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c++ - SDL_TTF 将垃圾渲染到纹理

转载 作者:行者123 更新时间:2023-11-30 03:36:34 25 4
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我正在尝试使用 OpenGL 和 SDL,使用 SDL_ttf 将文本渲染到纹理,但代码渲染垃圾。

我的“渲染到纹理代码”:

GLuint textToTexture(std::string & text, TTF_Font* font, glm::vec4 textColour, glm::vec4 bgColour)
{
if (!TTF_WasInit())
{
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r*255), (Uint8)(textColour.g*255), (Uint8)(textColour.b*255), (Uint8)(textColour.a*255) };
SDL_Color bg = { (Uint8)(bgColour.r*255), (Uint8)(bgColour.g*255), (Uint8)(bgColour.b*255), (Uint8)(bgColour.a*255) };

SDL_Surface *stringImage = NULL;
stringImage = TTF_RenderText_Blended(font, text.c_str(), colour);

if (stringImage == NULL)
{
exit(5);
}

GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH, colours);
GLuint format, internalFormat;
if (colours == 4) {

if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {

// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;


GLuint texId = 0;
//GLuint texture;

glGenTextures(1, &texId);

glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);

// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels)
return texId;
}

计算正确的填充尺寸的代码:

int powerofTwo(int num)
{
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}

最后,将字节复制到正确尺寸的纹理的代码:

unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp)
{
dest = (unsigned char*)calloc(1, width*height*bpp);
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp),src + (srcW*i*bpp), srcW*bpp);
}
return dest;
}

这段代码的结果如下:[![乱码纹理][1]][1]

我已确认并错误检查了 SDL_TTF 已在代码库的其他地方正确初始化,并且字体也正在加载。我用三种不同的 ttf 字体进行了测试,结果相同。

此外,如果我使用任何其他 TTF_rendering 函数(Shaded、Solid 等),则会渲染一个实心四边形,textToTexture 函数中的“colours”变量也最终为 1。

附加:

如前所述,我使用三种 ttf 字体进行了测试:MavenPro-常规,

HelveticaNeueLTStd-Th

还有一个是我在网上找到的。我试图呈现字符串“Select Scenario”。

预填充的图像尺寸为 138x25 像素。

后填充图像尺寸为 256x32 像素。

更新 1:

修复bpp问题后新贴图如下:

New garbled

每次运行该程序时,此图像都会发生变化。

更新 2:在通过填充图像修复了额外的发现错误并将像素数据设置为纹理本身之后,当我使用 TTF_RenderText_Blended 时,我得到的只是一个黑色四边形,而当我使用 TTF_RenderText_Shaded 我得到:

enter image description here

更新 3:

我在调用 GL 代码之前和调用 SDL_RenderText_Blended 之后立即使用了 SDL_SaveBMP,结果是一个完全白色的图像(给定的文本颜色)。

当我使用 TTF_RenderText_Solid 执行相同操作时,保存的图像应该是它​​应该的样子,但它是由 opengl 渲染的,就像您在上面看到的图像一样。

SDL_TTF 初始化正常,字体加载没有错误,文本渲染也没有返回错误,所以我想不出下一步该做什么。

更新 4:

我已经将所有 ttf 代码重构为一个函数并删除了填充代码(因为现代 opengl 似乎并不关心它)。然而,尽管所有项目设置和代码现在都与已知可在同一硬件上运行的测试项目相同,但问题仍然存在。

GLuint textToTexture(const char * text, const char * font, glm::vec4 textColour, glm::vec4 bgColour, unsigned int & texID)
{
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r * 255), (Uint8)(textColour.g * 255), (Uint8)(textColour.b * 255),(Uint8)(textColour.a * 255) };
SDL_Color bg = { (Uint8)(bgColour.r * 255), (Uint8)(bgColour.g * 255), (Uint8)(bgColour.b * 255),255 };
TTF_Font* fontObj = TTF_OpenFont(font, 24);
if (!fontObj)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Texture Error",
"Cannot load font to create texture.",
NULL);
return 0;
}
SDL_Surface *image = NULL;
image = TTF_RenderText_Blended(fontObj, text, colour);
if (image == NULL)
{
exit(5);
//exitFatalError("String surface not created.");
std::cout << "String surface not created." << std::endl;

