NeHe OpenGL Lesson14 – Outline Fonts
This sample program show us how to display 3d characters on the screen. Those characters are called outline fonts. They are different from the bitmap fonts that are 2d only. Outline fonts are created with your computer installed fonts. Those characters even could be lit because of they have vertex normal generated. In addition to that, they also could be created with solid or wireframe mode.
Here, most of the source code are the same as the Bitmap fonts one. The main idea was very simple: firstly, create the outline fonts with the system font object and OpenGL display list; Secondly, when draw some characters, just take them as 3d objects and call the created display list. Some part of the source code was copied here, I just do not want this article too short. Haha! Actually, they are the core of this program, so …
GLvoid BuildFont(GLvoid) // Build Our Bitmap Font { HFONT font; // Windows Font ID base = glGenLists(256); // Storage For 256 Characters font = CreateFont( -12, // Height Of Font 0, // Width Of Font 0, // Angle Of Escapement 0, // Orientation Angle FW_BOLD, // Font Weight FALSE, // Italic FALSE, // Underline FALSE, // Strikeout ANSI_CHARSET, // Character Set Identifier OUT_TT_PRECIS, // Output Precision CLIP_DEFAULT_PRECIS, // Clipping Precision ANTIALIASED_QUALITY, // Output Quality FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch "Comic Sans MS"); // Font Name SelectObject(hDC, font); // Selects The Font We Created wglUseFontOutlines( hDC, // Select The Current DC 0, // Starting Character 255, // Number Of Display Lists To Build base, // Starting Display Lists 0.0f, // Deviation From The True Outlines 0.2f, // Font Thickness In The Z Direction WGL_FONT_POLYGONS, // Use Polygons, Not Lines gmf); // Address Of Buffer To Recieve Data }
The above code create the fonts and display list.
GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine { float length=0; // Used To Find The Length Of The Text char text[256]; // Holds Our String va_list ap; // Pointer To List Of Arguments if (fmt == NULL) // If There's No Text return; // Do Nothing va_start(ap, fmt); // Parses The String For Variables vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers va_end(ap); // Results Are Stored In Text for (unsigned int loop=0;loop<(strlen(text));loop++) // Loop To Find Text Length { length+=gmf[text[loop]].gmfCellIncX; // Increase Length By Each Characters Width } glTranslatef(-length/2,0.0f,0.0f); // Center Our Text On The Screen glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits glListBase(base); // Sets The Base Character to 0 glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text glPopAttrib(); // Pops The Display List Bits }
The above code used to render these characters on the screen. The way you call glPrint is almost the same as the way you call the printf, aren't you?
Well, you may want to engage into those staff further, like how the beneath function works? Any other optional solutions? Or some ideas or thoughts? And all those staff are depend on you. You could think them as some APIs. You go along with those API this ways, everything that you expected works. That is enough! There is no endless in the tech area, do not be to crazy to master everything. Keep the life and coding relax and easy.
The full source code could be downloaded from here.