for reference: Using SDL_ttf with OpenGL

Started by
24 comments, last by AlasdairDeacon 13 years, 1 month ago
Here is some example code that I've been meaning to cook up for awhile, that shows a short example of how to use SDL_ttf to render text for use with OpenGL. NeHe's freetype code seems to involve rendering of each letter into a texture, which is slight overkill for what many people would like to do. (it IS more efficient, however, since it doesn't involve the creation and deletion of textures for dynamic data) Anyway, for reference, a simple method to render text in opengl using SDL_ttf.

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

#include <GL/gl.h>
#include <GL/glu.h>

#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>

/* adjust these accordingly */
char fontpath[] = "/path/to/a/font/file.ttf";
int screenwidth = 640;
int screenheight = 480;

int round(double x)
{
	return (int)(x + 0.5);
}

int nextpoweroftwo(int x)
{
	double logbase2 = log(x) / log(2);
	return round(pow(2,ceil(logbase2)));
}

char *init_sdl(SDL_Surface** screen)
{
	if(SDL_Init(SDL_INIT_VIDEO))
		return SDL_GetError();
	atexit(SDL_Quit);
	
	*screen = SDL_SetVideoMode(screenwidth, screenheight, 0, SDL_OPENGL);
	
	SDL_WM_SetCaption("C-Junkie's SDLGL text example", 0);
	
	if(TTF_Init())
		return TTF_GetError();
	atexit(TTF_Quit);
	
	return 0;
}

void SDL_GL_RenderText(char *text, 
                      TTF_Font *font,
                      SDL_Color color,
                      SDL_Rect *location)
{
	SDL_Surface *initial;
	SDL_Surface *intermediary;
	SDL_Rect rect;
	int w,h;
	int texture;
	
	/* Use SDL_TTF to render our text */
	initial = TTF_RenderText_Blended(font, text, color);
	
	/* Convert the rendered text to a known format */
	w = nextpoweroftwo(initial->w);
	h = nextpoweroftwo(initial->h);
	
	intermediary = SDL_CreateRGBSurface(0, w, h, 32, 
			0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);

	SDL_BlitSurface(initial, 0, intermediary, 0);
	
	/* Tell GL about our new texture */
	glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_2D, texture);
	glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_BGRA, 
			GL_UNSIGNED_BYTE, intermediary->pixels );
	
	/* GL_NEAREST looks horrible, if scaled... */
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	

	/* prepare to render our texture */
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture);
	glColor3f(1.0f, 1.0f, 1.0f);
	
	/* Draw a quad at location */
	glBegin(GL_QUADS);
		/* Recall that the origin is in the lower-left corner
		   That is why the TexCoords specify different corners
		   than the Vertex coors seem to. */
		glTexCoord2f(0.0f, 1.0f); 
			glVertex2f(location->x    , location->y);
		glTexCoord2f(1.0f, 1.0f); 
			glVertex2f(location->x + w, location->y);
		glTexCoord2f(1.0f, 0.0f); 
			glVertex2f(location->x + w, location->y + h);
		glTexCoord2f(0.0f, 0.0f); 
			glVertex2f(location->x    , location->y + h);
	glEnd();
	
	/* Bad things happen if we delete the texture before it finishes */
	glFinish();
	
	/* return the deltas in the unused w,h part of the rect */
	location->w = initial->w;
	location->h = initial->h;
	
	/* Clean up */
	SDL_FreeSurface(initial);
	SDL_FreeSurface(intermediary);
	glDeleteTextures(1, &texture);
}

void glEnable2D()
{
	int vPort[4];
  
	glGetIntegerv(GL_VIEWPORT, vPort);
  
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
  
	glOrtho(0, vPort[2], 0, vPort[3], -1, 1);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
}

void glDisable2D()
{
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();   
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();	
}

void init_gl()
{
	/* Irrelevant stuff for this demo */
	glShadeModel(GL_SMOOTH);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glDepthFunc(GL_LEQUAL);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	
	/* Required if you want alpha-blended textures (for our fonts) */
	glBlendFunc(GL_ONE, GL_ONE);
	glEnable(GL_BLEND);
	