}
unsigned char* pixels = NULL;
GLuint w = image->w;
GLuint h = image->h;
GLuint colours = image->format->BytesPerPixel;
GLuint externalFormat, internalFormat;
SDL_PixelFormat *format = image->format;
if (colours == 4) {

if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGBA;
else
externalFormat = GL_BGRA;
}
else {

// no alpha
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGB;
else
externalFormat = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;


GLuint texId = 0;
//GLuint texture;

glGenTextures(1, &texID);

glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, externalFormat, GL_UNSIGNED_BYTE, image->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0, externalFormat, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);

//// SDL surface was used to generate the texture but is no longer
//// required. Release it to free memory
SDL_FreeSurface(image);
TTF_CloseFont(fontObj);
return texID;
}

我有一个解决方法,将图像保存为 bmp,然后重新加载它并创建纹理,但仅当我使用 TTF_RenderText_Shaded 时。如果我使用 TTF_RenderText_Blended,我会得到一个与文本颜色相对应的单色图像。

最佳答案

glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueH, trueW, 0,format, GL_UNSIGNED_BYTE, pixels);

trueHtrueW顺序颠倒

memcpy(src + (srcW*i*bpp), dest + (width*i*bpp), srcW*bpp);

源和目标顺序颠倒。

dest = (unsigned char*)calloc(0, width*height*bpp);

分配了 0 个大小为 width*height*bpp 的元素,即 0 字节。应该是 1 而不是 0。

这是一个完整的例子:

#include <SDL2/SDL.h>
#include <GL/gl.h>
#include <SDL2/SDL_ttf.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>

static unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp, const SDL_Palette *palette)
{
int dst_bpp = (bpp == 1) ? 4 : bpp;
dest = (unsigned char*)calloc(1, width*height*dst_bpp);
if(bpp != 1) {
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp), src + (srcW*i*bpp), srcW*bpp);
}
} else {
/* indexed - read colours from palette */
for(int i = 0; i < srcH; i++) {
for(int j = 0; j < srcW; j++) {
memcpy(dest + (width*i+j)*dst_bpp,
&palette->colors[src[srcW*i+j]], sizeof(SDL_Color));
}
}
}
return dest;
}

static int powerofTwo(int num) {
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}

static GLuint textToTexture(const char *text, TTF_Font* font) {
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { 255, 255, 255, 255 };
SDL_Color bg = { 0, 0, 0, 255 };

SDL_Surface *stringImage = NULL;
// stringImage = TTF_RenderText_Blended(font, text, colour);
stringImage = TTF_RenderText_Shaded(font, text, colour, bg);

if (stringImage == NULL) {
exit(5);
}

GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH,
colours, stringImage->format->palette);
GLuint format, internalFormat;

/* If indexed, want resulting image to be 32bit */
if(colours == 1) {
colours = 4;
}

if (colours == 4) {

if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {

// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;


GLuint texId = 0;
//GLuint texture;

glGenTextures(1, &texId);

glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);

// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels);
return texId;
}

int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();

SDL_Window *window = SDL_CreateWindow("SDL2 Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 400, SDL_WINDOW_OPENGL);
SDL_GLContext gl_ctx = SDL_GL_CreateContext(window);

TTF_Font *font = TTF_OpenFont(".fonts/tahoma.ttf", 16);
if(font) {
printf("font loaded\n");
textToTexture("Select Scenario", font);
TTF_CloseFont(font);
}

int quit = 0;
while(!quit) {
SDL_Event ev;
while(SDL_PollEvent(&ev)) {
if(ev.type == SDL_QUIT || ev.type == SDL_KEYUP) {
quit = 1;
}
}

glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-0.5, -0.5);
glTexCoord2f(0, 0);
glVertex2f(-0.5, 0.5);
glTexCoord2f(1, 0);
glVertex2f(0.5, 0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glEnd();

glFlush();
SDL_GL_SwapWindow(window);
}

SDL_GL_DeleteContext(gl_ctx);
SDL_DestroyWindow(window);

TTF_Quit();
SDL_Quit();

return 0;
}

关于c++ - SDL_TTF 将垃圾渲染到纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40609280/

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