[英]Rendering FreeType fonts
I have been trying to render FreeType2 fonts in OpenGL 3. I used NeHe's tutorial http://nehe.gamedev.net/tutorial/freetype_fonts_in_opengl/24001/ . 我一直在尝试在OpenGL 3中渲染FreeType2字体。我使用了NeHe的教程http://nehe.gamedev.net/tutorial/freetype_fonts_in_opengl/24001/ 。 however, I modified it a little for modern OpenGL 3+.
但是,我对现代OpenGL 3+做了一些修改。 Actually, I use glBufferData(...,GL_DYNAMIC_DRAW) to update vertex buffer for every character.
实际上,我使用glBufferData(...,GL_DYNAMIC_DRAW)为每个字符更新顶点缓冲区。 The arrays of vertices are created during glyph loading as NeHe does with display lists:
顶点数组是在字形加载期间创建的,就像NeHe对显示列表所做的那样:
int width = next_p2(bitmap.width);
int height = next_p2(bitmap.rows);
float x=(float)bitmap.width / (float)width,
y= (float)bitmap.rows / (float)height;
using namespace glm;
glyphsVertices[c] = new pxgVertex2dT[4];
glyphsVertices[c][0] = { vec2(0,bitmap.rows), vec2(0,y) };
glyphsVertices[c][1] = { vec2(0,0), vec2(0,0) };
glyphsVertices[c][2] = { vec2(bitmap.width,0), vec2(x,0) };
glyphsVertices[c][3] = { vec2(bitmap.width,bitmap.rows), vec2(x,y) };
Where glyphVertices is two-dimentional array of such structure: 其中glyphVertices是此类结构的二维数组:
struct Vertex2dT
{
glm::vec2 pos;
glm::vec2 texCoord;
};
Unfortunately, I get the following result: 不幸的是,我得到以下结果:
So, what am I doing wrong? 那么,我在做什么错呢?
As SAKrisT correctly pointed out, the problem was caused by incorrect offset by Y axis. 正如SAKrisT正确指出的那样,问题是由Y轴的不正确偏移引起的。 Playing a bit with the code, I figured out the solution:
玩一点代码,我想出了解决方案:
if(FT_Load_Char(face, c, FT_LOAD_RENDER))
return;
FT_GlyphSlot g = face->glyph;
int width = next_p2(g->bitmap.width);
int height = next_p2(g->bitmap.rows);
...
float x=(float)g->bitmap.width / (float)width,
y= (float)g->bitmap.rows / (float)height;
float x2 = g->bitmap_left;
float y2 = g->bitmap_top;
float w = g->bitmap.width;
float h = g->bitmap.rows;
using namespace glm;
glyphsVertices[c] = new pxgVertex2dT[4];
glyphsVertices[c][0] = { vec2(0,h-y2), vec2(0,y) };
glyphsVertices[c][1] = { vec2(0,-y2), vec2(0,0) };
glyphsVertices[c][2] = { vec2(w,-y2), vec2(x,0) };
glyphsVertices[c][3] = { vec2(w,h-y2), vec2(x,y) };
Now it works perfectly! 现在,它可以完美运行了!
Two things happening: Your code assumes the origin of the viewport in the upper left, while in reality it's in the lower left, which means your image is vertically flipped. 发生两件事:您的代码假定视口的原点位于左上角,而实际上它位于左下角,这意味着您的图像是垂直翻转的。
FreeType renders the glyph images with the origin in the upper left as well, which counters the y-flip of the geometry, hence the characters look upright. FreeType渲染字形图像,其原点也位于左上角,这可抵消几何图形的y翻转,因此字符看起来是直立的。
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