Draw Text as 3D Objects with OpenGL

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h1. Draw Text as 3D objects with OpenGL

There are a couple of functions in WGL ("Windows Graphics Library":http://msdn.microsoft.com/en-us/library/windows/desktop/ee417756(v=vs.85).aspx) which can be used to draw text as nice 3D objects in OpenGL. There is a well known example at "NeHe":http://nehe.gamedev.net/tutorial/outline_fonts/15004/. However, this is not portable at all, and since I'm using Qt anyway, I was looking for a way to have this done with Qt. I was surprised that there was no such function already available within Qt, but then I stumbled across "this example on Stackexchange":http://stackoverflow.com/questions/3514935/3d-text-on-qglwidget-in-qt-4-6-3/3516254#3516254 that got me started.

Before I get to the code, some drawbacks of this example:
* It uses the fixed-function pipeline. (GL_QUAD_STRIP's and DisplayLists). Im sure this can be done in a "more modern" way with VBO's, but my OpenGL knowlegde is not yet at that level.
* it relies on GLU for polygon tesselation. There might be better alternatives around or even some within Qt.
* No real character set (or even UTF) handling. It only uses the first 256 characters.
* side effects on the matrix.

The example uses QFont to get the font outline for each character (glyph). The basic idea is to create two flat outline-polygons for the front- and back-"plane" of a glyph and then create the "wrapping" in between the front- and backplane. Although it seems more difficult at first, it was pretty easy to create the wrapping in between the two outline-polygons with GL_QUAD_STRIP. The tricky bit was the polygon tesselation of the glyph outline, because the glyph-polygons are not concave and may have one or more holes. I'm using the polygon tesselation facility available in GLU.

The text3d class can be subclassed by a GLWidget or GLWindow object. There are only 2 functions required to draw text: initfont() and print(). The initialization of the font cannot easily be done in the constructor, because the contest is probably not initialized during construction. Therefore the initfont().

text3d.h

<br />#include &lt;QOpenGLFunctions&amp;gt;<br />#include &lt;QString&amp;gt;<br />#include &lt;QFont&amp;gt;<br />#include &lt;QFontMetricsF&amp;gt;

class Text3D<br />{<br />public:<br /> Text3D();<br /> void initfont(QFont &amp; f, int thickness); // set up a font and specify the &quot;thickness&amp;quot;<br /> void print(QString text); // print it in 3D!

private:<br /> void buildglyph(GLuint b, int c); // create one displaylist for character &quot;c&amp;quot;<br /> QFont * font;<br /> QFontMetricsF *fm;<br /> float glyphthickness;<br /> GLuint base; // the &quot;base&amp;quot; of our displaylists<br />};<br />

The implementation file: text3d.cpp

<br />#include &lt;QFont&amp;gt;<br />#include &lt;QList&amp;gt;<br />#include &lt;QPainter&amp;gt;<br />#include &lt;QOpenGLFunctions&amp;gt;<br />#include &lt;QChar&amp;gt;<br />#include &lt;gl/GLU.h&amp;gt;<br />#include &quot;text3d.h&amp;quot;

typedef void (__stdcall *TessFuncPtr)(); // defintion of the callback function type

Text3D::Text3D() // nothing special in the constructor<br /> : glyphthickness(1.0f)<br /> , base(0)<br />{}<br />

The initialization just loops through the first 256 char's and calls buildglyph() for each of them.

<br />void<br />Text3D::initfont(QFont &amp; f, float thickness)<br />{<br /> font = &amp;f;<br /> fm = new QFontMetricsF(f);<br /> glyphthickness = thickness;<br /> if(base) // if we have display lists already, delete them first<br /> glDeleteLists(base, 256);

base = glGenLists(256); // generate 256 display lists<br /> if(base == 0)<br /> {<br /> qDebug() &lt;&lt; &quot;cannot create display lists.&quot;;<br /> throw;<br /> }

for(int i=0; i&amp;lt;256;+''i) // loop to build the first 256 glyphs<br /> buildglyph(base+i, (char)i);<br />}<br />


The print() function uses glCallLists() to "interpret&quot; a complete string. See below how the char-by-char advance works.

<br />void<br />Text3D::print(QString text)<br />{<br /> glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits<br /> glListBase(base); // Sets The Base Character to 0<br /> glCallLists(text.length(), GL_UNSIGNED_BYTE, text.toLocal8Bit()); // Draws The Display List Text<br /> glPopAttrib(); // Pops The Display List Bits<br />}<br />


At the beginning we need to set up both, the tesselation and the display list.

<br />void<br />Text3D::buildglyph(GLuint listbase, int c) // this is the main &quot;workhorse&amp;quot; function. Create a displaylist with<br /> // ID &quot;listbase&amp;quot; from character &quot;c&amp;quot;
<br /> GLUtriangulatorObj *tobj;<br /> QPainterPath path;<br /> path.addText(QPointF(0,0),*font, QString((char)c));
<br /> QList&amp;lt;QPolygonF&amp;gt; poly = path.toSubpathPolygons(); // get the glyph outline as a list of paths
<br /> // set up the tesselation<br /> tobj = gluNewTess();<br /> gluTessCallback(tobj, GLU_TESS_BEGIN, (TessFuncPtr)glBegin);<br /> gluTessCallback(tobj, GLU_TESS_VERTEX, (TessFuncPtr)glVertex3dv);<br /> gluTessCallback(tobj, GLU_TESS_END, (TessFuncPtr)glEnd);<br /> gluTessProperty(tobj, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
<br /> glNewList(listbase, GL_COMPILE); // start a new list<br /> glShadeModel(GL_FLAT);<br /> gluTessBeginPolygon(tobj, 0 ); // start tesselate
<br /> // first, calculate number of vertices.<br /> int elements = 0; // number of total vertices in one glyph, counting all paths.<br /> for (QList&amp;lt;QPolygonF&amp;gt;::iterator it = poly.begin(); it != poly.end(); it)<br /> {<br /> elements''= ('''it).size();<br /> }<br />


Now it's ready to tesselate the "front plate&quot; polygon.