	/* Required setup stuff */
	glViewport(0, 0, 800, 600);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f, screenwidth / (float)screenheight, 0.1f, 50.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();	
}

int main()
{
	SDL_Surface *screen;
	TTF_Font* font;
	char *err;
	SDL_Color color;
	SDL_Rect position;
	SDL_Event event;
	int done;
	
	/* Do boring initialization */
	if((err = init_sdl(&screen))) {
		printf("Error while initializing: %s", err);
		return 1;
	}
	
	if(!(font = TTF_OpenFont(fontpath, 20))) {
		printf("Error loading font: %s", TTF_GetError());
		return 1;
	}
	
	init_gl();

	done = 0;
	while(!done) {
		/* render a fun litte quad */
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glLoadIdentity();
		glTranslatef(0.0f, 0.0f, -5.0f);
		glDisable(GL_TEXTURE_2D);
		
		glBegin(GL_QUADS);
			glNormal3f(0.0f, 0.0f, 1.0f);
			glColor3f(0.5f, 0.0f, 0.0f); glVertex3f(-1.5f, -1.0f,  1.0f);
			glColor3f(0.0f, 0.5f, 0.0f); glVertex3f( 1.0f, -2.0f,  1.0f);
			glColor3f(0.0f, 0.0f, 0.5f); glVertex3f( 1.5f,  1.0f,  1.0f);
			glColor3f(0.5f, 0.0f, 0.0f); glVertex3f(-2.0f,  1.0f, -1.0f);
		glEnd();
		
		/* Go in HUD-drawing mode */
		glEnable2D();
		glDisable(GL_DEPTH_TEST);
		
		/* Draw some text */
		color.r = 255;
		color.g = 255;
		color.b = 255;
		/** A quick note about position.
		 * Enable2D puts the origin in the lower-left corner of the
		 * screen, which is different from the normal coordinate
		 * space of most 2D api's. position, therefore,
		 * gives the X,Y coordinates of the lower-left corner of the
		 * rectangle **/
		position.x = screenwidth / 3;
		position.y = screenheight / 2;
		SDL_GL_RenderText("Hello, World!", font, color, &position);
		position.y -= position.h;
		SDL_GL_RenderText("A line right underneath", font, color, &position);
		position.y -= position.h;
		SDL_GL_RenderText("Yay text rendering.", font, color, &position);

		/* Come out of HUD mode */
		glEnable(GL_DEPTH_TEST);
		glDisable2D();
		
		/* Show the screen */
		SDL_GL_SwapBuffers( );
		
		/* Wait until you click the X */
	
		SDL_WaitEvent(&event);
		switch(event.type) {
		case SDL_QUIT:
			done = 1;
			break;
		}
	}
	
	/* Clean up (the atexit's take care of the rest) */
	TTF_CloseFont(font);
	
	return 0;
}



Here's a screenshot of what the output should look like Hosted on imageshack I don't remember who I borrowed the Enable/Disable2D functions from.
Advertisement
Bookmarked.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Very very nice :) I rememver having some trouble too last time when I tried to use SDL_ttf... I did get it working but hehe very nice :)
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
bookmarked.. Thankss so much .. nice post.
I have a question. Why would you go thru the trouble when there are other font rendering techniques in OpenGL already? What are the advantages of using SDL_ttf over something like FTGL? Thanks :)

Hero of Allacrost - A free, open-source 2D RPG in development.
Latest release June, 2015 - GameDev annoucement

Is there a way to render multi-lined text (using SDL_tff), or do you have to split it manually and reder it separated?
It seems that SDL_tff (or freetype) doesn't support the newline character. Does anyone knows if i'm worng?
Magic does exist. You just have to look harder.
Quote:Original post by bewatched
Is there a way to render multi-lined text (using SDL_tff), or do you have to split it manually and reder it separated?
It seems that SDL_tff (or freetype) doesn't support the newline character. Does anyone knows if i'm worng?
Not that I know of. My example just did three calls to the render function to render three lines.
I love you. Rate++. Bookmarked. Thank you.
Yet again, C-Junkie, you make me ponder the better things in life.
Rob Loach [Website] [Projects] [Contact]
Useful.

This topic is closed to new replies.

Advertisement