我在这里使用了Learnopengl.com的文本渲染示例:
https://learnopengl.com/In-Practice/Text-Rendering
我正在尝试更改此示例以呈现轮廓,但是在所有要调用的函数之间我有点迷茫,着色器代码似乎有些棘手。
这是我的尝试:
void inittext_stroked() {
cout << "initializing text, stroken" << endl;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Compile and setup the shader
shader = Shader("text.vs", "text.fs");
//Shader shader("text.vs", "text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(WIDTH), 0.0f, static_cast<GLfloat>(HEIGHT));
shader.use();
//shader.
glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// FreeType
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft))
std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
string fontfile = base::config.getstr("fontfile");
cout << fontfile << endl;
// Load font as face
FT_Face face;
// if (FT_New_Face(ft, "DejaVuSansMono.ttf", 0, &face))
if (FT_New_Face(ft, fontfile.c_str(), 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font " << fontfile << std::endl;
// stroke, added
// void * m_stroker;
FT_Stroker stroker;
if (FT_Stroker_New(static_cast<FT_Library>(ft), &stroker) != 0)
{
cerr << "Failed to load font \"" << fontfile << "\" (failed to create the stroker)" << std::endl;
FT_Done_Face(face);
return;
}
// m_stroker = stroker;
// m_face = face;
// end added
// Set size to load glyphs as
int fontsize;
//cfg.SET(fontsize);
// fontsize = 16;
fontsize = base::config.getvar<int>("fontsize");
FT_Set_Pixel_Sizes(face, 0, fontsize);
//FT_Set_Pixel_Sizes(face, 0, 48);
// Disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Load first 128 characters of ASCII set
for (GLubyte c = 0; c < 128; c++)
{
// Load character glyph
if (FT_Load_Char(face, c,
//FT_LOAD_RENDER|
FT_LOAD_NO_BITMAP|FT_LOAD_TARGET_NORMAL
)) // modified, added FT_LOAD_NO_BITMAP (also 2 more so 3)
{
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// added outlining _________________
float outlineThickness = 10.0f;
// Retrieve the glyph
FT_Glyph glyphDesc;
if (FT_Get_Glyph(face->glyph, &glyphDesc) != 0)
{
cerr << "bad return from FT_Get_Glyph" << endl;
return;
}
{
// FT_Stroker stroker = static_cast<FT_Stroker>(m_stroker);
FT_Stroker_Set(stroker, static_cast<FT_Fixed>(outlineThickness * static_cast<float>(1 << 6)), FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0);
FT_Glyph_Stroke(&glyphDesc, stroker, true);
}
FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
// FT_Bitmap& bitmap = reinterpret_cast<FT_BitmapGlyph>(glyphDesc)->bitmap;
// added end _________________
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
//GL_RED,
GL_RG16,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
//GL_RED,
GL_RG16,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// Set texture options
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);
// Now store character for later use
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));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
// Configure VAO/VBO for texture quads
glGenVertexArrays(1, &VAO_text);
glGenBuffers(1, &VBO_text);
glBindVertexArray(VAO_text);
glBindBuffer(GL_ARRAY_BUFFER, VBO_text);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
texts["popo"] = "haha";
}
和着色器代码:
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
uniform vec3 outlinecolor;
void main()
{
// old shader code:
// vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
// color = vec4(textColor, 1.0) * sampled;
vec2 tex = texture2D(text, TexCoords).rg;
color = vec4(textColor, tex.g)
+vec4(outlinecolor, tex.g)
;
}
如您所见,我使用GL_RG16而不是RG_RED来为填充提供一个通道,为轮廓提供一个通道。我不理解所有这些freetype调用,并且我不熟悉face,glyph和stroker的概念,而且我不确定我的着色器代码是否足够。
答案 0 :(得分:2)
您要执行的操作并不那么容易。第一次错过的理解是,FT_Glyph_To_Bitmap
