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我想在 GL 中绘制的内容上绘制文本。我希望符号本身是不透明的,而其余的则是透明的,从而可以看到绘制的内容。下面的代码产生了一个文本,它是正确的,但背景是完全白色的。我绘制的内容完全没有。

我该如何解决这个问题?我正在使用 SDL 2.0、VSC

   glPushMatrix();

   /*Content drawn in GL*/

   GLuint TextureID = 0;
   SDL_Color Color = {30, 30, 30, 0};
   TTF_Font * Font = TTF_OpenFont("Times.ttf", 30);
   SDL_Surface * Message = TTF_RenderText_Blended(Font, "ASDASDASD", Color);

   glGenTextures(1, &TextureID);
   glBindTexture(GL_TEXTURE_2D, TextureID);

   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, Message->w, Message->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, Message->pixels);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glBindTexture(GL_TEXTURE_2D, TextureID);

   glBegin(GL_QUADS);
   {
        glColor4f(.5, .5, .5, 1);
        glTexCoord2f(0,0); glVertex2f(MouseX/10, MouseY/10);
        glTexCoord2f(1,0); glVertex2f((MouseX/10) + (Message->w / 10), MouseY/10);
        glTexCoord2f(1,1); glVertex2f((MouseX/10) + (Message->w / 10), (MouseY/10) + (Message->h / 10));
        glTexCoord2f(0,1); glVertex2f(MouseX/10, (MouseY/10) + (Message->h / 10));
   }
   glEnd();

   glPopMatrix();

   SDL_FreeSurface(Message);
   SDL_GL_SwapWindow(GameWindow);
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1 回答 1

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可以这样想:当您创建上面的纹理时,您正在dark grey fully transparent针对fully transparent background(0,0,0,0 由于TTF_RenderText_Blended) 绘制 (30,30,30,0) 文本。然后,您使用即时模式颜色混合来光栅化相同大小的四边形(提示:没有混合功能,也没有提到 z 缓冲区禁用!)。

PS您在示例中像疯了一样泄漏:

  • glGenTexture 每一帧都没有 glDeleteTextures (如果它发生变化,你只需要一个新的)

  • 每帧中没有 TTF_CloseFont 的 TTF_OpenFont(仅保留它直到您不需要渲染该字体)

  • TTF_RenderText_Blended 表面没有泄漏,但您可以在 glTexImage2D 之后立即释放它

我假设您的意思是使用字体作为蒙版从纯色背景中减去?我通常创建白色字体纹理(全 alpha),然后在着色器中应用颜色或遮罩。要在即时模式下实现类似的效果,您可以:

// startup
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);

SDL_Color Color = {255, 255, 255, 255};
TTF_Font * Font = TTF_OpenFont("Times.ttf", 30);
SDL_Surface * Message = TTF_RenderText_Blended(Font, "ASDASDASD", Color);
TTF_CloseFont(Font);

glGenTextures(1, &TextureID);
glBindTexture(GL_TEXTURE_2D, TextureID);

glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, Message->w, Message->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, Message->pixels);
SDL_FreeSurface(Message);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);



// frame render
glClear(GL_COLOR_BUFFER_BIT);

// you'll see this in many (immediate mode) 2D rendering examples
// without the blend eq below, this would render the white text on top of the quad's background color
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// use text as a mask to cut away from what is below
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);

glBindTexture(GL_TEXTURE_2D, TextureID);


glBegin(GL_QUADS);
{
    glColor4f(.5, .5, .5, 1);
    glTexCoord2f(0,0); glVertex2f(MouseX/10, MouseY/10);
    glTexCoord2f(1,0); glVertex2f((MouseX/10) + (Message->w / 10), MouseY/10);
    glTexCoord2f(1,1); glVertex2f((MouseX/10) + (Message->w / 10), (MouseY/10) + (Message->h / 10));
    glTexCoord2f(0,1); glVertex2f(MouseX/10, (MouseY/10) + (Message->h / 10));
}
glEnd();

// if done every frame, make sure to: glDeleteTextures(1, &TextureID);

SDL_GL_SwapWindow(GameWindow);

非常方便的网站:http ://www.andersriggelsen.dk/glblendfunc.php

于 2015-12-16T18:20:44.927 回答