我已经能够从字体生成纹理图集,创建着色器和创建四边形.我似乎被困在的是将纹理传递到着色器和/或为我的四边形获得正确的UV.现在一直在努力奋斗,真的需要帮助.
以下是我用来创建纹理图集的结构.
struct FontCharacter { float advanceX; float advanceY; float bitmapWIDth; float bitmapHeight; float bitmapleft; float bitmaptop; float uvOffsetX; float uvOffsetY; }; struct FontTextureAtlas { gluint texture; gluint textureUniform; int wIDth; int height; FontCharacter characters[128]; FontTextureAtlas(FT_Face face,int h,gluint tUniform) { FT_Set_Pixel_Sizes(face,h); FT_GlyphSlot glyphSlot = face->glyph; int roww = 0; int rowh = 0; wIDth = 0; height = 0; memset(characters,sizeof(FontCharacter)); for (int i = 32; i < 128; i++) { if (FT_Load_Char(face,i,FT_LOAD_RENDER)) { std::cout << "Loading character %c Failed\n",i; continue; } if (roww + glyphSlot->bitmap.wIDth + 1 >= MAX_WIDTH) { wIDth = std::fmax(wIDth,roww); height += rowh; roww = 0; rowh = 0; } roww += glyphSlot->bitmap.wIDth + 1; rowh = std::fmax(rowh,glyphSlot->bitmap.rows); } wIDth = std::fmax(wIDth,roww); height += rowh; glGenTextures(1,&texture); if (glGetError() != GL_NO_ERROR) { std::cout << "glGenTextures Failed\n"; } glActiveTexture(GL_TEXTURE0 + texture); if (glGetError() != GL_NO_ERROR) { std::cout << "glActiveTexture Failed\n"; } glBindTexture(GL_TEXTURE_2D,texture); if (glGetError() != GL_NO_ERROR) { std::cout << "glBindTexture Failed\n"; } gluniform1i(tUniform,0); textureUniform = tUniform; glTexImage2D(GL_TEXTURE_2D,GL_RED,wIDth,height,GL_UNSIGNED_BYTE,0); if (glGetError() != GL_NO_ERROR) { std::cout << "glTexImage2D Failed\n"; } glPixelStorei(GL_UNPACK_AlignmENT,1); if (glGetError() != GL_NO_ERROR) { std::cout << "glPixelStorei Failed\n"; } glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); if (glGetError() != GL_NO_ERROR) { std::cout << "glTexParameteri Failed\n"; } glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_TEXTURE_MIN_FILTER,GL_liNEAR); if (glGetError() != GL_NO_ERROR) { std::cout << "glTexParameteri Failed\n"; } glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_liNEAR); if (glGetError() != GL_NO_ERROR) { std::cout << "glTexParameteri Failed\n"; } int ox = 0; int oy = 0; rowh = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(face,i; continue; } if (ox + glyphSlot->bitmap.wIDth + 1 >= MAX_WIDTH) { oy += rowh; rowh = 0; ox = 0; } glTexSubImage2D(GL_TEXTURE_2D,ox,oy,glyphSlot->bitmap.wIDth,glyphSlot->bitmap.rows,glyphSlot->bitmap.buffer); if (glGetError() != GL_NO_ERROR) { std::cout << "BORKED AGAIN\n"; } characters[i].advanceX = glyphSlot->advance.x >> 6; characters[i].advanceY = glyphSlot->advance.y >> 6; characters[i].bitmapWIDth = glyphSlot->bitmap.wIDth; characters[i].bitmapHeight = glyphSlot->bitmap.rows; characters[i].bitmapleft = glyphSlot->bitmap_left; characters[i].bitmaptop = glyphSlot->bitmap_top; characters[i].uvOffsetX = ox / (float)wIDth; characters[i].uvOffsetY = oy / (float)height; rowh = std::fmax(rowh,glyphSlot->bitmap.rows); ox += glyphSlot->bitmap.wIDth + 1; } std::cout << "Generated a " << wIDth << "x " << height << " (" << wIDth * height / 1024 << " kb) texture atlas.\n"; } ~FontTextureAtlas() { glDeleteTextures(1,&texture); }
渲染器中使用的局部变量和函数头
class RenderCore{ FT_library library; FT_Face face; FontTextureAtlas* a48; FontTextureAtlas* a24; FontTextureAtlas* a12; gluint vbo; gluint vao; gluint m_posUV; gluint m_colorIN; gluint m_texture; int InitFT(); voID RenderText(const char* text,FontTextureAtlas* atlas,float x,float y,float sx,float sy);}
这是我加载字体的地方.