不会创建2个通道,一个通道用于笔画轮廓,一个通道用于填充主体,这与您期望的一样。
您必须从该字形创建2个位图,并且必须将它们手动合并为具有2个通道的一个位图。
一个问题是,位图甚至不会具有相同的大小。 “轮廓”位图将略高,然后是“填充”位图。
首先创建轮廓位图:
FT_Error err_code = FT_Load_Char( face, i, FT_LOAD_NO_BITMAP | FT_LOAD_TARGET_NORMAL );
if ( err_code != 0 )
{
// error handling
}
FT_Glyph glyphDescStroke;
err_code = FT_Get_Glyph( face->glyph, &glyphDescStroke );
static double outlineThickness = 2.0;
FT_Stroker_Set( stroker, static_cast<FT_Fixed>(outlineThickness * static_cast<float>(1 << 6)), FT_STROKER_LINECAP_ROUND, FT_STROKER_LINEJOIN_ROUND, 0 );
if ( err_code == 0 )
err_code = FT_Glyph_Stroke( &glyphDescStroke, stroker, true );
if ( err_code == 0 )
err_code = FT_Glyph_To_Bitmap( &glyphDescStroke, FT_RENDER_MODE_NORMAL, 0, 1);
FT_BitmapGlyph glyph_bitmap;
FT_Bitmap *bitmap_stroke = nullptr;
if ( err_code == 0 )
{
glyph_bitmap = (FT_BitmapGlyph)glyphDescStroke;
bitmap_stroke = &glyph_bitmap->bitmap;
}
创建具有2个颜色通道的临时缓冲区,然后将轮廓位图复制到缓冲区的第二个颜色通道:
#include <vector>
unsigned int cx = 0, cy = 0, ox = 0, oy = 0;
std::vector<unsigned char> buffer
if ( error_code == 0 && bitmap_stroke )
{
cx = bitmap_stroke->width;
cy = bitmap_stroke->rows;
ox = glyph_bitmap->left;
oy = glyph_bitmap->top;
buffer = std::vector<unsigned char>(cx * cy * 2, 0); // * 2 -> 2 color channels (red and green)
for ( unsigned int i = 0; i < cx * cy; ++ i)
buffer[i*2 + 1] = bitmap_stroke->buffer[i]; // + 1 -> 2nd color channel
}
FT_Done_Glyph( glyphDescStroke );
创建“填充”位图:
FT_Glyph glyphDescFill;
err_code = FT_Get_Glyph( face->glyph, &glyphDescFill );
if ( err_code == 0 )
err_code = FT_Glyph_To_Bitmap( &glyphDescFill, FT_RENDER_MODE_NORMAL, 0, 1);
FT_Bitmap *bitmap_fill = nullptr;
if ( err_code == 0 )
{
FT_BitmapGlyph glyph_bitmap = (FT_BitmapGlyph)glyphDescFill;
bitmap_fill = &glyph_bitmap->bitmap;
}
将“填充的”位图添加到缓冲区的第一个颜色通道:
if ( err_code == 0 && bitmap_fill )
{
unsigned int cx_fill = bitmap_fill->width;
unsigned int cy_fill = bitmap_fill->rows;
unsigned int offset_x = (cx - cx_fill) / 2; // offset because the bitmap my be smaller,
unsigned int offset_y = (cy - cy_fill) / 2; // then the former
for ( unsigned int y = 0; y < cy_fill; ++ y )
{
for ( unsigned int x = 0; x < cx_fill; ++ x )
{
unsigned int i_source = y * cx_fill + x;
unsigned int i_target = (y + offset_y) * cx + x + offset_x;
buffer[i_target*2 + 0] = bitmap_fill->buffer[i_source]; // + 0 -> 1st color channel
}
}
}
FT_Done_Glyph( glyphDescFill );
将缓冲区加载到纹理对象时,必须设置GL_UNPACK_ALIGNMENT
参数,因为字形位图buffer
紧密包装,并且位图的一行可能未对齐4个字节。参见glPixelStore
。
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStore( GL_UNPACK_ALIGNMENT, 1 ); // of course 2 will work too (2 channels)
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RG8, // 2 channels each with 8 bits
cx,
cy,
GL_RG, // "GL_RG" - "GL_RG16" is not a valid format
GL_UNSIGNED_BYTE,
buffer.data() );
glPixelStore( GL_UNPACK_ALIGNMENT, 4 );
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);
将字符数据添加到数据结构:
Character character = {
texture,
glm::ivec2(cx, cy),
glm::ivec2(ox, oy),
face->glyph->advance.x
};
Characters.insert(std::pair<GLchar, Character>(c, character));
使用GLSL函数mix
的GLSL代码可以为轮廓和填充的内部绘制带有单独颜色的字形,如下所示:
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
uniform vec3 outlinecolor;
void main()
{
vec3 fill_col = vec3(0.0, 0.0, 1.0); // e.g blue
vec3 outline_col = vec3(1.0, 0.0, 0.0); // e.g red
vec2 tex = texture2D(text, TexCoords).rg;
float fill = tex.r;
float outline = tex.g;
float alpha = max( fill, outline );
vec3 mix_color = mix( mix(vec3(0.0), fill_col, fill), outline_col, outline );
color = vec4(mix_color, alpha);
}
答案 1 :(得分:-1)
最简单的方法是用相同的缩放比例和不同的颜色第二次绘制每个字母。只需确保以正确的顺序绘制它们(先按比例绘制,然后按正常顺序绘制即可)