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Author Topic: Using fonts throught SFML in Opengl  (Read 1801 times)

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hamar

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Using fonts throught SFML in Opengl
« on: September 24, 2013, 01:46:15 pm »
Hello!

I read in the tutorial SFML has many useful funcitons, to handle Fonts. I want to use SFML 2.1's Font feature to display font in 3D space on an opengl GL_QUADS.

I read many topic, but somehow I just couldn't find exactly the same issue.
So, I get to this point, I want to display only one character now.

#include <math.h>
#include <stdlib.h>

#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__)
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif

#include <iostream>

#include <SFML\Graphics\Font.hpp>

#define PI 3.1415926535

//--------------------------------------------------------
// 3D Vektor
//--------------------------------------------------------
struct Vector
{
    float x, y, z;

    Vector( )
    {
        x = y = z = 0;
    }
    Vector(float x0, float y0, float z0 = 0)
    {
        x = x0;
        y = y0;
        z = z0;
    }
    Vector operator*(float a)
    {
        return Vector(x * a, y * a, z * a);
    }
    Vector operator*(double a)
    {
        return Vector(x * a, y * a, z * a);
    }
    Vector operator*(int a)
    {
        return Vector(x * a, y * a, z * a);
    }
    Vector operator+(const Vector& v)
    {
        return Vector(x + v.x, y + v.y, z + v.z);
    }
    Vector operator-(const Vector& v)
    {
        return Vector(x - v.x, y - v.y, z - v.z);
    }
    float operator*(const Vector& v)    // dot product
    {
        return (x * v.x + y * v.y + z * v.z);
    }
    Vector operator%(const Vector& v)           // cross product
    {
        return Vector(y*v.z-z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
    }
    float Length()
    {
        return sqrt(x * x + y * y + z * z);
    }
    void Norm() // Normalizált
    {
        float l= Length();
        x/=l;
        y/=l;
        z/=l;
    }
};

const int screenWidth = 600;    // alkalmazás ablak felbontása
const int screenHeight = 600;

class String3D;

class Scene
{
public:
    String3D *Szoveg3D;
    String3D *Szoveg3D1;

    void render();
};
Scene scene;

class Camera
{
public:
    Vector position;
    Vector center;
    Vector lookUp;
    Camera( Vector p = *new Vector(3, 8, -14),//Vector p = *new Vector(0, 6, -15),
            Vector c = *new Vector(-5, 0,  15),
            Vector l = *new Vector(0, 5,   0))
             : position(p), center(c), lookUp(l) { }
};
Camera camera;

sf::Font Global_Font;
GLuint TilesID;

class String3D {
public:
    //string szoveg;
    sf::Font& fontom;
    GLuint FontTextureID;

    Vector k;

    String3D(sf::Font& Fontocska, Vector K): fontom(Fontocska),k(K) {}

    void render()
    {
        glEnable(GL_TEXTURE_2D);
        //glPushMatrix();
        //glBindTexture(GL_TEXTURE_2D, FontTextureID);
        //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

        sf::Glyph glif = fontom.getGlyph(108,12,false);
        //int lineHeight = fontom.getLineSpacing(12);
        sf::IntRect negyszog = glif.bounds;
        Vector x(negyszog.width,0,0);
        //x= x*1;
        Vector y(0,negyszog.height,0);
        //y= y*1;
        Vector n(0,-3,-5);//=(camera.center-camera.position)*-1;
        //Vector x=negyszog;
        GLfloat diffuuz[] = { 1, 1, 1, 1 };
        GLfloat spekularis[] = { 1, 1, 1, 1 };
        glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuuz);
        glMaterialfv(GL_FRONT, GL_SPECULAR, spekularis);
        glMaterialf(GL_FRONT, GL_SHININESS, 10.0);
        glBegin(GL_QUADS);
                glNormal3f(n.x,n.y,n.z);
                glTexCoord2d(1,1);
                glVertex3f(k.x            ,k.y              ,k.z);

