使用 openGL ES 2.0 结合其他线条绘制功能的字体渲染(Freetype)不起作用

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【中文标题】使用 openGL ES 2.0 结合其他线条绘制功能的字体渲染(Freetype)不起作用【英文标题】:Font rendering (Freetype) with openGL ES 2.0 combined with other line drawing functions does not work 【发布时间】:2018-06-22 07:17:30 【问题描述】:

本帖与https相关://***.com/questions/50955558/render-fonts-with-sdl2-opengl-es-2-0-glsl-1-0-freetype

我在结合字体渲染和使用此功能时遇到问题,如下所示:

// Create VBO (Vertex Buffer Object) based on the vertices provided, render the vertices on the 
// background buffer and eventually swap buffers to update the display.
// Return index of VBO buffer
GLuint drawVertices(SDL_Window *window, Vertex *vertices, GLsizei numVertices, int mode)

  // Number of vertices elements must be provided as a param (see numVertices) because 
  // sizeof() cannot calculate the size of the type a pointer points to  
  //GLsizei vertSize = sizeof(vertices[0]);

  //SDL_Log("Vertices size is %d, no of vertices is %d", vertSize, numVertices);

  // Create a VBO (Vertex Buffer Object)
  GLuint VBO = vboCreate(vertices, numVertices);

  if (!VBO) 
    // Failed. Error message has already been printed, so just quit
    return (GLuint)NULL;
  

  // Set up for rendering the triangle (activate the VBO)
  GLuint positionIdx = 0; // Position is vertex attribute 0
  glBindBuffer(GL_ARRAY_BUFFER, VBO);
  glVertexAttribPointer(positionIdx, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)0);
  glEnableVertexAttribArray(positionIdx);

  if (mode & CLEAR)
    // Set color of the clear operation
    glClearColor(0.0, 0.0, 0.0, 1.0);
    // Clears the invisible buffer
    glClear(GL_COLOR_BUFFER_BIT);
  

  // Now draw!
  //  GL_POINTS = Draw only the pixels that correspond to the vertices coordinates
  //  GL_LINE_STRIP = Draw line that connects the vertices coordinates
  //  GL_LINE_LOOP = Draw line that connects the vertices coordinates plus a line that re-connects the last coordinate with the first
  if (mode & RENDER) glDrawArrays(GL_LINE_STRIP, 0, numVertices); 

  // Don’t forget to flip the buffers as well, to display the final image:
  // Update the window
  if (mode & UPDATE) SDL_GL_SwapWindow(window); 

  return VBO;

此函数使用 glDrawArrays() 绘制一系列连接所提供顶点的线。标志 CLEAR、RENDER 和 UPDATE 被用来让我做类似的事情:

drawVertices(window, vertices, sizeOfVertices, CLEAR | RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER);
drawVertices(window, vertices, sizeOfVertices, RENDER | UPDATE);

我对字体渲染功能做了同样的事情,因此我可以在不同的 x,y 坐标中绘制多个字符串。接下来的两个函数根据我首先提交的代码进行字体渲染,并且偏离了您的更正。

void render_text(const char *text, float x, float y, float sx, float sy) 
  const char *p;

  FT_GlyphSlot g = face->glyph;

  SDL_Log("Debug info: glyph w: %d, glyph rows: %d", g->bitmap.width, g->bitmap.rows);

  for(p = text; *p; p++) 

    // If FT_Load_Char() returns a non-zero value then the glyph in *p could not be loaded
    if(FT_Load_Char(face, *p, FT_LOAD_RENDER)) continue; 

    glTexImage2D(
      GL_TEXTURE_2D,
      0,
      GL_RED,
      g->bitmap.width,
      g->bitmap.rows,
      0,
      GL_RED,
      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;
  



void glRenderText(char *text, int _x, int _y, SDL_Color rgb, int mode) 

  float x = _x;
  float y = _y;

  int w=0, h=0;

