【发布时间】:2017-11-13 12:23:20
【问题描述】:
使用 OpenGL、GLM、GLAD、GLFW 和 FreeType 尝试获取要渲染的字体。我已经逐步确保在渲染时没有发生 OpenGL 错误,没有任何内容发布错误代码,但没有任何内容呈现到屏幕上。我也不确定我是否正确使用了 glm 的正交函数,因为我不确定在哪里实际使用该变量:
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
这是我的 Draw Loop,它在场景初始化后被调用:
void GameLoop::Run()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
while (!glfwWindowShouldClose(m_game_window))
{
// Do That thing where you draw everything
}
}
将字体加载到纹理中的 Font 构造函数:
Salem::Graphics::Font::Font(std::string p_font_path)
{
FT_Library ft;
if (FT_Init_FreeType(&ft))
{
std::cout << "Error loading FreeType library" << std::endl;
}
FT_Face face;
if (FT_New_Face(ft, p_font_path.c_str(), 0, &face))
{
std::cout << "Error loading font;\n" << p_font_path << std::endl;
}
FT_Set_Pixel_Sizes(face, 0, 28);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Disable byte-alignment restriction
for (GLubyte c = 0; c < 128; c++)
{
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "Failed to load a character glyph." << std::endl;
continue;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
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);
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
m_characters.insert(std::make_pair(c, character));
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
std::cout << "Font loaded. " << std::endl;
}
我的文本的初始化函数:
void Text::Initialize()
{
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, nullptr, m_draw_method);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
还有我的文字的绘制功能:
void Text::Draw()
{
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
shader()->Use();
glUniform3f(glGetUniformLocation(shader()->id(), "textColor"), m_color.x, m_color.y, m_color.z);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(m_vao);
for (std::string::const_iterator c = m_text.begin(); c != m_text.end(); ++c)
{
Character ch = m_font.characters()[*c];
GLfloat xPosition = m_position.x + ch.Bearing.x * m_scale;
GLfloat yPosition = m_position.y - (ch.Size.y - ch.Bearing.y) * m_scale;
GLfloat width = ch.Size.x * m_scale;
GLfloat height = ch.Size.y * m_scale;
GLfloat vertices[6][4] = {
{xPosition, yPosition + height, 0.0, 0.0},
{xPosition, yPosition, 0.0, 1.0},
{xPosition + width, yPosition, 1.0, 1.0},
{xPosition, yPosition + height, 0.0, 0.0},
{xPosition + width, yPosition, 1.0, 1.0},
{xPosition + width, yPosition + height, 1.0, 0.0}
};
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
m_position.x += (ch.Advance >> 6) * m_scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
不想让帖子太长,如果需要我的着色器,请告诉我。
【问题讨论】:
-
这方式太长了。请提供minimal reproducible example
-
怎么样?抱歉,似乎有几个地方可能会失败,我不确定我应该包括什么。调试 openGL 可能会很痛苦。
-
阅读链接的文章。然后,如果您仍然迷路,请尝试以下操作:编写一次在最方便的位置渲染一个没有着色器和纹理的对象,如果失败则发布它,如果没有则扩展它。
-
@PasserBy:在核心 OpenGL 中无法进行无着色器渲染。
-
@NicolBolas 告诉你我对 OpenGL 的了解有多少;)尽管公平地说,基于 OpenGL 的库在使这一事实不明显方面做得很好。