(此节内容对应NEHE教程第14课)

本节主要说明OpenGL结合WINDOW 创建并使用3D字体

3D图形字体。创建过程和2D基本相似

1.声明显示列表base = glGenLists(256);
2.创建新的FONT font = CreateFont(WinAPI)
3.选择我们需要的字体 oldfont = (HFONT)SelectObject(hDC, font);(WinAPI)
4.创建显示列表 wglUseFontOutlines();这里和2D的使用方式不同,3D的使用这个函数
按照ASII码进行存储。显示时候也是按照此逻辑进行寻找,如A对应65 则在显示列表65进行寻找
5.设置显示列表基础值 glListBase(base - n)
6.使用显示列表进行文字绘制 glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);

GLYPHMETRICSFLOAT 用来保存轮廓字体显示列表中对应的每一个列表的位置和方向的信息(每个显示列表中文字的详细信息)
wglUseFontOutlines(HDC, DWORD, DWORD, DWORD, FLOAT,FLOAT, int, GLYPHMETRICSFLOAT) 创建并填充显示列表
HDC Windows的设备描述表
DWORD 显示列表字体的第一个字符的ASCII值
DWORD 字符数
DWORD 第一个显示列表的名称
FLOAT 体的光滑度,越小越光滑,0.0为最光滑的状态
FLOAT 在z方向突出的距离
int 使用多边形或者线性来生成字符
WGL_FONT_LINES
WGL_FONT_POLYGONS
GLYPHMETRICSFLOAT 每个显示列表中文字的详细信息
#include "header.h"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 ApplicationGLuint  base;               // Base Display List For The Font Set
GLfloat rot;                // Used To Rotate The Textbool  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 DefaultGLYPHMETRICSFLOAT gmf[256]; // Storage For Information About Our Outline Font CharactersLRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration For WndProcGLvoid BuildFont(GLvoid)                              // Build Our Bitmap Font
{HFONT  font;                                       // Windows Font IDbase = glGenLists(256);                              // Storage For 256 Charactersfont = CreateFont(    -12,                            // Height Of Font0,                             // Width Of Font0,                              // Angle Of Escapement0,                                // Orientation AngleFW_BOLD,                        // Font WeightFALSE,                            // ItalicFALSE,                         // UnderlineFALSE,                          // StrikeoutANSI_CHARSET,                   // Character Set IdentifierOUT_TT_PRECIS,                   // Output PrecisionCLIP_DEFAULT_PRECIS,         // Clipping PrecisionANTIALIASED_QUALITY,           // Output QualityFF_DONTCARE|DEFAULT_PITCH,     // Family And Pitch"Comic Sans MS");              // Font NameSelectObject(hDC, font);                            // Selects The Font We CreatedwglUseFontOutlines(   hDC,                            // Select The Current DC0,                              // Starting Character255,                           // Number Of Display Lists To Buildbase,                            // Starting Display Lists0.0f,                          // Deviation From The True Outlines0.2f,                            // Font Thickness In The Z DirectionWGL_FONT_POLYGONS,              // Use Polygons, Not Linesgmf);                         // Address Of Buffer To Recieve Data
}GLvoid KillFont(GLvoid)                                    // Delete The Font
{glDeleteLists(base, 256);                              // Delete All 256 Characters
}GLvoid glPrint(const char *fmt, ...)                   // Custom GL "Print" Routine
{float      length=0;                              // Used To Find The Length Of The Textchar      text[256];                              // Holds Our Stringva_list      ap;                                     // Pointer To List Of Argumentsif (fmt == NULL)                                   // If There's No Textreturn;                                           // Do Nothingva_start(ap, fmt);                                 // Parses The String For Variablesvsprintf(text, fmt, ap);                      // And Converts Symbols To Actual Numbersva_end(ap);                                            // Results Are Stored In Textfor (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 ScreenglPushAttrib(GL_LIST_BIT);                          // Pushes The Display List BitsglListBase(base);                                    // Sets The Base Character to 0glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);   // Draws The Display List TextglPopAttrib();                                        // Pops The Display List Bits
}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)        // Resize And Initialize The GL Window
{if (height==0)                                       // Prevent A Divide By Zero By{height=1;                                       // Making Height Equal One}glViewport(0,0,width,height);                        // Reset The Current ViewportglMatrixMode(GL_PROJECTION);                       // Select The Projection MatrixglLoadIdentity();                                    // Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW);                           // Select The Modelview MatrixglLoadIdentity();                                 // Reset The Modelview Matrix
}int InitGL(GLvoid)                                     // All Setup For OpenGL Goes Here