  SDL_GetWindowSize(SDLmain.window, &w, &h);
  float xMax = 2.0 / (float)w;
  float yMax = 2.0 / (float)h;

  GLuint color_loc = glGetUniformLocation( shaderProg, "color" );
  float col[4] =  (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1 ; // red and opaque
  glUniform4fv( color_loc, 1, col); 

  // Clear invisible buffer
  if (mode & CLEAR) glClearColor(0.0, 0.0, 0.0, 1); glClear(GL_COLOR_BUFFER_BIT); 

  // If coordinate system required is:
  // COORD_SYS_CONVENTIONAL = (1) left bottom corner is 0,0 and moving towards right and top sides we reach max screen size in pixels e.g 1024 * 768 pixels
  // COORD_SYS_CARTECIAN = (2) left bottom corner is -1,-1 and moving towards right and top sides we reach +1,+1 . The center of the display is always 0,0
  if (mode & ~COORD_SYS_CARTECIAN)
    x = (_x * xMax)-1;
    y = (_y * yMax)-1;
  

  // Draw the text on the invisible buffer
  if (mode & RENDER) render_text(text, x, y, xMax, yMax); 

  // Update display
  if (mode & UPDATE) SDL_GL_SwapWindow(SDLmain.window); 

因此我可以这样做:

  glRenderText(tmp, 0, 0, Olive, CLEAR | RENDER | UPDATE);
  glRenderText(tmp, 0, 150, Yellow_Green, RENDER);
  glRenderText(tmp, 0, 300, Light_Coral, RENDER | UPDATE);

事实证明,我既可以在不同的 x,y 坐标处渲染字体,也可以使用函数 drawVertices 来渲染连接这些顶点的线,但不能同时渲染两者。也就是说,我不能这样做:

  glRenderText(tmp, 0, 0, Olive, CLEAR | RENDER);
  glRenderText(tmp, 0, 150, Yellow_Green, RENDER);
  glRenderText(tmp, 0, 300, Light_Coral, RENDER);

  drawVertices(window, vertices, sizeOfVertices, RENDER);
  drawVertices(window, vertices, sizeOfVertices, RENDER);
  drawVertices(window, vertices, sizeOfVertices, RENDER | UPDATE);

正如你所知道的,逻辑是在任何一个函数中你都必须使用 CLEAR | RENDER 标志,然后只执行 RENDER 并在最后一次调用任一函数时使用 RENDER |更新。

问题:

(1) 在我尝试做前面的事情时,即结合 glRenderText() + drawVertices() 我失败了,因为在一个接一个地调用它们之前显然需要设置一些东西。

(2) 我面临的另一个问题是,在我的 raspi3 上运行代码导致 drawVertices() 在字体方面工作正常,我只能看到 glClearColor() 和 glClear(GL_COLOR_BUFFER_BIT) 的效果,这意味着显示已通过 glClearColor() 设置的颜色清除,但看不到字体渲染。我尝试了两种 GL 驱动程序模式。有一种叫 FULL KMS GL 驱动,另一种叫 FAKE KMS GL 驱动。

另外,为了让 drawVertices() 工作,我必须注释下面提供的代码:

  FT_Set_Pixel_Sizes(face, 0, 200);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  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);

  GLuint vbo;
  GLuint attribute_coord=0;

  glGenBuffers(1, &vbo);
  glEnableVertexAttribArray(attribute_coord);
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);

我仍然必须保持以下代码处于活动状态:

  // Load the shader program and set it for use
  shaderProg = shaderProgLoad("shaderV1.vert", "shaderV1.frag");

  GLuint tex_loc   = glGetUniformLocation( shaderProg, "tex" );
  GLuint color_loc = glGetUniformLocation( shaderProg, "color" );

