Lesson 15
     
  After posting the last two tutorials on bitmap and outlined fonts, I received quite a few emails from people wondering how they could texture map the fonts. You can use autotexture coordinate generation. This will generate texture coordinates for each of the polygons on the font.

A small note, this code is Windows specific. It uses the wgl functions of Windows to build the font. Apparently Apple has agl support that should do the same thing, and X has glx. Unfortunately I can't guarantee this code is portable. If anyone has platform independant code to draw fonts to the screen, send it my way and I'll write another font tutorial.

We'll build our Texture Font demo using the code from lesson 14. If any of the code has changed in a particular section of the program, I'll rewrite the entire section of code so that it's easier to see the changes that I have made.

The following section of code is similar to the code in lesson 14, but this time we're not going to include the stdarg.h file.

 
     
#include <windows.h>                                    // Header File For Windows
#include <math.h>                                       // Header File For Windows Math Library
#include <stdio.h>                                      // Header File For Standard Input/Output
#include <gl\gl.h>                                      // Header File For The OpenGL32 Library
#include <gl\glu.h>                                     // Header File For The GLu32 Library
#include <gl\glaux.h>                                   // Header File For The GLaux Library

HDC             hDC=NULL;                               // Private GDI Device Context
HGLRC           hRC=NULL;                               // Permanent Rendering Context
HWND            hWnd=NULL;                              // Holds Our Window Handle
HINSTANCE       hInstance;                              // Holds The Instance Of The Application

bool    keys[256];                                      // Array Used For The Keyboard Routine
bool    active=TRUE;                                    // Window Active Flag Set To TRUE By Default
bool    fullscreen=TRUE;                                // Fullscreen Flag Set To Fullscreen Mode By Default
     
  We're going to add one new integer variable here called texture[ ]. It will be used to store our texture. The last three lines were in tutorial 14 and have not changed in this tutorial.  
     
GLuint  texture[1];                                     // One Texture Map ( NEW )
GLuint  base;                                           // Base Display List For The Font Set

GLfloat rot;                                            // Used To Rotate The Text

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration For WndProc
     
  The following section of code has some minor changes. In this tutorial I'm going to use the wingdings font to display a skull and crossbones type object. If you want to display text instead, you can leave the code the same as it was in lesson 14, or change to a font of your own.

A few of you were wondering how to use the wingdings font, which is another reason I'm not using a standard font. Wingdings is a SYMBOL font, and requires a few changes to make it work. It's not as easy as telling Windows to use the wingdings font. If you change the font name to wingdings, you'll notice that the font doesn't get selected. You have to tell Windows that the font is a symbol font and not a standard character font. More on this later.

 
     
GLvoid BuildFont(GLvoid)                                        // Build Our Bitmap Font
{
        GLYPHMETRICSFLOAT       gmf[256];                       // Address Buffer For Font Storage
        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
     
  This is the magic line! Instead of using ANSI_CHARSET like we did in tutorial 14, we're going to use SYMBOL_CHARSET. This tells Windows that the font we are building is not your typical font made up of characters. A symbol font is usually made up of tiny pictures (symbols). If you forget to change this line, wingdings, webdings and any other symbol font you may be trying to use will not work.  
     
                                SYMBOL_CHARSET,                 // Character Set Identifier ( Modified )
     
  The next few lines have not changed.  
     
                                OUT_TT_PRECIS,                  // Output Precision
                                CLIP_DEFAULT_PRECIS,            // Clipping Precision
                                ANTIALIASED_QUALITY,            // Output Quality
                                FF_DONTCARE|DEFAULT_PITCH,      // Family And Pitch
     
  Now that we've selected the symbol character set identifier, we can select the wingdings font!  
     
                                "Wingdings");                   // Font Name ( Modified )
     
  The remaining lines of code have not changed.  
     
        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
     
  I'm allowing for more deviation. This means GL will not try to follow the outline of the font as closely. If you set deviation to 0.0f, you'll notice problems with the texturing on really curved surfaces. If you allow for some deviation, most of the problems will disappear.  
     
                                0.1f,                           // Deviation From The True Outlines
     
  The next three lines of code are still the same.  
     
