【问题标题】:Font rendering (Freetype) with openGL ES 2.0 combined with other line drawing functions does not work使用 openGL ES 2.0 结合其他线条绘制功能的字体渲染(Freetype)不起作用
【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


    【解决方案1】:

    我能够通过重置这两个操作 (glRenderText() 和 drawVertices()) 不常见的几乎所有内容来解决这个问题 以下代码在调用任何两个函数 ()glRenderText() 和 drawVertices()) 之前保持原样。这两个函数已更新,以便在到达 glDrawArrays() 执行点之前完成正确的重置

    // Load the shader program and set it for use
    shaderProg = shaderProgLoad("shaderV1.vert", "shaderV1.frag");
    
    // Activate the resulting shaders program
    glUseProgram(shaderProg);
    
    // After the shaders (vertex & fragment) have been compiled & linked into a program
    // we can query the location index value of a uniform variable existing in the program.
    // In this case we are querying uniform variables "tex" that exist in the fragment shader 
    GLuint tex_loc   = glGetUniformLocation( shaderProg, "tex" );
    // Set the value of the uniform variable "tex_loc" to 0, because the texture is bound to of texture unit 0
    glUniform1i( tex_loc, 0 );
    

    这是一个更新的函数,它重置了一些选项,以便我们得到我们需要的结果。例如,glDisable(GL_BLEND);用于在绘制线条时禁用混合。最重要的当然是我每次调用 drawVertices() 时都使用 glBindBuffer() 设置适当的缓冲区供 opengl 使用。 glGenBuffers() 仅在对应的对象名称为 0 时使用一次,这意味着已使用的对象名称尚未分配给 vbo。

    GLuint drawVertices(SDL_Window *window, GLuint vbo, Vertex *vertices, GLsizei numVertices, SDL_Color rgb, int mode){
    
      float col[4] = { (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1.0 };
    
      // Get an available object name for glBindBuffer() when object name is ZERO
      if (!vbo){ glGenBuffers(1, &vbo); }
    
      // Check for problems
      GLenum err = glGetError();
    
      // Deal with errors
      if (err != GL_NO_ERROR) {
        // Failed
        glDeleteBuffers(1, &vbo);
        SDL_Log("Creating VBO failed, code %u\n", err);
        vbo = 0;
      }
      else if (!vbo) {
        // Failed. Error message has already been printed, so just quit
        return (GLuint)NULL;
      }
    
      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);
      }
    
      if (mode & RENDER){
        // Dissable blending when drawing lines
        glDisable(GL_BLEND);
        // Set up for rendering the triangle (activate the vbo)
        // Position is vertex attribute 0
        GLuint attribute_coord = 0; 
        // Specifies the index of the generic vertex attribute and enables it
        glEnableVertexAttribArray(attribute_coord);
        // Set the buffer to be used from now on
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        // Define an array of generic vertex attribute data
        glVertexAttribPointer(attribute_coord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)0);
        // Get the location of the uniform variable "color_loc"
        GLuint color_loc = glGetUniformLocation( shaderProg, "color" );  
        // Set the value of the uniform variable "color_loc" to array "col"
        glUniform4fv( color_loc, 1, col);
        // Copy vertices into buffer
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_STATIC_DRAW);
    
        // 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
        //  GL_TRIANGLE_FAN = 
        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;
    }
    

    函数 glRenderText() 的工作方式几乎相同

    // render_text is called by glRenderText()
    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;
      }
    }
    
    
    GLuint glRenderText(char *text, int fontSize, GLuint vbo, int _x, int _y, SDL_Color rgb, int mode) {
    
      float x = _x;
      float y = _y;
    
      float xMax = 2.0 / (float)getWindowWidth();
      float yMax = 2.0 / (float)getWindowHeight();
      GLuint attribute_coord=0;
    
      float col[4] = { (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1 };
    
      // Enable blending when drawing fonts
      glEnable(GL_BLEND);
    
      // Set the W & H of the font loaded
      FT_Set_Pixel_Sizes(face, 0, fontSize);
    
      // If vbo is ZERO setup and get an object name      
      if (!vbo){
        // Enables blending operations
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
        // Set texture parameters
        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);
    
        // Specifies the alignment requirements for the start of each pixel row in memory
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
        // Save into vbo one unused buffer name (index) for use with glBindBuffer
        glGenBuffers(1, &vbo);
        // Specifies the index of the generic vertex attribute and enables it
        glEnableVertexAttribArray(attribute_coord);
      }    
    
      // Set the buffer to be used from now on to the one indicated by vbo
      glBindBuffer(GL_ARRAY_BUFFER, vbo);
    
      // Define an array of generic vertex attribute data
      glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);  
    
      GLuint color_loc = glGetUniformLocation( shaderProg, "color" );
    
      // Set the value of the uniform variable "color_loc" from array "col"
      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); }
    
      return vbo;
    }
    

    逻辑是在 main() 或全局范围内定义了 2 个 vbo(一个用于通过 drawVertices 绘制线条,一个用于通过 glRenderText() 绘制字体)并传递给 glRenderText() 和 drawVertices() 。这两个函数更新其本地副本的值并返回 vbo,以便更新 main 或全局范围中的 vbo。当然可以通过完全通过引用传递它们来完成,而不是采用我的方法。

    不过,我还没有测试我的 raspi3 中的功能。我很快就会回来更新。无论如何,上面给出的功能都是功能齐全的。

    再次感谢您的宝贵时间。

    【讨论】:

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