size */
/* the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
BLF_position(fontid, 0, 0, 0);
BLF_draw(fontid, (char *)text, strlen(text));
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
glEnable(GL_DEPTH_TEST);
}
void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,

@ -68,6 +68,13 @@ public:
void DisableOpenGLLights();
void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect);
/* @attention mode is ignored here */
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,

@ -41,6 +41,7 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I../../../blender/blenkernel
CPPFLAGS += -I../../../blender/blenloader
CPPFLAGS += -I../../../blender/blenlib
CPPFLAGS += -I../../../blender/blenfont
CPPFLAGS += -I../../../blender/imbuf
CPPFLAGS += -I../../../blender/makesdna
CPPFLAGS += -I../../../blender/gpu

@ -26,6 +26,7 @@ incs = ['.',
'#source/blender/imbuf',
'#source/gameengine/Ketsji',
'#source/blender/blenlib',
'#source/blender/blenfont',
'#source/blender/blenkernel',
'#source/blender',
'#source/blender/include',

@ -35,6 +35,7 @@ set(INC
../../../intern/moto/include
../../../source/gameengine/Ketsji
../../../source/blender/blenlib
../../../source/blender/blenfont
../../../source/blender/blenkernel
../../../source/blender/python
../../../source/blender/python/generic
@ -70,6 +71,7 @@ set(SRC
KX_ConvertPhysicsObjects.cpp
KX_Dome.cpp
KX_EmptyObject.cpp
KX_FontObject.cpp
KX_GameActuator.cpp
KX_GameObject.cpp
KX_IPO_SGController.cpp
@ -135,6 +137,7 @@ set(SRC
KX_ConvertPhysicsObject.h
KX_Dome.h
KX_EmptyObject.h
KX_FontObject.h
KX_GameActuator.h
KX_GameObject.h
KX_IInterpolator.h

@ -0,0 +1,147 @@
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "KX_FontObject.h"
#include "DNA_curve_types.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
extern "C" {
#include "BLF_api.h"
}
#define BGE_FONT_RES 100
KX_FontObject::KX_FontObject( void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob):
KX_GameObject(sgReplicationInfo, callbacks),
m_rendertools(rendertools),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
m_color(ob->col) /* initial color - non-animatable */
{
Curve *text = static_cast<Curve *> (ob->data);
m_text = text->str;
m_fsize = text->fsize;
/* <builtin> != "default" */
/* I hope at some point Blender (2.5x) can have a single font */
/* with unicode support for ui and OB_FONT */
/* once we have packed working we can load the <builtin> font */
const char* filepath = text->vfont->name;
if (strcmp("<builtin>", filepath) == 0)
filepath = "default";
/* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */
m_fontid = BLF_load(filepath);
if (m_fontid == -1)
m_fontid = BLF_load("default");
}
KX_FontObject::~KX_FontObject()
{
//remove font from the scene list
//it's handled in KX_Scene::NewRemoveObject
}
CValue* KX_FontObject::GetReplica() {
KX_FontObject* replica = new KX_FontObject(*this);
replica->ProcessReplica();
return replica;
}
void KX_FontObject::ProcessReplica()
{
KX_GameObject::ProcessReplica();
KX_GetActiveScene()->AddFont(this);
}
void KX_FontObject::DrawText()
{
/* only draws the text if visible */
if(this->GetVisible() == 0) return;
/* XXX 2DO - handle multiple lines
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
float RES = BGE_FONT_RES * m_resolution;
float size = m_fsize * m_object->size[0] * RES;
float aspect = 1.f / (m_object->size[0] * RES);
m_rendertools->RenderText3D(m_fontid, m_text, int(size), m_dpi, m_color, this->GetOpenGLMatrix(), aspect);
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_FontObject::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_FontObject",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,
&KX_GameObject::Sequence,
&KX_GameObject::Mapping,
0,0,0,
NULL,
NULL,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_GameObject::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_FontObject::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_FontObject::Attributes[] = {
KX_PYATTRIBUTE_STRING_RW("text", 0, 100, false, KX_FontObject, m_text),
KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize),
KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution),
/* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think
{ NULL } //Sentinel
};
#endif // WITH_PYTHON