int RenderCore::InitFT(){ if (FT_Init_FreeType(&library)) { std::cout << "Could not Initialize freetype library.\n"; return 0; } /* Load a Font */ if (FT_New_Face(library,"assets/Fonts/arialbd.ttf",&face)) { std::cout << "Could not open Font assets/Fonts/DentonBeta2.ttf\n"; return 0; } m_shaderManager->CreateProgram("Text"); m_shaderManager->LoadShader("shaders/Text.vertex","TextVS",GL_VERTEX_SHADER); m_shaderManager->LoadShader("shaders/Text.fragment","TextFS",GL_FRAGMENT_SHADER); m_shaderManager->AttachShader("TextVS","Text"); m_shaderManager->AttachShader("TextFS","Text"); m_shaderManager->linkProgram("Text"); m_shaderManager->UseProgram("Text"); m_shaderManager->UseProgram("Text"); m_colorIN = m_shaderManager->GetUniformlocation("Text","inputcolor"); m_texture = m_shaderManager->GetUniformlocation("Text","texture"); // Create the vertex buffer object glGenBuffers(1,&vbo); glGenVertexArrays(1,&vao); /* Create texture atlasses for several Font sizes */ a48 = new FontTextureAtlas(face,48,m_texture); a24 = new FontTextureAtlas(face,24,m_texture); a12 = new FontTextureAtlas(face,12,m_texture);}
渲染功能.
voID RenderCore::RenderText(const char* text,float sy) { m_shaderManager->UseProgram("Text"); const unsigned char* p; std::vector<glm::vec4> coords; int c = 0; for (p = (const unsigned char*)text; *p; p++) { float x2 = x + atlas->characters[*p].bitmapleft * sx; float y2 = -y - atlas->characters[*p].bitmaptop * sy; float w = atlas->characters[*p].bitmapWIDth * sx; float h = atlas->characters[*p].bitmapHeight * sy; x += atlas->characters[*p].advanceX * sx; y += atlas->characters[*p].advanceY * sy; if (!w || !h) continue; coords.push_back( glm::vec4( x2,-y2,atlas->characters[*p].uvOffsetX,atlas->characters[*p].uvOffsetY) ); coords.push_back( glm::vec4( x2 + w,atlas->characters[*p].uvOffsetX + atlas->characters[*p].bitmapWIDth / atlas->wIDth,atlas->characters[*p].uvOffsetY) ); coords.push_back( glm::vec4( x2,-y2 - h,atlas->characters[*p].uvOffsetY + atlas->characters[*p].bitmapHeight / atlas->height) ); coords.push_back( glm::vec4( x2 + w,atlas->characters[*p].uvOffsetY) ); coords.push_back( glm::vec4( x2,atlas->characters[*p].uvOffsetY + atlas->characters[*p].bitmapHeight / atlas->height) ); coords.push_back( glm::vec4( x2 + w,atlas->characters[*p].uvOffsetY + atlas->characters[*p].bitmapHeight / atlas->height) ); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_Alpha,GL_ONE_MINUS_SRC_Alpha); glActiveTexture(GL_TEXTURE0 + atlas->texture); gluniform1i(atlas->textureUniform,0); glBindTexture(GL_TEXTURE_2D,atlas->texture); m_shaderManager->SetUniform(1,glm::vec4(0,1,1),m_colorIN); glBindBuffer(GL_ARRAY_BUFFER,vbo); glBufferData(GL_ARRAY_BUFFER,coords.size() * sizeof(glm::vec4),coords.data(),GL_DYNAMIC_DRAW); //Generate VAO glBindVertexArray(vao); //position glEnabLevertexAttribarray(0); glVertexAttribPointer(0,4,GL_float,GL_FALSE,sizeof(glm::vec4),(voID*)0); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLE_STRIP,coords.size()); gldisabLevertexAttribarray(0); m_shaderManager->resetProgram(); }
顶点着色器
#version 440in vec4 pos_uv;out vec2 uv;voID main(){ gl_position = vec4(pos_uv.xy,1); uv = pos_uv.zw;}
片段着色器
#version 440 in vec2 uv; uniform sampler2D texture; uniform vec4 inputcolor; out vec4 color; voID main() { color = vec4(inputcolor.rgb,texture2D(texture,uv).a); }
使用gDeBUGger,我可以看到纹理图谱已经正确生成,VBO似乎也很好.结果只是屏幕上的一堆正方形,但我真的不知道为什么.我认为将纹理传递到着色器可能会出现问题,除Alpha通道外的所有通道都是空的,Alpha始终为1.
解决方法 管理解决问题,而不是glActiveTexture(GL_TEXTURE0纹理);它应该只有glActiveTexture(GL_TEXTURE0);我假设glActiveTexture绑定到程序中的特定索引而不是所有纹理.
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