<br /> GLdouble''' vertices = (GLdouble ''') malloc(elements''' 3 * sizeof(GLdouble));<br /> int j = 0;<br /> for (QList&amp;lt;QPolygonF&amp;gt;::iterator it = poly.begin(); it != poly.end(); it+'') // enumerate paths<br /> {<br /> gluTessBeginContour(tobj);<br /> int i = 0;<br /> for (QPolygonF::iterator p = (*it).begin(); p != it-&gt;end(); p) // enumerate vertices<br /> {<br /> int off = j+i;<br /> vertices[off+0] = p-&gt;rx();<br /> vertices[off+1] = <s>p</s>&gt;ry();<br /> vertices[off+2] = 0; // setting Z offset to zero.<br /> gluTessVertex(tobj, &amp;vertices[off], &amp;vertices[off] );<br /> i''=3; // array math<br /> }<br /> gluTessEndContour(tobj);<br /> j ''= (*it).size()*3; // some more array math<br /> }<br /> gluTessEndPolygon(tobj);<br />


Do the whole tesselation a second time with an offset applied for the "back plate&quot;. The "offset&quot; (thickness) is set in

<br /> gluTessBeginPolygon(tobj, 0 );<br /> j = 0;<br /> for (QList&amp;lt;QPolygonF&amp;gt;::iterator it = poly.begin(); it != poly.end(); it)<br /> {<br /> gluTessBeginContour(tobj);<br /> int i = 0;<br /> for (QPolygonF::iterator p = (*it).begin(); p != it-&gt;end(); p)<br /> {<br /> int off = j+i;<br /> vertices[off+0] = p-&gt;rx();<br /> vertices[off+1] = <s>p</s>&gt;ry();<br /> vertices[off+2] = -glyphthickness; // Z offset set to &quot;minus glyphtickness&amp;quot;<br /> gluTessVertex(tobj, &amp;vertices[off], &amp;vertices[off] );<br /> i''=3;<br /> }<br /> gluTessEndContour(tobj);<br /> j ''= (*it).size()*3;<br /> }<br /> gluTessEndPolygon(tobj);
<br /> free(vertices); // no need for the vertices anymore<br />


The "wrapping&quot; between the two "plates&quot; is simple compared to the tesselation.

<br /> for (QList&amp;lt;QPolygonF&amp;gt;::iterator it = poly.begin(); it != poly.end(); it)<br /> {<br /> glBegin(GL_QUAD_STRIP);<br /> QPolygonF::iterator p;<br /> for (p = (*it).begin(); p != it-&gt;end(); p)<br /> {<br /> glVertex3f(p-&gt;rx(), <s>p</s>&gt;ry(), 0.0f);<br /> glVertex3f(p-&gt;rx(), <s>p</s>&gt;ry(), <s>glyphthickness);<br /> }<br /> p = (*it).begin();<br /> glVertex3f(p</s>&gt;rx(), <s>p</s>&gt;ry(), 0.0f); // draw the closing quad<br /> glVertex3f(p-&gt;rx(), <s>p</s>&gt;ry(), <s>glyphthickness); // of the &quot;wrapping&amp;quot;<br /> glEnd();<br /> }<br />


This is where the char-by-char advance is done. Get the width from the font metrics and apply a glTranslate() with that value. This goes into the displaylist as well. (This may have side-effects as the matrix is not in the same "state&quot; as before the call[[Image:|Image:]]!)

<br /> GLfloat gwidth = (float)fm</s>&gt;width©;<br /> glTranslatef(gwidth ,0.0f,0.0f);
<br /> glEndList();<br /> gluDeleteTess(tobj);<br />}<br />


The whole thing can actually be used in a init() and render() functions within a OpenGL object like this:

<br />init()<br />{<br /> text = &quot;Qt is great!&quot;;<br /> QFont dfont(&quot;Comic Sans MS&amp;quot;, 20);<br /> QFontMetrics fm(dfont);<br /> textwidth = fm.width(text);<br /> qDebug() &lt;&lt; &quot;width of text: &quot; &lt;&lt; textwidth;
<br /> initfont(dfont,5);<br /> }
<br />render()<br />{<br /> glEnable(GL_DEPTH_TEST);
<br /> glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix<br /> glLoadIdentity(); // Reset the model-view matrix<br /> glTranslatef(0, 0.0f, –500.0f); // Move right and into the screen
<br /> glRotatef(rot, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis<br /> glRotatef(rot*1.5f, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis<br /> glRotatef(rot*1.4f, 0.0f, 0.0f, 1.0f); // Rotate On The Z Axis
<br /> glColor3f( 1.0f*float(cos(rot/20.0f)), // Animate the color<br /> 1.0f*float(sin(rot/25.0f)),<br /> 1.0f-0.5f*float(cos(rot/17.0f))<br /> );

<br /> glTranslatef(-textwidth/2.0f, 0.0f, 0.0f); // textwidth holds the pixel width of the text<br /> // Print GL Text To The Screen<br /> print(text);
<br /> glDisable(GL_DEPTH_TEST);
<br /> rot''=0.3f; // increase rot value<br /> if(rot &gt; 2000.f) rot = 0.0f; // wrap around at 2000<br /> }<br />

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