  // Activate the resulting shaders program
  glUseProgram(shaderProg);


  glUniform1i( tex_loc, 0 ); // 0, because the texture is bound to of texture unit 0
  // Define RGB color + Alpha
  float col[4] =  0.0f, 1.0f, 1.0, 1.0f ;
  glUniform4fv( color_loc, 1, col);

【问题讨论】:

【参考方案1】:

我能够通过重置这两个操作 (glRenderText() 和 drawVertices()) 不常见的几乎所有内容来解决这个问题 以下代码在调用任何两个函数 ()glRenderText() 和 drawVertices()) 之前保持原样。这两个函数已更新,以便在到达 glDrawArrays() 执行点之前完成正确的重置

// Load the shader program and set it for use
shaderProg = shaderProgLoad("shaderV1.vert", "shaderV1.frag");

// Activate the resulting shaders program
glUseProgram(shaderProg);

// After the shaders (vertex & fragment) have been compiled & linked into a program
// we can query the location index value of a uniform variable existing in the program.
// In this case we are querying uniform variables "tex" that exist in the fragment shader 
GLuint tex_loc   = glGetUniformLocation( shaderProg, "tex" );
// Set the value of the uniform variable "tex_loc" to 0, because the texture is bound to of texture unit 0
glUniform1i( tex_loc, 0 );

这是一个更新的函数,它重置了一些选项,以便我们得到我们需要的结果。例如,glDisable(GL_BLEND);用于在绘制线条时禁用混合。最重要的当然是我每次调用 drawVertices() 时都使用 glBindBuffer() 设置适当的缓冲区供 opengl 使用。 glGenBuffers() 仅在对应的对象名称为 0 时使用一次,这意味着已使用的对象名称尚未分配给 vbo。

GLuint drawVertices(SDL_Window *window, GLuint vbo, Vertex *vertices, GLsizei numVertices, SDL_Color rgb, int mode)

  float col[4] =  (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1.0 ;

  // Get an available object name for glBindBuffer() when object name is ZERO
  if (!vbo) glGenBuffers(1, &vbo); 

  // Check for problems
  GLenum err = glGetError();

  // Deal with errors
  if (err != GL_NO_ERROR) 
    // Failed
    glDeleteBuffers(1, &vbo);
    SDL_Log("Creating VBO failed, code %u\n", err);
    vbo = 0;
  
  else if (!vbo) 
    // Failed. Error message has already been printed, so just quit
    return (GLuint)NULL;
  

  if (mode & CLEAR)
    // Set color of the clear operation
    glClearColor(0.0, 0.0, 0.0, 1.0);
    // Clears the invisible buffer
    glClear(GL_COLOR_BUFFER_BIT);
  

  if (mode & RENDER)
    // Dissable blending when drawing lines
    glDisable(GL_BLEND);
    // Set up for rendering the triangle (activate the vbo)
    // Position is vertex attribute 0
    GLuint attribute_coord = 0; 
    // Specifies the index of the generic vertex attribute and enables it
    glEnableVertexAttribArray(attribute_coord);
    // Set the buffer to be used from now on
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    // Define an array of generic vertex attribute data
    glVertexAttribPointer(attribute_coord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)0);
    // Get the location of the uniform variable "color_loc"
    GLuint color_loc = glGetUniformLocation( shaderProg, "color" );  
    // Set the value of the uniform variable "color_loc" to array "col"
    glUniform4fv( color_loc, 1, col);
    // Copy vertices into buffer
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_STATIC_DRAW);

    // Now draw!
    //  GL_POINTS = Draw only the pixels that correspond to the vertices coordinates
    //  GL_LINE_STRIP = Draw line that connects the vertices coordinates
    //  GL_LINE_LOOP = Draw line that connects the vertices coordinates plus a line that re-connects the last coordinate with the first
    //  GL_TRIANGLE_FAN = 
    glDrawArrays(GL_LINE_STRIP, 0, numVertices);
  

