OpenGL中的freetype文本后面的渲染方块被裁剪

时间:2018-08-02 15:11:52

标签: c++ opengl freetype

我正在尝试为我的文本放置一个正方形作为背景,该文本由OpenGL中的FreeType呈现。但是文字以某种方式切入了我的方块,例如:enter image description here

看,我方格后面的弧线还可以。弧在0.0上,正方形在1.0上,文本在Z轴上在2.0上。

这是我创建它们的方式:

auto arc2x = new OpenGL::Rendering::Models::Arc(
    Container::Position(pos_x, pos_y, 0), Container::Color::GREEN, 50,
    radius, 90, arc_degree);
arc2x->create();
arc2x->set_rotation(76, 0, 0, 1);

auto text1_back = new OpenGL::Rendering::Models::Quad(
    Container::Position(pos_x, pos_y - radius, -0.1),
    Container::Color::CYAN, 25, 25);
text1_back->create();

auto text1 = new OpenGL::Rendering::Models::Text(
    "8", Container::Position(pos_x - 5, pos_y - radius / 1.5, 2), 22,
    Container::Color::PINK);
text1->create();

我的文字课:

// Text.cpp
#include "Text.h"

using namespace OpenGL::Rendering::Models;

Text::Text(const std::string& text, OpenGL::Container::Position position,
           int font_size, OpenGL::Container::Color color) {
    m_font_size = font_size;
    m_scale = 1.0;
    m_text = text;
    float angle = 0;
    this->color.r = color.r;
    this->color.g = color.g;
    this->color.b = color.b;
    this->color.a = color.a;

    matrix.xx = (FT_Fixed)(cos(angle) * 0x10000L);
    matrix.xy = (FT_Fixed)(-sin(angle) * 0x10000L);
    matrix.yx = (FT_Fixed)(sin(angle) * 0x10000L);
    matrix.yy = (FT_Fixed)(cos(angle) * 0x10000L);

    this->position.x = position.x;
    this->position.y = position.y;
    this->position.z = position.z;

    if (FT_Init_FreeType(&font)) {
        Log()->critical("Could not initalize Freetype library for fonts.");
    }

    if (FT_New_Face(font, "/usr/share/fonts/truetype/ubuntu/Ubuntu-R.ttf", 0,
                    &face)) {
        Log()->critical("Could not load font. File is missing maybe?");
    }

    FT_Set_Char_Size(face, 0, m_font_size * 64, 300, 300);
    FT_Set_Pixel_Sizes(face, 0, m_font_size);
    if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) {
        Log()->critical(
            "Could not load a test glyph. The font is corrupted maybe?");
    }

    for (GLubyte c = 0; c < 128; ++c) {
        FT_Set_Transform(face, &matrix, 0);
        if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
            Log()->critical("Could not load glyph \"{}\"", c);
            continue;
        }

        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width,
                     face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE,
                     face->glyph->bitmap.buffer);

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        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);

        Character character = {
            texture,
            glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
            glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
            face->glyph->advance.x};

        characters.insert(std::pair<GLchar, Character>(c, character));
    }

    FT_Done_Face(face);
    FT_Done_FreeType(font);
}

void Text::create() {
    GLuint vao;
    GLuint vbo;

    glGenVertexArrays(1, &vao);
    glGenBuffers(1, &vbo);

    glBindVertexArray(vao);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL,
                 GL_DYNAMIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
                          (void*)0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    this->vao = vao;
    this->vbos.push_back(vbo);
    this->set_program(OpenGL::Managers::ShaderManager::get_program("text"));
    this->set_position(position.x, position.y, position.z);
}

void Text::draw() {

    glUseProgram(this->program);
    glUniformMatrix4fv(glGetUniformLocation(this->program, "model_matrix"), 1,
                       false, &model_matrix[0][0]);
    glUniform4f(glGetUniformLocation(this->program, "text_color"), color.r,
                color.g, color.b, color.a);
    glActiveTexture(GL_TEXTURE0);
    glBindVertexArray(this->vao);

    GLfloat temp_x = 0;
    GLfloat temp_y = 0;

    std::string::const_iterator c;
    for (c = m_text.begin(); c != m_text.end(); c++) {
        Character ch = characters[*c];

        GLfloat xpos = temp_x + ch.bearing.x * m_scale;
        GLfloat ypos = temp_y - (ch.size.y - ch.bearing.y) * m_scale;