{glShadeModel(GL_SMOOTH);                           // Enable Smooth ShadingglClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black BackgroundglClearDepth(1.0f);                                  // Depth Buffer SetupglEnable(GL_DEPTH_TEST);                           // Enables Depth TestingglDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // Really Nice Perspective CalculationsglEnable(GL_LIGHT0);                             // Enable Default Light (Quick And Dirty)glEnable(GL_LIGHTING);                             // Enable LightingglEnable(GL_COLOR_MATERIAL);                      // Enable Coloring Of MaterialBuildFont();                                      // Build The Fontreturn TRUE;                                       // Initialization Went OK
}int DrawGLScene(GLvoid)                                    // Here's Where We Do All The Drawing
{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    // Clear Screen And Depth BufferglLoadIdentity();                                   // Reset The Current Modelview MatrixglTranslatef(0.0f,0.0f,-10.0f);                        // Move One Unit Into The ScreenglRotatef(rot,1.0f,0.0f,0.0f);                      // Rotate On The X AxisglRotatef(rot*1.5f,0.0f,1.0f,0.0f);                  // Rotate On The Y AxisglRotatef(rot*1.4f,0.0f,0.0f,1.0f);                  // Rotate On The Z Axis// Pulsing Colors Based On The RotationglColor3f(1.0f*float(cos(rot/20.0f)),1.0f*float(sin(rot/25.0f)),1.0f-0.5f*float(cos(rot/17.0f)));glPrint("NeHe - %3.2f",rot/50);                        // Print GL Text To The Screenrot+=0.5f;                                          // Increase The Rotation Variablereturn TRUE;                                       // Everything Went OK
}GLvoid KillGLWindow(GLvoid)                                // Properly Kill The Window
{if (fullscreen)                                        // Are We In Fullscreen Mode?{ChangeDisplaySettings(NULL,0);                    // If So Switch Back To The DesktopShowCursor(TRUE);                                // Show Mouse Pointer}if (hRC)                                          // Do We Have A Rendering Context?{if (!wglMakeCurrent(NULL,NULL))                  // Are We Able To Release The DC And RC Contexts?{MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}if (!wglDeleteContext(hRC))                      // Are We Able To Delete The RC?{MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}hRC=NULL;                                       // Set RC To NULL}if (hDC && !ReleaseDC(hWnd,hDC))                  // Are We Able To Release The DC{MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hDC=NULL;                                       // Set DC To NULL}if (hWnd && !DestroyWindow(hWnd))                 // Are We Able To Destroy The Window?{MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hWnd=NULL;                                        // Set hWnd To NULL}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();
}/* This Code Creates Our OpenGL Window.  Parameters Are:                   **  title           - Title To Appear At The Top Of The Window              **  width           - Width Of The GL Window Or Fullscreen Mode             **  height          - Height Of The GL Window Or Fullscreen Mode            **  bits            - Number Of Bits To Use For Color (8/16/24/32)          **  fullscreenflag  - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)   */BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{GLuint     PixelFormat;            // Holds The Results After Searching For A MatchWNDCLASS    wc;                     // Windows Class StructureDWORD     dwExStyle;              // Window Extended StyleDWORD       dwStyle;                // Window StyleRECT     WindowRect;             // Grabs Rectangle Upper Left / Lower Right ValuesWindowRect.left=(long)0;         // Set Left Value To 0WindowRect.right=(long)width;        // Set Right Value To Requested WidthWindowRect.top=(long)0;               // Set Top Value To 0WindowRect.bottom=(long)height;       // Set Bottom Value To Requested Heightfullscreen=fullscreenflag;          // Set The Global Fullscreen FlaghInstance          = GetModuleHandle(NULL);               // Grab An Instance For Our Windowwc.style          = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;  // Redraw On Size, And Own DC For Window.wc.lpfnWndProc     = (WNDPROC) WndProc;                   // WndProc Handles Messageswc.cbClsExtra        = 0;                                   // No Extra Window Datawc.cbWndExtra        = 0;                                   // No Extra Window Datawc.hInstance     = hInstance;                           // Set The Instancewc.hIcon         = LoadIcon(NULL, IDI_WINLOGO);         // Load The Default Iconwc.hCursor          = LoadCursor(NULL, IDC_ARROW);         // Load The Arrow Pointerwc.hbrBackground   = NULL;                                    // No Background Required For GLwc.lpszMenuName     = NULL;                                    // We Don't Want A Menuwc.lpszClassName    = "OpenGL";                              // Set The Class Nameif (!RegisterClass(&wc))                                   // Attempt To Register The Window Class{MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                                          // Return FALSE}if (fullscreen)                                             // Attempt Fullscreen Mode?