  // Don’t forget to flip the buffers as well, to display the final image:
  // Update the window
  if (mode & UPDATE) SDL_GL_SwapWindow(window); 

  return vbo;

函数 glRenderText() 的工作方式几乎相同

// render_text is called by glRenderText()
void render_text(const char *text, float x, float y, float sx, float sy) 
  const char *p;

  FT_GlyphSlot g = face->glyph;

  //SDL_Log("Debug info: glyph w: %d, glyph rows: %d", g->bitmap.width, g->bitmap.rows);

  for(p = text; *p; p++) 

    // If FT_Load_Char() returns a non-zero value then the glyph in *p could not be loaded
    if(FT_Load_Char(face, *p, FT_LOAD_RENDER)) continue; 

    glTexImage2D(
      GL_TEXTURE_2D,
      0,
      GL_RED,
      g->bitmap.width,
      g->bitmap.rows,
      0,
      GL_RED,
      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;
  



GLuint glRenderText(char *text, int fontSize, GLuint vbo, int _x, int _y, SDL_Color rgb, int mode) 

  float x = _x;
  float y = _y;

  float xMax = 2.0 / (float)getWindowWidth();
  float yMax = 2.0 / (float)getWindowHeight();
  GLuint attribute_coord=0;

  float col[4] =  (float)rgb.r/255, (float)rgb.g/255, (float)rgb.b/255, 1 ;

  // Enable blending when drawing fonts
  glEnable(GL_BLEND);

  // Set the W & H of the font loaded
  FT_Set_Pixel_Sizes(face, 0, fontSize);

  // If vbo is ZERO setup and get an object name      
  if (!vbo)
    // Enables blending operations
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Set texture parameters
    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);

    // Specifies the alignment requirements for the start of each pixel row in memory
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    // Save into vbo one unused buffer name (index) for use with glBindBuffer
    glGenBuffers(1, &vbo);
    // Specifies the index of the generic vertex attribute and enables it
    glEnableVertexAttribArray(attribute_coord);
      

  // Set the buffer to be used from now on to the one indicated by vbo
  glBindBuffer(GL_ARRAY_BUFFER, vbo);

  // Define an array of generic vertex attribute data
  glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);  

  GLuint color_loc = glGetUniformLocation( shaderProg, "color" );

  // Set the value of the uniform variable "color_loc" from array "col"
  glUniform4fv( color_loc, 1, col); 

  // Clear invisible buffer
  if (mode & CLEAR)
    glClearColor(0.0, 0.0, 0.0, 1); 
    glClear(GL_COLOR_BUFFER_BIT); 
  

  // If coordinate system required is:
  // COORD_SYS_CONVENTIONAL = (1) left bottom corner is 0,0 and moving towards right and top sides we reach max screen size in pixels e.g 1024 * 768 pixels
  // COORD_SYS_CARTECIAN = (2) left bottom corner is -1,-1 and moving towards right and top sides we reach +1,+1 . The center of the display is always 0,0
  if (mode & ~COORD_SYS_CARTECIAN)
    x = (_x * xMax)-1;
    y = (_y * yMax)-1;
  

  // Draw the text on the invisible buffer
  if (mode & RENDER) render_text(text, x, y, xMax, yMax); 

  // Update display
  if (mode & UPDATE) SDL_GL_SwapWindow(SDLmain.window); 

  return vbo;

逻辑是在 main() 或全局范围内定义了 2 个 vbo(一个用于通过 drawVertices 绘制线条,一个用于通过 glRenderText() 绘制字体)并传递给 glRenderText() 和 drawVertices() 。这两个函数更新其本地副本的值并返回 vbo,以便更新 main 或全局范围中的 vbo。当然可以通过完全通过引用传递它们来完成,而不是采用我的方法。

不过,我还没有测试我的 raspi3 中的功能。我很快就会回来更新。无论如何,上面给出的功能都是功能齐全的。

再次感谢您的宝贵时间。

【讨论】:

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