由于某种原因,今天Freetype停止为我工作。昨天一切正常,我什至没有碰过代码。而不是呈现具有特定文本颜色的字母平面。
我已经检查了是否存在混合问题。
用于加载字形的代码。
// This is the relative path to the font,
// later used to load the font.
std::string strFontPath = "fonts/" + strFont + ".ttf";
// Initialising Freetype Library
FT_Library _ft;
FT_Init_FreeType(&_ft);
// Loading font from the file.
FT_Face _face;
if (FT_New_Face(_ft, strFontPath.c_str(), 0, &_face))
EXIT_ERROR(-11);
FT_Set_Pixel_Sizes(_face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// When I used char instead program misbehaved so I'm using
// unsigned short int and convert the type.
for (unsigned short int usiCurrentCharacter = 30; usiCurrentCharacter < 128; usiCurrentCharacter++)
{
// Loading char to the face, fails when char fails to load.
if (FT_Load_Glyph(_face, FT_Get_Char_Index(_face,(char)usiCurrentCharacter), FT_LOAD_RENDER))
{
EXIT_ERROR(-12);
}
std::cout << (char)usiCurrentCharacter << _face->glyph->bitmap.width << " " << _face->glyph->bitmap.rows << std::endl;
// Create New Font
FontTexture* _char = new FontTexture(_face->glyph->bitmap.buffer,
0,
{ static_cast<float>(_face->glyph->bitmap.width),
static_cast<float>(_face->glyph->bitmap.rows) });
_char->SetAdvance(_face->glyph->advance.x);
_char->SetBearing({ static_cast<float>(_face->glyph->bitmap_left),
static_cast<float>(_face->glyph->bitmap_top) });
TextureManager::getTextureManager().PrecacheTexture(std::to_string(usiCurrentCharacter) + strFont, _char);
Characters.insert(std::pair<char, FontTexture*>(char(usiCurrentCharacter), _char));
}
FT_Done_Face(_face);
FT_Done_FreeType(_ft);
这里还有我的渲染器代码:
shader->Bind();
shader->SetUniform3f("u_TextureColor", color.x, color.y, color.z);
//shader->SetUniform2f("u_Position", pos.x, pos.y); //We have to calculate array on cpu anyway :P
shader->SetUniform1i("u_Texture", 1);
//Iterate through all characters
for (char c : text)
{
FontTexture* _character = font->getFontTexture(c);
float xpos = pos.x + _character->GetBearing().x * scale;
float ypos = pos.y - (_character->GetSize().y - _character->GetBearing().y) * scale;
float w = _character->GetSize().x * scale;
float h = _character->GetSize().y * scale;
vertices[0] = xpos; vertices[1] = ypos + h; vertices[2] = 0.0; vertices[3] = 0.0;
vertices[4] = xpos; vertices[5] = ypos; vertices[6] = 0.0; vertices[7] = 1.0;
vertices[8] = xpos + w; vertices[9] = ypos; vertices[10] = 1.0; vertices[11] = 1.0;
vertices[12] = xpos; vertices[13] = ypos + h; vertices[14] = 0.0; vertices[15] = 0.0;
vertices[16] = xpos + w;vertices[17] = ypos; vertices[18] = 1.0; vertices[19] = 1.0;
vertices[20] = xpos + w;vertices[21] = ypos + h; vertices[22] = 1.0; vertices[23] = 0.0;
//_character->Bind(1);
shader->Bind();
va->Bind();
vb->Bind(vertices, sizeof(vertices));
Renderer::getRenderer().DrawArrays(*va, *vb, vertices);
//_character->Unbind();
pos.x += (_character->GetAdvance() >> 6) * scale;
}
这是我昨天得到的结果:
这就是我今天要得到的:
答案 0 :(得分:0)
我刚刚注意到:
//_character->Bind(1);
这意味着纹理在绘制之前没有被绑定。
评论出来解决了这个问题。