                glNormal3f(n.x,n.y,n.z);
                glTexCoord2d(0,1);
                glVertex3f(k.x+x.x        ,k.y+x.y         ,k.z+x.z);

                glNormal3f(n.x,n.y,n.z);
                glTexCoord2d(0,0);
                glVertex3f(k.x+x.x+y.x    ,k.y+x.y+y.y      ,k.z+x.z+y.z);

                glNormal3f(n.x,n.y,n.z);
                glTexCoord2d(1,0);
                glVertex3f(k.x+y.x        ,k.y+y.y          ,k.z+y.z);

        glEnd();
        //glDisable(GL_TEXTURE_2D);
        //glPopMatrix();
    }

};

 void Scene::render(){
    if(Szoveg3D)
    {
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, TilesID);
        Szoveg3D->render();
        glDisable(GL_TEXTURE_2D);
    }

    if(Szoveg3D1){
        glEnable(GL_TEXTURE_2D);
        //glBindTexture(GL_TEXTURE_2D, Szoveg3D1->fontom.getTexture(12).m_texture);
        sf::Texture::bind(&(Szoveg3D1->fontom.getTexture(12)));
        Szoveg3D1->render();
        glDisable(GL_TEXTURE_2D);
    }
}
//const sf::Texture* fontpixelek;

const int TilesWidth=4 , TilesHeight=4;
 unsigned char padlokep[TilesWidth * TilesHeight][3] =
    {
        {110,90,90},{200,200,000},{200,200,000},{110,90,90},
        {200,200,000},{140,80, 20},{140,80, 20},{200,200,000},
        {200,200,000},{140,80, 20},{140,80, 20},{200,200,000},
        {110,90,90},{200,200,000},{200,200,000},{110,90,90}
    };

void onInitialization( )
{
    glMatrixMode(GL_PROJECTION);
    glViewport(0, 0, screenWidth, screenHeight);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(100,screenWidth/screenHeight,1,1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnable(GL_DEPTH_TEST);
    //glDisable(GL_CULL_FACE);
    glShadeModel( GL_SMOOTH );
    glEnable(GL_NORMALIZE);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    GLfloat lightColor[] = {1, 1, 1, 1.0};
    GLfloat light_position[] = { 5, 10, -10, 1.0 };
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    gluLookAt(camera.position.x, camera.position.y, camera.position.z,
              camera.center.x, camera.center.y, camera.center.z,
              camera.lookUp.x, camera.lookUp.y, camera.lookUp.z);

    if (!Global_Font.loadFromFile("arial.ttf"))
    {
        std::cout<<"Nem sikerült kiolvasni a Font-ot!!!";
    }
     //fontpixelek=&(&Global_Font)->getTexture(12);
    //sf::Texture::bind(&(&Global_Font)->getTexture(12));
    if(&Global_Font) {
        glEnable(GL_TEXTURE_2D);
        scene.Szoveg3D = new String3D(  Global_Font,*new Vector(-5,2,-3));
        scene.Szoveg3D1 = new String3D(  Global_Font,*new Vector(5,2,-3));


        /*sf::Image image =fontpixelek.copyToImage();

        glGenTextures(1, &(scene.Szoveg3D->FontTextureID));
        glBindTexture(GL_TEXTURE_2D, scene.Szoveg3D->FontTextureID);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);*/

    }
//glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &TilesID);
    glBindTexture(GL_TEXTURE_2D, TilesID);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TilesWidth, TilesHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, padlokep);
    //glDisable(GL_TEXTURE_2D);

}
void onDisplay( )
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(camera.position.x, camera.position.y, camera.position.z,
              camera.center.x  , camera.center.y  , camera.center.z  ,
              camera.lookUp.x  , camera.lookUp.y  , camera.lookUp.z  );

