我想在GL中绘制的内容上绘制文字。我希望符号本身是不透明的,而其余部分是透明的,允许看到绘制的内容。下面的代码生成一个文本,这是正确的文本,但具有完美的白色背景。我绘制的内容完全不存在。
我如何解决这个问题?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);
答案 0 :(得分:0)
以这种方式思考:当您在上面创建纹理时,您正在针对dark grey fully transparent
(0,0,0,0)绘制fully transparent background
(30,30,30,0)文本由于TTF_RenderText_Blended
)。然后你使用立即模式颜色混合来光栅相同大小的四边形(提示:没有混合功能,也没有提到z缓冲区禁用!)。
P.S。你在例子中疯狂地泄漏:
glGenTexture每一帧没有glDeleteTextures(你只需要一个 新的,如果它改变了)
每个都没有TTF_CloseFont的TTF_OpenFont 框架(仅在您不需要渲染该字体之前保留它)
TTF_RenderText_Blended表面没有泄漏,但您可以立即释放它 glTexImage2D
我认为您是否意味着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(完整alpha)然后在着色器中应用颜色或蒙版。要在即时模式下实现类似效果,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);