                                0.2f,                           // Font Thickness In The Z Direction
                                WGL_FONT_POLYGONS,              // Use Polygons, Not Lines
                                gmf);                           // Address Of Buffer To Recieve Data
}
     
  Right before ReSizeGLScene() we're going to add the following section of code to load our texture. You might recognize the code from previous tutorials. We create storage for the bitmap image. We load the bitmap image. We tell OpenGL to generate 1 texture, and we store this texture in texture[0].

I'm creating a mipmapped texture only because it looks better. The name of the texture is lights.bmp.

 
     
AUX_RGBImageRec *LoadBMP(char *Filename)                        // Loads A Bitmap Image
{
        FILE *File=NULL;                                        // File Handle

        if (!Filename)                                          // Make Sure A Filename Was Given
        {
                return NULL;                                    // If Not Return NULL
        }

        File=fopen(Filename,"r");                               // Check To See If The File Exists

        if (File)                                               // Does The File Exist?
        {
                fclose(File);                                   // Close The Handle
                return auxDIBImageLoad(Filename);               // Load The Bitmap And Return A Pointer
        }

        return NULL;                                            // If Load Failed Return NULL
}

int LoadGLTextures()                                            // Load Bitmaps And Convert To Textures
{
        int Status=FALSE;                                       // Status Indicator

        AUX_RGBImageRec *TextureImage[1];                       // Create Storage Space For The Texture

        memset(TextureImage,0,sizeof(void *)*1);                // Set The Pointer To NULL

        if (TextureImage[0]=LoadBMP("Data/Lights.bmp"))         // Load The Bitmap
        {
                Status=TRUE;                                    // Set The Status To TRUE

                glGenTextures(1, &texture[0]);                  // Create The Texture

                // Build Linear Mipmapped Texture
                glBindTexture(GL_TEXTURE_2D, texture[0]);
                gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
                glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
                glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
     
  The next four lines of code will automatically generate texture coordinates for any object we draw to the screen. The glTexGen command is extremely powerful, and complex, and to get into all the math involved would be a tutorial on it's own. All you need to know is that GL_S and GL_T are texture coordinates. By default they are set up to take the current x location on the screen and the current y location on the screen and come up with a texture vertex. You'll notice the objects are not textured on the z plane... just stripes appear. The front and back faces are textured though, and that's all that matters. X (GL_S) will cover mapping the texture left to right, and Y (GL_T) will cover mapping the texture up and down.

GL_TEXTURE_GEN_MODE lets us select the mode of texture mapping we want to use on the S and T texture coordinates. You have 3 choices:

GL_EYE_LINEAR - The texture is fixed to the screen. It never moves. The object is mapped with whatever section of the texture it is passing over.

GL_OBJECT_LINEAR - This is the mode we are using. The texture is fixed to the object moving around the screen.

GL_SPHERE_MAP - Everyones favorite. Creates a metalic reflective type object.

It's important to note that I'm leaving out alot of code. We should be setting the GL_OBJECT_PLANE as well, but by default it's set to the parameters we want. Buy a good book if you're interested in learning more, or check out the MSDN help CD / DVD.

 
     
                // Texturing Contour Anchored To The Object
                glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
                // Texturing Contour Anchored To The Object
                glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
                glEnable(GL_TEXTURE_GEN_S);                     // Auto Texture Generation
                glEnable(GL_TEXTURE_GEN_T);                     // Auto Texture Generation
        }

        if (TextureImage[0])                                    // If Texture Exists
        {
                if (TextureImage[0]->data)                      // If Texture Image Exists
                {
                        free(TextureImage[0]->data);            // Free The Texture Image Memory
                }

                free(TextureImage[0]);                          // Free The Image Structure
        }

        return Status;                                          // Return The Status
}
     
  There are a few new lines at the end of the InitGL() code. BuildFont() has been moved underneath our texture loading code. The line glEnable(GL_COLOR_MATERIAL) has been removed. If you plan to apply colors to the texture using glColor3f(r,g,b) add the line glEnable(GL_COLOR_MATERIAL) back into this section of code.  
     
