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ubuntu - OpenGL FreeType2 位图不渲染

转载 作者:行者123 更新时间:2023-12-04 18:41:04 25 4
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尝试使用 FreeType2 和 this online tutorial 渲染字符,但有一些问题,结果非常不规则。我查看了本网站上的其他问题 herehere并进行了这些更正,但我仍然很困惑。我已经完成了,但位图显示不正确:

Font bitmap

不仅如此,显示效果还取决于我要渲染的角色。有些显示为空白,而另一些显示为矩形。代码如下,任何建议将不胜感激。

主程序:

#include <iostream>
#include <fstream>
#include <vector>

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>

#include <ft2build.h>
#include FT_FREETYPE_H

#include "OGLT.hpp"

OGLT Toolkit;
GLuint vao, vbo[2], shader, uniform_color, tex, uniform_tex;

static void key_callback(GLFWwindow * window, int key, int scancode, int action, int mods){
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}

void MyInitialize(){
// Initialize FreeType
FT_Library library;
FT_Face face;
int error = FT_Init_FreeType(&library);
if (error){
std::cout << "An error occurred during library initialization!\n";
}
//error = FT_New_Face(library, "open-sans/OpenSans-Regular.ttf", 0, &face);
error = FT_New_Face(library, "/usr/share/fonts/truetype/droid/DroidSans.ttf", 0, &face);
if(error == FT_Err_Unknown_File_Format){
std::cout << "The font file could be opened and read, but it appears " <<
"that its font format is unsupported.\n";
}
else if(error){
std::cout << "Another error code means that the font file could not be " <<
"opened or read, or that it is broken.\n";
}
else std::cout << "Font file sucessfully loaded!\n";
FT_Set_Pixel_Sizes(face, 0, 100);

// Initialize GLEW and load shaders
Toolkit.StartGLEW();

// OpenGL state initialization
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Vertex buffer initialization
FT_Load_Char(face, 'W', FT_LOAD_RENDER);
FT_GlyphSlot g = face->glyph;

float x = 0.0f, y = 0.0f;
float sx = 2.0/1000.0;
float sy = 2.0/800.0;

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;

static float letter[] = {
x2, -y2, 0.0f,
x2+w, -y2, 0.0f,
x2, -y2-h, 0.0f,
x2+w, -y2-h, 0.0f,
};
static float letter_uv[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};

glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

glGenBuffers(2, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(letter), letter, GL_STATIC_DRAW);

GLuint VertexAttributeID = 0;
glVertexAttribPointer(VertexAttributeID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(VertexAttributeID);

glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(letter_uv), letter, GL_STATIC_DRAW);

GLuint UvAttributeID = 1;
glVertexAttribPointer(UvAttributeID, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(UvAttributeID);

glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);

glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);

glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, g->bitmap.width, g->bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, g->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);

shader = Toolkit.LoadShaders("test_vertex.glsl", "test_fragment.glsl");
uniform_color = glGetUniformLocation(shader, "color");
uniform_tex = glGetUniformLocation(shader, "texture_sampler");
}

void MyDisplay(GLFWwindow * window){
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glUseProgram(shader);

glm::vec4 ColorVec = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
glUniform4fv(uniform_color, 1, &ColorVec[0]);
glUniform1i(uniform_tex, 0);

glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}

int main(){
// Initialize window
GLFWwindow * window;

// Initialize the library
if(!glfwInit()) return -1;

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Create a windowed mode window and its OpenGL context
window = glfwCreateWindow(1000, 800, "Font Test", NULL, NULL);
if(!window){
glfwTerminate();
return -1;
}

// Make the window's context current
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);

MyInitialize();

// Loop until the user closes the window
while(!glfwWindowShouldClose(window)){
// Render here
MyDisplay(window);
// Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();

return 0;
}

顶点着色器:
#version 330 core

layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 vertex_uv;
out vec2 uv;

void main(){
gl_Position = vec4(vertex.xyz, 1);
uv = vertex_uv;
}

片段着色器:
#version 330 core

in vec2 uv;
uniform vec4 color;
uniform sampler2D texture_sampler;
out vec4 color_out;

void main(){
color_out = vec4(1.0, 1.0, 1.0, texture(texture_sampler, uv).r) * color;
}

最佳答案

如果您尝试显示不同的字符,您将看到您只显示其中的一部分,这应该会导致您找到错误的原因。它在上传uv缓冲区的代码中,一个简单的copy_paste错误:

glBufferData(GL_ARRAY_BUFFER, sizeof(letter_uv), letter, GL_STATIC_DRAW);

第三个参数应该是 letter_uv

关于ubuntu - OpenGL FreeType2 位图不渲染,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38677575/

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