当我运行我的程序时,窗口显示大约 3 秒(如预期的那样,背景为白色,但没有文本)然后中断,说在 FreeType 代码中存在访问冲突。我很确定这是加载字体,因为我的调试文本打印它找不到它,而且它也不能使用面部的宽度和高度,所以它返回一个错误。我试过将 arial.ttf 放在 .exe 目录、项目目录、任何地方。没有骰子。这是我的 main.cpp:
int main()
{
int running = GL_TRUE;
debug.Print("Program initialized...");
window.Create( 800, 600, "OpenGL");
TEXT text;
while( running )
{
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
text.Create("The quick brown fox jumps over the lazy dog", "arial.ttf", 300, 400, 1, 1, 1, 2/600, 2/800);
glfwSwapBuffers();
}
glDeleteTextures(1, &tex);
glDeleteProgram( shaderProgram );
glDeleteShader( fragmentShader );
glDeleteShader( vertexShader );
glDeleteBuffers( 1, &vbo );
debug.Print("Program terminated.");
}
这是我的Text.h:
#ifndef _TEXT
#define _TEXT
#include "debug.h"
#include <GL/glew.h>
#include <GL/glfw.h>
#include <ft2build.h>
#include FT_FREETYPE_H
class TEXT
{
public:
void Create(char* Text, char* fontName, int posx, int posy, int r, int g, int b, int sizex, int sizey);
};
#endif
这是我的 Text.cpp:
#define GLEW_STATIC
#include "text.h"
const char* textvertexSource =
"version 150\n"
"in vec4 coord;"
"out vec2 texcoord;"
"void main {"
" gl_Position = vec4(coord.xy, 0, 1);"
" texcoord = coord.zw;"
"}";
const char* textfragmentSource =
"version 150\n"
"in vec2 texcoord;"
"uniform sampler2D tex;"
"uniform vec4 color;"
"void main() {"
" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texcoord).a * color;"
"}";
void TEXT::Create(char* text, char* fontName, int posx, int posy, int r, int g, int b, int sizex, int sizey)
{
// OpenGL functions
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &textvertexSource, NULL );
glCompileShader( vertexShader );
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &textfragmentSource, NULL );
glCompileShader( fragmentShader );
GLuint shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glBindFragDataLocation( shaderProgram, 0, "outColor" );
glLinkProgram( shaderProgram );
glUseProgram( shaderProgram );
GLint posAttrib = glGetAttribLocation( shaderProgram, "coord" );
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0);
GLint colAttrib = glGetAttribLocation( shaderProgram, "color" );
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 4, GL_INT, GL_FALSE, 0, 0);
GLint uniform_tex = glGetUniformLocation(shaderProgram, "tex");
GLuint tex;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(uniform_tex, 0);
GLuint uniform_color = glGetUniformLocation(shaderProgram, "color");
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);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Actual font rendering
FT_Library ft;
if(FT_Init_FreeType(&ft))
debug.Print("Could not initiate freetype library.");
FT_Face face;
if(FT_New_Face(ft, fontName, 0, &face))
{
debug.Print("Could not load font: ");
debug.Print(fontName);
}
FT_Set_Pixel_Sizes(face, sizex, sizey);
FT_GlyphSlot glyph = face->glyph;
const char *p;
for(p = text; *p; p++) {
if(FT_Load_Char(face, *p, FT_LOAD_RENDER))
continue;
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_ALPHA,
glyph->bitmap.width,
glyph->bitmap.rows,
0,
GL_ALPHA,
GL_UNSIGNED_BYTE,
glyph->bitmap.buffer
);
float x2 = posx + glyph->bitmap_left * sizex;
float y2 = -posy - glyph->bitmap_top * sizey;
float w = glyph->bitmap.width * sizex;
float h = glyph->bitmap.rows * sizey;
GLfloat box[4][4] = {
{x2, -y2 , 0, 0},
{x2 + w, -y2 , 1, 0},
{x2, -y2 - h, 0, 1},
{x2 + w, -y2 - h, 1, 1},
};
glBufferData(GL_ARRAY_BUFFER, sizeof box, box, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
posx += (glyph->advance.x >> 6) * sizex;
posy += (glyph->advance.y >> 6) * sizey;
GLfloat color[4] = {r, g, b, 1};
glUniform4fv(uniform_color, 1, color);
}
}