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c++ - ImGui+OpenGL,render函数无法渲染字体

转载 作者:行者123 更新时间:2023-11-28 04:50:30 24 4
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正如标题所说,我正在使用 ImGui,但无法使用我的渲染函数来渲染字体。

我做过的事情:

  1. 已使用 RenderDoc 验证我的纹理已正确加载
  2. 已验证我的顶点属性指针符合 ImGui 的约定(结构数组)。

下面是我的渲染代码。您还可以在此处查看开发人员的 OpenGL 示例代码:https://github.com/ocornut/imgui/blob/master/examples/opengl3_example/imgui_impl_glfw_gl3.cpp

// Setup some GL state
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

// Setup orthographic projection
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 1.0f },
};

// Setup the shader. bind() calls glUseProgram and enables/disables the proper vertex attributes
shadeTextured->bind();

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);

shadeTextured->setUniformM4(Shader::uhi_transform, *(glm::mat4*)&ortho_projection[0][0]);
shadeTextured->setUniformSampler(1, 0);

// Set my vertex attribute pointers for position and tex coords
glVertexAttribPointer(0,
2,
GL_FLOAT,
GL_FALSE,
sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));

glVertexAttribPointer(1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));

// Loop through all commands ImGui has
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;

glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER,
(GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert),
(const GLvoid*)cmd_list->VtxBuffer.Data,
GL_STREAM_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
(GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx),
(const GLvoid*)cmd_list->IdxBuffer.Data,
GL_STREAM_DRAW);

for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
glScissor((int)pcmd->ClipRect.x,
(int)(fb_height - pcmd->ClipRect.w),
(int)(pcmd->ClipRect.z - pcmd->ClipRect.x),
(int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES,
(GLsizei)pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
idx_buffer_offset);

idx_buffer_offset += pcmd->ElemCount;
}
}

这是我编写的(非常非常简单的)着色器。着色器之前曾对按钮进行纹理处理,因此我假设它们在功能上是正确的。

顶点着色器: #version 330核心

layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;

out vec2 fragTexCoord;

uniform mat4 transform;

void main() {
gl_Position = transform * vec4(pos, 0.0, 1.0);
fragTexCoord = texCoord;
}

片段着色器:

#version 330 core

out vec4 fragColor;

in vec2 fragTexCoord;
uniform sampler2D sampler;

void main() {
fragColor = texture(sampler, fragTexCoord);
}

我完全不知所措!任何帮助将不胜感激

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