Draw Text as 3D Objects with OpenGL

From Qt Wiki
Revision as of 15:36, 3 March 2015 by AutoSpider (talk | contribs) (Add "cleanup" tag)
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
This article may require cleanup to meet the Qt Wiki's quality standards. Reason: Auto-imported from ExpressionEngine.
Please improve this article if you can. Remove the {{cleanup}} tag and add this page to Updated pages list after it's clean.

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

#include <QOpenGLFunctions>
#include <QString>
#include <QFont>
#include <QFontMetricsF>

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

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

The implementation file: text3d.cpp

#include <QFont>
#include <QList>
#include <QPainter>
#include <QOpenGLFunctions>
#include <QChar>
#include <gl/GLU.h>
#include "text3d.h"

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

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

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

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

base = glGenLists(256); // generate 256 display lists
 if(base == 0)
 {
 qDebug() << "cannot create display lists.";
 throw;
 }

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

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

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

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

void
Text3D::buildglyph(GLuint listbase, int c) // this is the main "workhorse" function. Create a displaylist with
 // ID "listbase" from character "c"

 GLUtriangulatorObj *tobj;
 QPainterPath path;
 path.addText(QPointF(0,0),*font, QString((char)c));

 QList<QPolygonF> poly = path.toSubpathPolygons(); // get the glyph outline as a list of paths

 // set up the tesselation
 tobj = gluNewTess();
 gluTessCallback(tobj, GLU_TESS_BEGIN, (TessFuncPtr)glBegin);
 gluTessCallback(tobj, GLU_TESS_VERTEX, (TessFuncPtr)glVertex3dv);
 gluTessCallback(tobj, GLU_TESS_END, (TessFuncPtr)glEnd);
 gluTessProperty(tobj, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);

 glNewList(listbase, GL_COMPILE); // start a new list
 glShadeModel(GL_FLAT);
 gluTessBeginPolygon(tobj, 0 ); // start tesselate

 // first, calculate number of vertices.
 int elements = 0; // number of total vertices in one glyph, counting all paths.
 for (QList<QPolygonF>::iterator it = poly.begin(); it != poly.end(); it)
 {
 elements''= ('''it).size();
 }

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

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

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

 gluTessBeginPolygon(tobj, 0 );
 j = 0;
 for (QList<QPolygonF>::iterator it = poly.begin(); it != poly.end(); it)
 {
 gluTessBeginContour(tobj);
 int i = 0;
 for (QPolygonF::iterator p = (*it).begin(); p != it->end(); p)
 {
 int off = j+i;
 vertices[off+0] = p->rx();
 vertices[off+1] = -p->ry();
 vertices[off+2] = -glyphthickness; // Z offset set to "minus glyphtickness"
 gluTessVertex(tobj, &amp;vertices[off], &amp;vertices[off] );
 i''=3;
 }
 gluTessEndContour(tobj);
 j ''= (*it).size()*3;
 }
 gluTessEndPolygon(tobj);

 free(vertices); // no need for the vertices anymore

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

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

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" as before the call[[Image:|Image:]]!)

 GLfloat gwidth = (float)fm->width©;
 glTranslatef(gwidth ,0.0f,0.0f);

 glEndList();
 gluDeleteTess(tobj);
}

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

init()
{
 text = "Qt is great!";
 QFont dfont("Comic Sans MS", 20);
 QFontMetrics fm(dfont);
 textwidth = fm.width(text);
 qDebug() << "width of text: " << textwidth;

 initfont(dfont,5);
 }

render()
{
 glEnable(GL_DEPTH_TEST);

 glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
 glLoadIdentity(); // Reset the model-view matrix
 glTranslatef(0, 0.0f, 500.0f); // Move right and into the screen

 glRotatef(rot, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis
 glRotatef(rot*1.5f, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis
 glRotatef(rot*1.4f, 0.0f, 0.0f, 1.0f); // Rotate On The Z Axis

 glColor3f( 1.0f*float(cos(rot/20.0f)), // Animate the color
 1.0f*float(sin(rot/25.0f)),
 1.0f-0.5f*float(cos(rot/17.0f))
 );


 glTranslatef(-textwidth/2.0f, 0.0f, 0.0f); // textwidth holds the pixel width of the text
 // Print GL Text To The Screen
 print(text);

 glDisable(GL_DEPTH_TEST);

 rot''=0.3f; // increase rot value
 if(rot > 2000.f) rot = 0.0f; // wrap around at 2000
 }

Update: