我正在使用ftgl字体库。
用于创建图像的ftgl函数具有以下代码:
glBindTexture(GL_TEXTURE_2D, textID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, textureWidth, textureHeight,0, GL_ALPHA, GL_UNSIGNED_BYTE, textureMemory);
格式GL_ALPHA。
当我渲染到FBO图像(GL_RGBA)时,它们看起来不错。 但是当我将字体渲染为fbo纹理时,颜色和alpha存在一些问题。
此图像应在编辑器中打开,不要触摸像素(浏览器使用抗锯齿)。
代码:
/// 1步创建FBO
// Create the color buffer
glGenTextures(1, &id_tex);
glBindTexture(GL_TEXTURE_2D, id_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, wid, hei, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // GL_RGBA GL_ALPHA
// Create the frame buffer
glGenFramebuffersEXT(1, &id_buf);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id_buf);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, id_tex, 0);
GLenum err = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert(err == GL_FRAMEBUFFER_COMPLETE_EXT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/// 2步渲染到fbo
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id_buf);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0, 1920 , 1080);
ftgl ::渲染();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_TEXTURE_2D);
glFlush ();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glViewport (0, 0, 1920, 1080);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
/// 3步渲染纹理
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, id_tex);
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex3f(point4.X , point4.Y , point4.Z);
glTexCoord2d(0,1); glVertex3f(point1.X , point1.Y , point1.Z);
glTexCoord2d(1,1); glVertex3f(point2.X , point2.Y , point2.Z);
glTexCoord2d(1,0); glVertex3f(point3.X , point3.Y , point3.Z);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_TEXTURE_2D);