@ -0,0 +1,80 @@
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __KX_FONTOBJECT
#define __KX_FONTOBJECT
#include "KX_GameObject.h"
#include "DNA_vfont_types.h"
#include "RAS_IRenderTools.h"
class KX_FontObject : public KX_GameObject
{
public:
Py_Header;
KX_FontObject( void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob);
virtual ~KX_FontObject();
void DrawText();
/**
* Inherited from CValue -- return a new copy of this
* instance allocated on the heap. Ownership of the new
* object belongs with the caller.
*/
virtual CValue* GetReplica();
virtual void ProcessReplica();
protected:
STR_String m_text;
Object* m_object;
int m_fontid;
int m_dpi;
float m_fsize;
float m_resolution;
float* m_color;
class RAS_IRenderTools* m_rendertools; //needed for drawing routine
/*
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_FontObject"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
*/
#ifdef WITH_PYTHON
#endif
};
#endif //__KX_FONTOBJECT

@ -47,6 +47,7 @@ typedef unsigned long uint_ptr;
#include "KX_GameObject.h"
#include "KX_Camera.h" // only for their ::Type
#include "KX_Light.h" // only for their ::Type
#include "KX_FontObject.h" // only for their ::Type
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
#include "KX_PolyProxy.h"
@ -3034,7 +3035,8 @@ bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py
if ( PyObject_TypeCheck(value, &KX_GameObject::Type) ||
PyObject_TypeCheck(value, &KX_LightObject::Type) ||
PyObject_TypeCheck(value, &KX_Camera::Type) )
PyObject_TypeCheck(value, &KX_Camera::Type) ||
PyObject_TypeCheck(value, &KX_FontObject::Type))
{
*object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);

@ -55,6 +55,7 @@
#include "KX_Scene.h"
#include "MT_CmMatrix4x4.h"
#include "KX_Camera.h"
#include "KX_FontObject.h"
#include "KX_Dome.h"
#include "KX_Light.h"
#include "KX_PythonInit.h"
@ -1301,10 +1302,26 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
#endif
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
//render all the font objects for this scene
RenderFonts(scene);
if (scene->GetPhysicsEnvironment())
scene->GetPhysicsEnvironment()->debugDrawWorld();
}
void KX_KetsjiEngine::RenderFonts(KX_Scene* scene)
{
list<class KX_FontObject*>* fonts = scene->GetFonts();
list<KX_FontObject*>::iterator it = fonts->begin();
while(it != fonts->end())
{
(*it)->DrawText();
++it;
}
}
/*
To run once per scene
*/

@ -191,6 +191,7 @@ private:
void RenderShadowBuffers(KX_Scene *scene);
void SetBackGround(KX_WorldInfo* worldinfo);
void DoSound(KX_Scene* scene);
void RenderFonts(KX_Scene* scene);
public:
KX_KetsjiEngine(class KX_ISystem* system);

@ -47,6 +47,7 @@
#include "KX_ConstraintWrapper.h"
#include "KX_GameActuator.h"
#include "KX_Light.h"
#include "KX_FontObject.h"
#include "KX_MeshProxy.h"
#include "KX_MouseFocusSensor.h"
#include "KX_NetworkMessageActuator.h"
@ -193,6 +194,7 @@ void initPyTypes(void)
PyType_Ready_Attr(dict, KX_GameObject, init_getset);
PyType_Ready_Attr(dict, KX_IpoActuator, init_getset);
PyType_Ready_Attr(dict, KX_LightObject, init_getset);
PyType_Ready_Attr(dict, KX_FontObject, init_getset);
PyType_Ready_Attr(dict, KX_MeshProxy, init_getset);
PyType_Ready_Attr(dict, KX_MouseFocusSensor, init_getset);
PyType_Ready_Attr(dict, KX_NearSensor, init_getset);