{DEVMODE dmScreenSettings;                               // Device Modememset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's CleareddmScreenSettings.dmSize=sizeof(dmScreenSettings);       // Size Of The Devmode StructuredmScreenSettings.dmPelsWidth    = width;               // Selected Screen WidthdmScreenSettings.dmPelsHeight   = height;              // Selected Screen HeightdmScreenSettings.dmBitsPerPel  = bits;                    // Selected Bits Per PixeldmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES){fullscreen=FALSE;       // Windowed Mode Selected.  Fullscreen = FALSE}else{// Pop Up A Message Box Letting User Know The Program Is Closing.MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);return FALSE;                                    // Return FALSE}}}if (fullscreen)                                               // Are We Still In Fullscreen Mode?{dwExStyle=WS_EX_APPWINDOW;                             // Window Extended StyledwStyle=WS_POPUP;                                      // Windows StyleShowCursor(FALSE);                                      // Hide Mouse Pointer}else{dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window Extended StyledwStyle=WS_OVERLAPPEDWINDOW;                           // Windows Style}AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);        // Adjust Window To True Requested Size// Create The Windowif (!(hWnd=CreateWindowEx(  dwExStyle,                          // Extended Style For The Window"OpenGL",                         // Class Nametitle,                             // Window TitledwStyle |                            // Defined Window StyleWS_CLIPSIBLINGS |                    // Required Window StyleWS_CLIPCHILDREN,                    // Required Window Style0, 0,                               // Window PositionWindowRect.right-WindowRect.left, // Calculate Window WidthWindowRect.bottom-WindowRect.top,  // Calculate Window HeightNULL,                             // No Parent WindowNULL,                                // No MenuhInstance,                            // InstanceNULL)))                              // Dont Pass Anything To WM_CREATE{KillGLWindow();                              // Reset The DisplayMessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                                // Return FALSE}static  PIXELFORMATDESCRIPTOR pfd=             // pfd Tells Windows How We Want Things To Be{sizeof(PIXELFORMATDESCRIPTOR),                // Size Of This Pixel Format Descriptor1,                                           // Version NumberPFD_DRAW_TO_WINDOW |                       // Format Must Support WindowPFD_SUPPORT_OPENGL |                       // Format Must Support OpenGLPFD_DOUBLEBUFFER,                          // Must Support Double BufferingPFD_TYPE_RGBA,                              // Request An RGBA Formatbits,                                      // Select Our Color Depth0, 0, 0, 0, 0, 0,                          // Color Bits Ignored0,                                         // No Alpha Buffer0,                                            // Shift Bit Ignored0,                                          // No Accumulation Buffer0, 0, 0, 0,                                    // Accumulation Bits Ignored16,                                         // 16Bit Z-Buffer (Depth Buffer)  0,                                            // No Stencil Buffer0,                                          // No Auxiliary BufferPFD_MAIN_PLANE,                               // Main Drawing Layer0,                                         // Reserved0, 0, 0                                      // Layer Masks Ignored};if (!(hDC=GetDC(hWnd)))                            // Did We Get A Device Context?{KillGLWindow();                             // Reset The DisplayMessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                                // Return FALSE}if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))    // Did Windows Find A Matching Pixel Format?{KillGLWindow();                                // Reset The DisplayMessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                               // Return FALSE}if(!SetPixelFormat(hDC,PixelFormat,&pfd))       // Are We Able To Set The Pixel Format?{KillGLWindow();                             // Reset The DisplayMessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                               // Return FALSE}if (!(hRC=wglCreateContext(hDC)))              // Are We Able To Get A Rendering Context?