int InitGL(GLvoid)                                              // All Setup For OpenGL Goes Here
{
        if (!LoadGLTextures())                                  // Jump To Texture Loading Routine
        {
                return FALSE;                                   // If Texture Didn't Load Return FALSE
        }
        BuildFont();                                            // Build The Font

        glShadeModel(GL_SMOOTH);                                // Enable Smooth Shading
        glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                   // Black Background
        glClearDepth(1.0f);                                     // Depth Buffer Setup
        glEnable(GL_DEPTH_TEST);                                // Enables Depth Testing
        glDepthFunc(GL_LEQUAL);                                 // The Type Of Depth Testing To Do
        glEnable(GL_LIGHT0);                                    // Quick And Dirty Lighting (Assumes Light0 Is Set Up)
        glEnable(GL_LIGHTING);                                  // Enable Lighting
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really Nice Perspective Calculations
     
  Enable 2D Texture Mapping, and select texture one. This will map texture one onto any 3D object we draw to the screen. If you want more control, you can enable and disable texture mapping yourself.  
     
        glEnable(GL_TEXTURE_2D);                                // Enable Texture Mapping
        glBindTexture(GL_TEXTURE_2D, texture[0]);               // Select The Texture
        return TRUE;                                            // Initialization Went OK
}
     
  The resize code hasn't changed, but our DrawGLScene code has.  
     
int DrawGLScene(GLvoid)                                         // Here's Where We Do All The Drawing
{
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear The Screen And The Depth Buffer
        glLoadIdentity();                                       // Reset The View
     
  Here's our first change. Instead of keeping the object in the middle of the screen, we're going to spin it around the screen using COS and SIN (no surprise). We'll translate 3 units into the screen (-3.0f). On the x axis, we'll swing from -1.1 at far left to +1.1 at the right. We'll be using the rot variable to control the left right swing. We'll swing from +0.8 at top to -0.8 at the bottom. We'll use the rot variable for this swinging motion as well. (might as well make good use of your variables).  
     
        // Position The Text
        glTranslatef(1.1f*float(cos(rot/16.0f)),0.8f*float(sin(rot/20.0f)),-3.0f);
     
  Now we do the normal rotations. This will cause the symbol to spin on the X, Y and Z axis.  
     
        glRotatef(rot,1.0f,0.0f,0.0f);                          // Rotate On The X Axis
        glRotatef(rot*1.2f,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
     
  We translate a little to the left, down, and towards the viewer to center the symbol on each axis. Otherwise when it spins it doesn't look like it's spinning around it's own center. -0.35 is just a number that worked. I had to play around with numbers for a bit because I'm not sure how wide the font is, could vary with each font. Why the fonts aren't built around a central point I'm not sure.  
     
        glTranslatef(-0.35f,-0.35f,0.1f);                       // Center On X, Y, Z Axis
     
  Finally we draw our skull and crossbones symbol then increase the rot variable so our symbol spins and moves around the screen. If you can't figure out how I get a skull and crossbones from the letter 'N', do this: Run Microsoft Word or Wordpad. Go to the fonts drop down menu. Select the Wingdings font. Type and uppercase 'N'. A skull and crossbones appears.  
     
        glPrint("N");                                           // Draw A Skull And Crossbones Symbol
        rot+=0.1f;                                              // Increase The Rotation Variable
        return TRUE;                                            // Keep Going
}
     
  The last thing to do is add KillFont() to the end of KillGLWindow() just like I'm showing below. It's important to add this line. It cleans things up before we exit our program.  
     
        if (!UnregisterClass("OpenGL",hInstance))               // Are We Able To Unregister Class
        {
                MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
                hInstance=NULL;                                 // Set hInstance To NULL
        }

        KillFont();                                             // Destroy The Font
}

     
  Even though I never went into extreme detail, you should have a pretty good understanding on how to make OpenGL generate texture coordinates for you. You should have no problems mapping textures to fonts of your own, or even other objects for that matter. And by changing just two lines of code, you can enable sphere mapping, which is a really cool effect.

Jeff Molofee (NeHe)

* DOWNLOAD Visual C++ Code For This Lesson.
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* DOWNLOAD Delphi Code For This Lesson. ( Conversion by Marc Aarts )
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* DOWNLOAD MingW32 & Allegro Code For This Lesson. ( Conversion by Peter Puck )
* DOWNLOAD Borland C++ Builder 4.0 Code For This Lesson. ( Conversion by Patrick Salmons )

 
     
 

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