@ -323,7 +323,10 @@ list<class KX_Camera*>* KX_Scene::GetCameras()
return &m_cameras;
}
list<class KX_FontObject*>* KX_Scene::GetFonts()
{
return &m_fonts;
}
void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
{
@ -1014,6 +1017,9 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
// in case this is a camera
m_cameras.remove((KX_Camera*)newobj);
// in case this is a font
m_fonts.remove((KX_FontObject*)newobj);
/* currently does nothing, keep incase we need to Unregister something */
#if 0
if (m_sceneConverter)
@ -1188,6 +1194,27 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
#endif
}
/* Font Object routines */
void KX_Scene::AddFont(KX_FontObject* font)
{
if (!FindFont(font))
m_fonts.push_back(font);
}
KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
{
list<KX_FontObject*>::iterator it = m_fonts.begin();
while ( (it != m_fonts.end())
&& ((*it) != font) ) {
++it;
}
return ((it == m_fonts.end()) ? NULL : (*it));
}
/* Camera Object routines */
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
{
list<KX_Camera*>::iterator it = m_cameras.begin();

@ -136,6 +136,13 @@ protected:
* The set of cameras for this scene
*/
list<class KX_Camera*> m_cameras;
/**
* The set of fonts for this scene
*/
list<class KX_FontObject*> m_fonts;
/**
* Various SCA managers used by the scene
*/
@ -361,6 +368,27 @@ public:
GetTimeEventManager(
);
/** Font Routines */
list<class KX_FontObject*>*
GetFonts(
);
/** Find a font in the scene by pointer. */
KX_FontObject*
FindFont(
KX_FontObject*
);
/** Add a camera to this scene. */
void
AddFont(
KX_FontObject*
);
/** Camera Routines */
list<class KX_Camera*>*
GetCameras(
);

@ -60,6 +60,7 @@ CPPFLAGS += -I../Converter
CPPFLAGS += -I../../blender/blenkernel
CPPFLAGS += -I../../blender/blenlib
CPPFLAGS += -I../../blender/blenloader
CPPFLAGS += -I../../blender/blenfont
CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I../../blender/imbuf
CPPFLAGS += -I../../blender/gpu

@ -12,7 +12,7 @@ incs += ' #source/kernel/gen_system #intern/string #intern/guardedalloc'
incs += ' #source/gameengine/Rasterizer/RAS_OpenGLRasterizer'
incs += ' #intern/audaspace/intern #source/gameengine/Converter'
incs += ' #source/gameengine/BlenderRoutines #source/blender/imbuf #intern/moto/include'
incs += ' #source/gameengine/Ketsji #source/gameengine/Ketsji/KXNetwork #source/blender/blenlib'
incs += ' #source/gameengine/Ketsji #source/gameengine/Ketsji/KXNetwork #source/blender/blenlib #source/blender/blenfont'
incs += ' #source/blender/blenkernel #source/blender #source/blender/editors/include'
incs += ' #source/blender/makesdna #source/blender/python #source/gameengine/Rasterizer'
incs += ' #source/gameengine/GameLogic #source/gameengine/Expressions #source/gameengine/Network'

@ -98,6 +98,28 @@ public:
int drawingmode
)=0;
/**
* Renders 3D text string using BFL.
* @param fontid The id of the font.
* @param text The string to render.
* @param size The size of the text.
* @param dpi The resolution of the text.
* @param color The color of the object.
* @param mat The Matrix of the text object.
* @param aspect A scaling factor to compensate for the size.
*/
virtual
void
RenderText3D(int fontid,
const char* text,
int size,
int dpi,
float* color,
double* mat,
float aspect
) = 0;
/**
* Renders 2D text string.
* @param mode The type of text