【发布时间】:2018-06-22 07:17:30
【问题描述】:
本帖与https相关://stackoverflow.com/questions/50955558/render-fonts-with-sdl2-opengl-es-2-0-glsl-1-0-freetype
我在结合字体渲染和使用此功能时遇到问题,如下所示:
// Create VBO (Vertex Buffer Object) based on the vertices provided, render the vertices on the
// background buffer and eventually swap buffers to update the display.
// Return index of VBO buffer
GLuint drawVertices(SDL_Window *window, Vertex *vertices, GLsizei numVertices, int mode){
// Number of vertices elements must be provided as a param (see numVertices) because
// sizeof() cannot calculate the size of the type a pointer points to
//GLsizei vertSize = sizeof(vertices[0]);
//SDL_Log("Vertices size is %d, no of vertices is %d", vertSize, numVertices);
// Create a VBO (Vertex Buffer Object)
GLuint VBO = vboCreate(vertices, numVertices);
if (!VBO) {
// Failed. Error message has already been printed, so just quit
return (GLuint)NULL;
}
// Set up for rendering the triangle (activate the VBO)
GLuint positionIdx = 0; // Position is vertex attribute 0
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(positionIdx, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)0);
glEnableVertexAttribArray(positionIdx);
if (mode & CLEAR){
// Set color of the clear operation
glClearColor(0.0, 0.0, 0.0, 1.0);
// Clears the invisible buffer
glClear(GL_COLOR_BUFFER_BIT);
}
// Now draw!
// GL_POINTS = Draw only the pixels that correspond to the vertices coordinates
// GL_LINE_STRIP = Draw line that connects the vertices coordinates
// GL_LINE_LOOP = Draw line that connects the vertices coordinates plus a line that re-connects the last coordinate with the first
if (mode & RENDER){ glDrawArrays(GL_LINE_STRIP, 0, numVertices); }
// Don’t forget to flip the buffers as well, to display the final image:
// Update the window
if (mode & UPDATE){ SDL_GL_SwapWindow(window); }
return VBO;
}
此函数使用 glDrawArrays() 绘制一系列连接所提供顶点的线。标志 CLEAR、RENDER 和 UPDATE 被用来让我做类似的事情:
drawVertices(window, vertices, sizeOfVertices, CLEAR | RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER | UPDATE);
我对字体渲染功能做了同样的事情,因此我可以在不同的 x,y 坐标中绘制多个字符串。接下来的两个函数根据我首先提交的代码进行字体渲染,并且偏离了您的更正。
void render_text(const char *text, float x, float y, float sx, float sy) {
const char *p;
FT_GlyphSlot g = face->glyph;
SDL_Log("Debug info: glyph w: %d, glyph rows: %d", g->bitmap.width, g->bitmap.rows);
for(p = text; *p; p++) {
// If FT_Load_Char() returns a non-zero value then the glyph in *p could not be loaded
if(FT_Load_Char(face, *p, FT_LOAD_RENDER)){ continue; }
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
g->bitmap.width,
g->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
g->bitmap.buffer
);
float x2 = x + g->bitmap_left * sx;
float y2 = -y - g->bitmap_top * sy;
float w = g->bitmap.width * sx;
float h = g->bitmap.rows * sy;
GLfloat box[4][4] = {
{x2, -y2 , 0, 0},
{x2 + w, -y2 , 1, 0},
{x2, -y2 - h, 0, 1},
{x2 + w, -y2 - h, 1, 1},
};
glBufferData(GL_ARRAY_BUFFER, sizeof box, box, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
x += (g->advance.x>>6) * sx;
y += (g->advance.y>>6) * sy;
}
}
void glRenderText(char *text, int _x, int _y, SDL_Color rgb, int mode) {
float x = _x;
float y = _y;
int w=0, h=0;
SDL_GetWindowSize(SDLmain.window, &w, &h);
float xMax = 2.0 / (float)w;
float yMax = 2.0 / (float)h;
GLuint color_loc = glGetUniformLocation( shaderProg, "color" );
float col[4] = { (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1 }; // red and opaque
glUniform4fv( color_loc, 1, col);
// Clear invisible buffer
if (mode & CLEAR){ glClearColor(0.0, 0.0, 0.0, 1); glClear(GL_COLOR_BUFFER_BIT); }
// If coordinate system required is:
// COORD_SYS_CONVENTIONAL = (1) left bottom corner is 0,0 and moving towards right and top sides we reach max screen size in pixels e.g 1024 * 768 pixels
// COORD_SYS_CARTECIAN = (2) left bottom corner is -1,-1 and moving towards right and top sides we reach +1,+1 . The center of the display is always 0,0
if (mode & ~COORD_SYS_CARTECIAN){
x = (_x * xMax)-1;
y = (_y * yMax)-1;
}
// Draw the text on the invisible buffer
if (mode & RENDER){ render_text(text, x, y, xMax, yMax); }
// Update display
if (mode & UPDATE){ SDL_GL_SwapWindow(SDLmain.window); }
}
因此我可以这样做:
glRenderText(tmp, 0, 0, Olive, CLEAR | RENDER | UPDATE);
glRenderText(tmp, 0, 150, Yellow_Green, RENDER);
glRenderText(tmp, 0, 300, Light_Coral, RENDER | UPDATE);
事实证明,我既可以在不同的 x,y 坐标处渲染字体,也可以使用函数 drawVertices 来渲染连接这些顶点的线,但不能同时渲染两者。也就是说,我不能这样做:
glRenderText(tmp, 0, 0, Olive, CLEAR | RENDER);
glRenderText(tmp, 0, 150, Yellow_Green, RENDER);
glRenderText(tmp, 0, 300, Light_Coral, RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER | UPDATE);
正如你所知道的,逻辑是在任何一个函数中你都必须使用 CLEAR | RENDER 标志,然后只执行 RENDER 并在最后一次调用任一函数时使用 RENDER |更新。
问题:
(1) 在我尝试做前面的事情时,即结合 glRenderText() + drawVertices() 我失败了,因为在一个接一个地调用它们之前显然需要设置一些东西。
(2) 我面临的另一个问题是,在我的 raspi3 上运行代码导致 drawVertices() 在字体方面工作正常,我只能看到 glClearColor() 和 glClear(GL_COLOR_BUFFER_BIT) 的效果,这意味着显示已通过 glClearColor() 设置的颜色清除,但看不到字体渲染。我尝试了两种 GL 驱动程序模式。有一种叫 FULL KMS GL 驱动,另一种叫 FAKE KMS GL 驱动。
另外,为了让 drawVertices() 工作,我必须注释下面提供的代码:
FT_Set_Pixel_Sizes(face, 0, 200);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLuint vbo;
GLuint attribute_coord=0;
glGenBuffers(1, &vbo);
glEnableVertexAttribArray(attribute_coord);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);
我仍然必须保持以下代码处于活动状态:
// Load the shader program and set it for use
shaderProg = shaderProgLoad("shaderV1.vert", "shaderV1.frag");
GLuint tex_loc = glGetUniformLocation( shaderProg, "tex" );
GLuint color_loc = glGetUniformLocation( shaderProg, "color" );
// Activate the resulting shaders program
glUseProgram(shaderProg);
glUniform1i( tex_loc, 0 ); // 0, because the texture is bound to of texture unit 0
// Define RGB color + Alpha
float col[4] = { 0.0f, 1.0f, 1.0, 1.0f };
glUniform4fv( color_loc, 1, col);
【问题讨论】:
标签: c fonts opengl-es-2.0 sdl-2 freetype