我正在尝试使用 freetype 在我的应用程序中显示文本。起初我认为这个内置函数(这对于打算绘制文本的库来说是很自然的)。但是只有一个显示符号的功能。然后我决定将字符一个一个地放入纹理中。但在这里我再次感到失望:所有指南一个纹理使用单个图像(可能 glTexSubImage2D 可以帮助我?)。现在我在纹理和纹理上放了一个符号到 opengl 元素。这是我的代码(它很乱,但现在我'我只是想了解它是如何工作的):
//init:
if (FT_Init_FreeType(&ft)) {
fprintf(stderr, "Could not init freetype library\n");
return 0;
}
if (FT_New_Face(ft, fontfilename, 0, &face)) {
fprintf(stderr, "Could not open font %s\n", fontfilename);
return 0;
}
FT_Set_Pixel_Sizes(face, 0, 48); FT_GlyphSlot g = face->glyph;
并从显示():
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0 ,1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//load identity matrix
std::string s = "QWERTYOG0l ";
for(int i = 0; i < s.size(); i++){
FT_Load_Char( face, s[i], FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_RED,
g->bitmap.width,
g->bitmap.rows,
GL_RED,
GL_UNSIGNED_BYTE,
g->bitmap.buffer );
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
glEnd();
}
如您所见,“O”和“T”是正确的(如果我更改纹理的左下角和右上角,那将是绝对正确的)。但其他符号似乎移动了(例如“E”从上到下从左移动)。
完整代码:
#include <math.h>
#include <iostream>
#include <GL/glew.h>
#include <GL/glut.h>
#include <ft2build.h>
#include FT_FREETYPE_H
FT_Library ft;
FT_Face face;
const char *fontfilename = "LucidaTypewriterBold.ttf";
GLuint texture[10];
GLint uniform_mytexture;
int setup() {
if (FT_Init_FreeType(&ft)) {
fprintf(stderr, "Could not init freetype library\n");
return 0;
}
if (FT_New_Face(ft, fontfilename, 0, &face)) {
fprintf(stderr, "Could not open font %s\n", fontfilename);
return 0;
}
FT_Set_Pixel_Sizes(face, 0, 48);
FT_Load_Char( face, 'O', FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glGenTextures(1, &texture[0]); // Create The Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, g->bitmap.width, g->bitmap.rows, GL_RED, GL_UNSIGNED_BYTE, g->bitmap.buffer);
return 1;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0 ,1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//load identity matrix
std::string s = "QWERTYOG0l ";
for(int i = 0; i < s.size(); i++){
FT_Load_Char( face, s[i], FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_RED,
g->bitmap.width,
g->bitmap.rows,
GL_RED,
GL_UNSIGNED_BYTE,
g->bitmap.buffer );
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
glEnd();
}
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture
// glUniform1i(uniform_mytexture, /*GL_TEXTURE*/0);
glutPostRedisplay();
glutSwapBuffers();
}
void TimerFunction(int value)
{
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(800,600);
glutCreateWindow("Hello World");
//glutTimerFunc(30, TimerFunction, 1);
glewInit();
glEnable (GL_TEXTURE_2D);
setup();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}