我只是得到清晰的颜色;文本没有渲染,我的着色器没有给出任何错误;这是我的调试输出
Initializing FreeType version 2.4.10...
Opening font file FreeSans.ttf...
Loading glyph set and shaders...
Compiling shader textshader.vs...
Compiling shader textshader.fs...
Linking program...
Drawing text...
16.666667 ms/frame
这是我的绘图功能
void text::draw(const char* text, float x, float y, float sx, float sy) {
const char *p;
FT_GlyphSlot g = face->glyph;
GLuint tex;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(uniform_tex, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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);
glEnableVertexAttribArray(attribute_coord);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);
for(p = text; *p; p++) {
if(FT_Load_Char(face, *p, FT_LOAD_RENDER))
continue;
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_ALPHA,
g->bitmap.width,
g->bitmap.rows,
0,
GL_ALPHA,
GL_UNSIGNED_BYTE,
g->bitmap.buffer
);
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;
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);
x += (g->advance.x >> 6) * sx;
y += (g->advance.y >> 6) * sy;
}
glDisableVertexAttribArray(attribute_coord);
glDeleteTextures(1, &tex);
}
这是我执行绘图功能的地方
void window::handleEventsAndRender() {
if(!isOpen) {
printf("Must open a window first to render and handle events!");
return;
}
float sx = 2/1024;
float sy = 2/786;
text test("FreeSans.ttf");
glUseProgram(test.textProgram);
GLfloat black[4] = {0, 0, 0, 1};
glUniform4fv(test.uniform_color, 1, black);
printf("Drawing text...\n");
while(glfwGetWindowParam(GLFW_OPENED)) {
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
test.draw("The Quick Brown Fox Jumps Over The Lazy Dog", -1 + 8 * sx, 1 - 50 * sy, sx, sy);
glfwSwapBuffers();
printFPS();
}
glfwTerminate();
}
最后,这是我的着色器
顶点
#version 120
attribute vec4 coord;
varying vec2 texpos;
void main(void) {
gl_Position = vec4(coord.xy, 0, 1);
texpos = coord.zw;
}
分段
#version 120
varying vec2 texpos;
uniform sampler2d tex;
uniform vec4 color;
void main(void) {
gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;
}
有人可以帮帮我吗?