在open gl中绘制文本尚不清楚

时间:2012-04-21 18:36:09

标签: android opengl-es

enter image description here

我正在使用这个font.png,但在游戏中它看起来并不清晰。我如何在游戏中绘制一个明文?将文本渲染到Draw text in OpenGL ES中的纹理比我的解决方案更符合逻辑?

2 个答案:

答案 0 :(得分:0)

您是否为OpenGL上下文启用了混合?

在OnSurfaceCreated()中尝试此代码:

gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_BLEND);

修改 此代码适用于您的纹理: 只需将纹理重命名为“text.png”并将其放入res / raw /

//////////////////////////////
// TextureTestActivity.java

package com.TextureTest.TextureTest;
import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.opengl.GLSurfaceView;

public class TextureTestActivity extends Activity {
    private GLSurfaceView mGLView;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        mGLView = new TextureTestSurfaceView(this);
        setContentView(mGLView);
    }

    @Override
    protected void onPause() {
        super.onPause();
        mGLView.onPause();
    }

    @Override
    protected void onResume() {
        super.onResume();
        mGLView.onResume();
    }
}

class TextureTestSurfaceView extends GLSurfaceView {
    public TextureTestSurfaceView(Context context) {
        super(context);
        setEGLConfigChooser(false);
        setRenderer(new TextureTestRenderer(context));
    }
}

//////////////////////////////
// TextureTestRenderer.java
package com.TextureTest.TextureTest;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES10;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.opengl.GLUtils;
public class TextureTestRenderer implements GLSurfaceView.Renderer {
    Context context;
    int textureID;

    float vertices[] = {
            -1.0f,  1.0f, 0.0f,
            -1.0f, -1.0f, 0.0f,
             1.0f,  1.0f, 0.0f,
             1.0f, -1.0f, 0.0f
             };

    float texcoords[] = {
            0.0f, 0.0f,
            0.0f, 1.0f,
            1.0f, 0.0f,
            1.0f, 1.0f,
            };

    FloatBuffer texCoordBuffer;
    FloatBuffer vertexBuffer;

    TextureTestRenderer(Context context) {
        this.context = context;
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // set gl options
        gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);

        gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
        gl.glEnable(GL10.GL_BLEND);

        // create texture
        int textures[] = new int[1];
        gl.glGenTextures(1, textures, 0);
        textureID = textures[0];

        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

        InputStream is = context.getResources().openRawResource(R.raw.text);
        Bitmap textBitmap = BitmapFactory.decodeStream(is);

        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, textBitmap, 0);
        textBitmap.recycle();

        // create vertex and texcoord buffers
        ByteBuffer vbb = ByteBuffer.allocateDirect(4 * 3 * 4);
        vbb.order(ByteOrder.nativeOrder());
        vertexBuffer = vbb.asFloatBuffer();

        ByteBuffer tbb = ByteBuffer.allocateDirect(4 * 2 * 4);
        tbb.order(ByteOrder.nativeOrder());
        texCoordBuffer = tbb.asFloatBuffer();

        for (int v = 0; v < 4; v++)
            for(int c = 0; c < 3; c++)
                vertexBuffer.put(vertices[v * 3 + c]);

        for (int v = 0; v < 4; v++)
            for(int c = 0; c < 2; c++)
                texCoordBuffer.put(texcoords[v * 2 + c]);

        vertexBuffer.position(0);
        texCoordBuffer.position(0);

        // set up view matrices
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();

        GLU.gluLookAt(gl, 0.0f, 0.0f, 5.0f,
                          0.0f, 0.0f, 0.0f,
                          0.0f, 1.0f, 0.0f);
    }

    public void onDrawFrame(GL10 gl) {
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID);
        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoordBuffer);

        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES10.glViewport(0, 0, width, height);
    }
}

答案 1 :(得分:0)

我知道这有点晚了......但这似乎是一个过滤问题。 尝试对纹理使用“最近”过滤(而不是“线性”)。这可以通过以下方式完成:

gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST );
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST );

在渲染之前调用此方法,然后您可以通过再次调用这两种方法在渲染后设置回“线性”过滤,但使用GL10.GL_LINEAR而不是GL10.GL_NEAREST

你不需要两个调用,第一个用于纹理渲染小于而不是实际分辨率,第二个用于渲染时更大。 根据我的经验,文本的可读性最好在渲染较小时使用“最近”过滤,而在渲染较大时使用“线性”;但这是主观的,所以你应该试验并找到最适合你的东西。