【发布时间】:2016-05-19 15:13:03
【问题描述】:
阅读并运行以下教程 (http://learnopengl.com/code_viewer.php?code=in-practice/text_rendering) 后,我学会了如何在 OpenGL 中使用 freetype 渲染文本。我现在想知道是否可以避免为每个字形调用 glDrawArrays。因此,我对 VBO 进行了一些修改,以将其用于整个字符串而不是一个字形。作为第一步,我使用了字符串“AA”,并且由于两个字形相同,它们也共享相同的纹理。因此,运行以下代码不是问题:
glGenVertexArrays(1, & textVAO);
glBindVertexArray(textVAO);
glGenBuffers(1, &textVBO);
glBindBuffer(GL_ARRAY_BUFFER,textVBO);
glBufferData(GL_ARRAY_BUFFER, 24* 2* sizeof(float), NULL, GL_DYNAMIC_DRAW);
glVertexPointer( 4, GL_FLOAT, 0, NULL);
接着是:
textShader.Use();
glm::vec3 color;
color = glm::vec3(1.0, 0.7f, 0.9f);
glUniform3f(glGetUniformLocation(textShader.Program, "textColor"), color.x, color.y, color.z);
glBindVertexArray(textVAO);
glActiveTexture(GL_TEXTURE0);
int k=0;
for(c = text.begin(); c != text.end(); c++){
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
V.block(0,k,24,1) << xpos, ypos + h,0.0,0.0,xpos, ypos,0.0,1.0,xpos + w, ypos,1.0,1.0,xpos, ypos + h,0.0,0.0,xpos + w,ypos,1.0,1.0,xpos + w, ypos+h,1.0,0.0;
k++;
x += ( (ch.Advance >> 6) * scale);
}
glBindTexture(GL_TEXTURE_2D,66);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,textVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 24* 2* sizeof(float), V.data());
glDrawArrays(GL_TRIANGLES,0,4*3);
glBindTexture(GL_TEXTURE_2D,0);
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgramObjectARB(0);
我希望能够在屏幕上渲染“AB”或“ZW”,因此我现在尝试将 GL_TEXTURE_2D_ARRAY 与 glTexImage3D 和 glTexSubImage3D 一起使用。再次为简化起见,我使用“AA”以使字形具有相同的宽度和高度。所以我加了
GLuint textureArray;
glEnable(GL_TEXTURE_2D_ARRAY);
glGenTextures(1, &textureArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, textureArray);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, 4, 30, 35, 2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
到前面的代码的第一部分和第二部分变成了:
textShader.Use();
glm::vec3 color;
color = glm::vec3(1.0, 0.7f, 0.9f);
glUniform3f(glGetUniformLocation(textShader.Program, "textColor"), color.x, color.y, color.z);
glBindVertexArray(textVAO);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D_ARRAY);
for(c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
V.block(0,k,24,1) << xpos, ypos + h,0.0,0.0,xpos, ypos,0.0,1.0,xpos + w, ypos,1.0,1.0,xpos, ypos + h,0.0,0.0,xpos + w,ypos,1.0,1.0,xpos + w, ypos+h,1.0,0.0;
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, k, 30,35, 1, GL_RED, GL_UNSIGNED_BYTE, ch.pointeur);
k++;
x += ( (ch.Advance >> 6) * scale);
}
glBindTexture(GL_TEXTURE_2D_ARRAY,textureArray);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,textVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 24* 2* sizeof(float), V.data());
glDrawArrays(GL_TRIANGLES,0,4*3);
glBindTexture(GL_TEXTURE_2D,0);
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgramObjectARB(0);
代码编译,但屏幕上没有任何内容。所以我想知道我是否正确使用了 GL_TEXTURE_2D_ARRAY 以及是否必须对着色器进行“数组版本”。我正在使用 OpenGL 4.5,谢谢。
【问题讨论】: