【发布时间】:2020-07-25 23:24:29
【问题描述】:
按照教程,我正在尝试使用 FreeType 在 OpenGL 中呈现文本。因此,使用灰度 8 位图像作为每个字符的纹理,图像的每个字节对应于纹理的红色分量。
为了以其他颜色呈现文本,建议您使用 Shader。但是,当使用提供的着色器时,我看到的不是彩色字母,而是一个彩色框,好像根本没有涉及纹理。
这是没有着色器时的样子:
这是使用着色器时的外观:
(盒子的位置也移动了)
这是顶点着色器代码:
#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
void main() {
gl_Position = vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
这是片段着色器代码:
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec4 textColor;
void main() {
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = textColor * sampled;
}
这是在屏幕上呈现的代码:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader here
glUseProgram(shaderProgram);
glUniform4f(
glGetUniformLocation(shaderProgram, "textColor"),
0.0f, 1.0f, 0.0f, 1.0f
);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texID);
glUniform1i(glGetUniformLocation(shaderProgram, "text"), 0);
// Draw here
glBegin(GL_QUADS);
glTexCoord2f(1., 0.);
glVertex2f(20. / WIDTH, 20. / HEIGHT);
glTexCoord2f(0., 0.);
glVertex2f(100. / WIDTH, 20. / HEIGHT);
glTexCoord2f(0., 1.);
glVertex2f(100. / WIDTH, 100. / HEIGHT);
glTexCoord2f(1., 1.);
glVertex2f(20. / WIDTH, 100. / HEIGHT);
glEnd();
还有,这里是整个代码:
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <freetype2/freetype/freetype.h>
const unsigned int WIDTH = 640;
const unsigned int HEIGHT= 480;
const char *vertex_shader_src =
"#version 330 core\n"
"layout (location = 0) in vec4 vertex;\n"
"out vec2 TexCoords;\n"
"void main() {\n"
"gl_Position = vec4(vertex.xy, 0.0, 1.0);\n"
"TexCoords = vertex.zw;}\0";
const char *frag_shader_src =
"#version 330 core\n"
"in vec2 TexCoords;\n"
"out vec4 color;\n"
"uniform sampler2D text;\n"
"uniform vec4 textColor;\n"
"void main() {\n"
"vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n"
"color = textColor * sampled;}\0";
int main() {
// -------------------------------------------------------------------------
// WINDOW INITIALIZATION
GLFWwindow *window;
glfwInit();
window = glfwCreateWindow(640, 480, "SHADER", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glClearColor(0., 0. , 0., 1.);
glColor4f(1., 1., 1., 1.);
glPointSize(1.);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (WIDTH*1.)/HEIGHT, 1., 0, 1., -1.);
glViewport(0, 0, WIDTH, HEIGHT);
// -------------------------------------------------------------------------
// SHADER INITIALIZATION
glewInit();
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertex_shader_src, NULL);
glCompileShader(vertexShader);
int fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &frag_shader_src, NULL);
glCompileShader(fragShader);
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragShader);
// -------------------------------------------------------------------------
// TEXTURE FOR A SINGLE CHARACTER
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
printf("Error in FT_Init_FreeType\n");
return 1;
}
FT_Face face;
if (FT_New_Face(ft, "Ubuntu-R.ttf", 0, &face)) {
printf("Error in FT_New_Face\n");
return 1;
}
FT_Set_Pixel_Sizes(face, 0, 96);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (FT_Load_Char(face, 'A', FT_LOAD_RENDER)) {
printf("Error in FT_Load_Char\n");
return 1;
}
unsigned int texID;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
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);
glBindTexture(GL_TEXTURE_2D, 0);
FT_Done_Face(face);
FT_Done_FreeType(ft);
// -------------------------------------------------------------------------
// MAIN LOOP
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader here
glUseProgram(shaderProgram);
glUniform4f(
glGetUniformLocation(shaderProgram, "textColor"),
0.0f, 1.0f, 0.0f, 1.0f
);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texID);
glUniform1i(glGetUniformLocation(shaderProgram, "text"), 0);
// Draw here
glBegin(GL_QUADS);
glTexCoord2f(1., 0.);
glVertex2f(20. / WIDTH, 20. / HEIGHT);
glTexCoord2f(0., 0.);
glVertex2f(100. / WIDTH, 20. / HEIGHT);
glTexCoord2f(0., 1.);
glVertex2f(100. / WIDTH, 100. / HEIGHT);
glTexCoord2f(1., 1.);
glVertex2f(20. / WIDTH, 100. / HEIGHT);
glEnd();
glUseProgram(0);
glFlush();
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
我怀疑这个问题要么是因为我实际上没有将纹理发送到着色器,要么是着色器错误。
【问题讨论】:
-
您的
glVertexAttribPointer()电话在哪里?因为您没有在着色器中使用固定功能兼容性属性。 -
对不起,我不认为我理解最后的“固定功能兼容性属性”部分。如果您愿意解释,我不确定那会是什么。
-
您如何期望
glTexCoord2f和glVertex2f出现在vertex属性中?这些是旧的已弃用的固定管道函数,您应该改用glVertexAttribPointer和glDrawArrays。 -
请参阅OpenGL Shading Language 4.60 Specification 中的第 7.2 节“兼容性配置文件顶点着色器内置输入”(第 151 页)以获取固定功能顶点属性变量列表,例如
gl_MultiTexCoord0。 -
我不知道这些功能已被弃用!非常感谢你们的时间!
标签: c opengl glsl shader opengl-4