{KillGLWindow();                              // Reset The DisplayMessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                             // Return FALSE}if(!wglMakeCurrent(hDC,hRC))                    // Try To Activate The Rendering Context{KillGLWindow();                                // Reset The DisplayMessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                             // Return FALSE}ShowWindow(hWnd,SW_SHOW);                       // Show The WindowSetForegroundWindow(hWnd);                        // Slightly Higher PrioritySetFocus(hWnd);                                  // Sets Keyboard Focus To The WindowReSizeGLScene(width, height);                   // Set Up Our Perspective GL Screenif (!InitGL())                                   // Initialize Our Newly Created GL Window{KillGLWindow();                               // Reset The DisplayMessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                                // Return FALSE}return TRUE;                                    // Success
}LRESULT CALLBACK WndProc(  HWND    hWnd,           // Handle For This WindowUINT   uMsg,           // Message For This WindowWPARAM    wParam,         // Additional Message InformationLPARAM lParam)         // Additional Message Information
{switch (uMsg)                                  // Check For Windows Messages{case WM_ACTIVATE:                         // Watch For Window Activate Message{if (!HIWORD(wParam))                   // Check Minimization State{active=TRUE;                       // Program Is Active}else{active=FALSE;                        // Program Is No Longer Active}return 0;                                // Return To The Message Loop}case WM_SYSCOMMAND:                           // Intercept System Commands{switch (wParam)                            // Check System Calls{case SC_SCREENSAVE:                   // Screensaver Trying To Start?case SC_MONITORPOWER:                // Monitor Trying To Enter Powersave?return 0;                          // Prevent From Happening}break;                                    // Exit}case WM_CLOSE:                              // Did We Receive A Close Message?{PostQuitMessage(0);                      // Send A Quit Messagereturn 0;                             // Jump Back}case WM_KEYDOWN:                           // Is A Key Being Held Down?{keys[wParam] = TRUE;                  // If So, Mark It As TRUEreturn 0;                              // Jump Back}case WM_KEYUP:                             // Has A Key Been Released?{keys[wParam] = FALSE;                  // If So, Mark It As FALSEreturn 0;                             // Jump Back}case WM_SIZE:                              // Resize The OpenGL Window{ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Heightreturn 0;                                // Jump Back}}// Pass All Unhandled Messages To DefWindowProcreturn DefWindowProc(hWnd,uMsg,wParam,lParam);
}int WINAPI WinMain(    HINSTANCE   hInstance,          // InstanceHINSTANCE    hPrevInstance,      // Previous InstanceLPSTR       lpCmdLine,          // Command Line Parametersint           nCmdShow)           // Window Show State
{MSG        msg;                                    // Windows Message StructureBOOL    done=FALSE;                                // Bool Variable To Exit Loop// Ask The User Which Screen Mode They Preferif (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE;                            // Windowed Mode}// Create Our OpenGL Windowif (!CreateGLWindow("NeHe's Outline Font Tutorial",640,480,16,fullscreen)){return 0;                                 // Quit If Window Was Not Created}while(!done)                                  // Loop That Runs While done=FALSE{if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))   // Is There A Message Waiting?{if (msg.message==WM_QUIT)              // Have We Received A Quit Message?{done=TRUE;                         // If So done=TRUE}else                                    // If Not, Deal With Window Messages{TranslateMessage(&msg);                // Translate The MessageDispatchMessage(&msg);              // Dispatch The Message}}else                                       // If There Are No Messages{// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()if ((active && !DrawGLScene()) || keys[VK_ESCAPE])    // Active?  Was There A Quit Received?{done=TRUE;                          // ESC or DrawGLScene Signalled A Quit}else                                 // Not Time To Quit, Update Screen{SwapBuffers(hDC);                    // Swap Buffers (Double Buffering)}if (keys[VK_F1])                     // Is F1 Being Pressed?{keys[VK_F1]=FALSE;                 // If So Make Key FALSEKillGLWindow();                      // Kill Our Current Windowfullscreen=!fullscreen;              // Toggle Fullscreen / Windowed Mode// Recreate Our OpenGL Windowif (!CreateGLWindow("NeHe's Outline Font Tutorial",640,480,16,fullscreen)){return 0;                        // Quit If Window Was Not Created}}}}// ShutdownKillGLWindow();                                 // Kill The Windowreturn (msg.wParam);                          // Exit The Program
}

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