        GLfloat w = ch.size.x * m_scale;
        GLfloat h = ch.size.y * m_scale;

        GLfloat vertices[6][4] = {
            {xpos, ypos + h, 0.0, 0.0}, /**/
            {xpos, ypos, 0.0, 1.0},     /**/
            {xpos + w, ypos, 1.0, 1.0}, /**/

            {xpos, ypos + h, 0.0, 0.0},    /**/
            {xpos + w, ypos, 1.0, 1.0},    /**/
            {xpos + w, ypos + h, 1.0, 0.0} /**/
        };

        glBindTexture(GL_TEXTURE_2D, ch.texture_id);
        glBindBuffer(GL_ARRAY_BUFFER, this->vbos[0]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        temp_x += (ch.advance >> 6) * m_scale;
    }

    glBindVertexArray(0);
    glBindTexture(GL_TEXTURE_2D, 0);
}

void Text::set_text(const std::string& a_text) {
    if (!a_text.empty()) {
        m_text = a_text;
    } else {
        Log()->info("Cannot set the text. Input seems to be empty.");
    }
}

std::string Text::get_text() { return m_text; }

void Text::set_color(const Container::Color a_color) {
    color.r = a_color.r;
    color.g = a_color.g;
    color.b = a_color.b;
    color.a = a_color.a;
}

我的Quad类:

// Quad.cpp
#include "Quad.h"

using namespace OpenGL;
using namespace Rendering::Models;

Quad::Quad(Container::Position pos, Container::Color color, float width,
           float height) {
    position.x = pos.x;
    position.y = pos.y;
    position.z = pos.z;

    this->color.x = color.r;
    this->color.y = color.g;
    this->color.z = color.b;
    this->color.w = color.a;

    this->width = width;
    this->height = height;
}

Quad::~Quad() {}

void Quad::create() {
    GLuint vao;
    GLuint vbo;

    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    std::vector<Container::Vertex> vertices;
    vertices.push_back(
        Container::Vertex(glm::vec3(-1, -1, 0.0), color));
    vertices.push_back(
        Container::Vertex(glm::vec3(-1, 1, 0.0), color));
    vertices.push_back(
        Container::Vertex(glm::vec3(1, -1, 0.0), color));
    vertices.push_back(
        Container::Vertex(glm::vec3(1, 1, 0.0), color));

    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Container::Vertex) * 4, &vertices[0],
                 GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Container::Vertex),
                          (void*)0);

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(
        1, 4, GL_FLOAT, GL_FALSE, sizeof(Container::Vertex),
        (void*)(offsetof(Container::Vertex, Container::Vertex::m_color)));

    glBindVertexArray(0);
    this->vao = vao;
    this->vbos.push_back(vbo);
    this->set_program(OpenGL::Managers::ShaderManager::get_program("shape"));
    this->set_scale(width / 2, height / 2, 1.0);
    this->set_position(position.x, position.y, position.z);
}

void Quad::draw() {
    glUseProgram(this->program);
    glUniformMatrix4fv(glGetUniformLocation(this->program, "model_matrix"), 1,
                       false, &model_matrix[0][0]);
    glBindVertexArray(vao);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);
}

有什么想法为什么会这样?如果您需要更多代码来进行诊断,我会立即添加。非常感谢。

1 个答案:

答案 0 :(得分:1)

您正在绘制具有Alpha混合的四边形。通过alpha混合,8周围的区域是透明的。但是,就OpenGL而言,这只是片段颜色的修改。透明片段仍然会写入深度缓冲区。

您的绘制顺序似乎未指定。从问题下方的评论来看,您正在使用std::map来保存模型。遍历该容器时获得的顺序不一定与插入顺序相同。这意味着您可能首先要绘制一个“更接近”的元素,导致其深度值被写入深度缓冲区,从而防止任何后续的“更远”的元素对片段颜色产生影响。

在大多数情况下,无序绘制是很好的做法(出于性能方面的考虑,实际上是受鼓励的)。但是,一旦开始使用Alpha混合透明度,顺序就很重要。

对于Alpha混合2D元素,绘制的一般方法是:

  • 关闭深度测试。
  • 根据深度对cpu代码中的元素进行排序。
  • 从后到前(最远到最近)绘制它们。