    GLfloat light_position[] = { 5, 11, -10, 1.0 };
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    scene.render();
    glutSwapBuffers();
}

float szog = 1.83*PI;
Vector d ( camera.center.x - camera.position.x,0,camera.center.z - camera.position.z);

void onKeyboard(unsigned char key, int x, int y)
{
    if (key == 'i') {
        Vector elore=camera.center-camera.position;
        elore.y=0;
        elore= elore*0.03;
        camera.position = camera.position + elore;
        camera.center = camera.center + elore;
        glutPostRedisplay( );
    }
    if (key == 'k') {
         Vector elore=camera.center-camera.position;
        elore.y=0;
        elore= elore*0.03;
        camera.position = camera.position - elore;
        camera.center = camera.center - elore;
        glutPostRedisplay( );
    }
    if (key == 'j') {
        szog += PI/20;
        if (szog > 2*PI)
            szog = 0;
        camera.center.x = camera.position.x + d.Length()*sin(szog);
        camera.center.z = camera.position.z + d.Length()*cos(szog);
        glutPostRedisplay( );
    }
    if (key == 'l') {
        szog -= PI/20;
        if (szog < 0)
            szog = 2*PI;
        camera.center.x = camera.position.x + d.Length()*sin(szog);
        camera.center.z = camera.position.z + d.Length()*cos(szog);
        glutPostRedisplay( );
    }

}

void onMouse(int button, int state, int x, int y)
{
    if (button == GLUT_LEFT && state == GLUT_DOWN)
        glutPostRedisplay( );
}

void onIdle( )
{
    glutPostRedisplay();
}

int main(int argc, char **argv)
{
    glutInit(&argc, argv);                              // GLUT inicializalasa
    glutInitWindowSize(screenWidth, screenHeight);                       // Alkalmazas ablak kezdeti merete 600x600 pixel
    glutInitWindowPosition(20, 20);                   // Az elozo alkalmazas ablakhoz kepest hol tunik fel
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);  // 8 bites R,G,B,A + dupla buffer + melyseg buffer

    glutCreateWindow("String Textura");           // Alkalmazas ablak megszuletik es megjelenik a kepernyon

    glMatrixMode(GL_MODELVIEW);                         // A MODELVIEW transzformaciot egysegmatrixra inicializaljuk
    glLoadIdentity();
    glMatrixMode(GL_PROJECTION);                        // A PROJECTION transzformaciot egysegmatrixra inicializaljuk
    glLoadIdentity();

    onInitialization();                                 // Az altalad irt inicializalast lefuttatjuk

    glutDisplayFunc(onDisplay);                         // Esemenykezelok regisztralasa
    glutMouseFunc(onMouse);
    glutIdleFunc(onIdle);
    glutKeyboardFunc(onKeyboard);

    glutMainLoop();                                     // Esemenykezelo hurok

    return 0;
}
 

Now I see one QUAD with the right texture, that I created and binded in Opengl and a white(blank) QUAD(that I tried to creat throught SFML). But somehow I can't make it works with SFML. :S

I appreciate any help!
Marci
« Last Edit: September 24, 2013, 01:48:14 pm by hamar »

hamar

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Re: Using fonts throught SFML in Opengl
« Reply #1 on: September 24, 2013, 07:35:28 pm »
Is it impossible to use an SFML font in openGL?
I read every topic that was connected with texture and opengl, but every topic's window was an SFML windows, and I think it is somehow different.

I guessed, I have to do this and I don't know what do I fail:
If anyone see what is wrong please help:

1.Glut init
2.Screen projections
3.Lights
4.Materials
5.Camera
6.Font load
7.Font binds
8.Enable texture
....
9.Infinite loop
render{
Bind texture
Reading informations from Font
GL_QUADS (with coords, normalvectors, and texture coords)
}

All in all I do something like this, why do this doesn't show the texture on my GL_QUADS?
Is there any problem with that I use glutWindow instead of sf::window?

Please help I stucked very much, I just need a starting impetus now, to get under way.



Arch_Shift

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Re: Using fonts throught SFML in Opengl
« Reply #2 on: September 25, 2013, 02:38:48 am »
A quick note: While GL_QUADS is still enabled in SFML, it (as well as GL_POLYGON) is deprecated in OpenGL 3.1 and has already been removed from the library itself from version 3.2 on. It is probably best to try to move away from using GL_QUADS and instead use triangles.