2014-12-03 139 views
0

我有问题freetype和OpenGL。我只需要在单个纹理上绘制所有加载的符号。这里是:使用Freetype和OpenGL渲染字体

FT_Init_FreeType(&lib); 
    FT_New_Face(lib, "C:\\verdana.ttf", 0, &face); 
    FT_Set_Pixel_Sizes(face, 0, size); 

    auto ww = 256 * size; 
    auto hh = size; 

    std::vector<unsigned char> buffer(ww * hh, 0); 

    int off = 0; 

    for (int c = 0; c < 256; c++) 
    { 
     FT_UInt GlyphIndex; 

     GlyphIndex = FT_Get_Char_Index(face, c); 

     FT_Load_Char(face, GlyphIndex, FT_LOAD_RENDER); 

     FT_Bitmap bmp = face->glyph->bitmap; 

     int advance = (face->glyph->advance.x >> 6); 
     int bW = bmp.width; 
     int bH = bmp.rows; 

     for (int h = 0; h < bH; ++h) { 
      for (int w = 0; w < bW; ++w) { 

       buffer[h * bW + off + w] = bmp.buffer[w + bW * h]; 
      } 
     } 

     off += advance; 

    } 


    glGenTextures(1, &texture); 
    glBindTexture(GL_TEXTURE_2D, texture); 

    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); 

    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, ww, hh, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &buffer[0]); 

我尝试了很多方法来做到这一点。但我得到的是绝对黑色的纹理... 我的代码有什么问题?

+0

您是否检查从FT_Init_FreeType,FT_New_Face等返回的错误代码?另外可能需要调用FT_Set_Char_Size。 – BDL 2014-12-03 11:52:02

+0

我在代码的任何部分都没有发现错误。我用FT_Set_Pixel_Sizes设置字符大小。 – user3808059 2014-12-03 12:00:17

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但是你也不检查错误。每个freetype函数都返回一个值,表示它是成功/失败的。例如:'error = FT_Init_FreeType(&library); if(error){failed; }' – BDL 2014-12-03 12:33:16

回答

0

hallelujah,我解决了!

这应该是这样的:

for (int c = 0; c < 256; c++) 
    { 
     FT_UInt GlyphIndex; 

     GlyphIndex = FT_Get_Char_Index(face, c); 

     FT_Load_Char(face, GlyphIndex, FT_LOAD_RENDER); 

     FT_Bitmap bmp = face->glyph->bitmap; 

     int advance = (face->glyph->advance.x >> 6); 
     int bW = bmp.width; 
     int bH = bmp.rows; 

     for (int h = 0; h < bH; ++h) { 
      for (int w = 0; w < bW; ++w) { 

       buffer[h * ww + off + w] = bmp.buffer[w + bW * h]; 
      } 
     } 

     off += advance; 

    } 


    glGenTextures(1, &texture); 
    glBindTexture(GL_TEXTURE_2D, texture); 

    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); 

    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ww, hh, 0, GL_RED, GL_UNSIGNED_BYTE, &buffer[0]); 
0

我认为这个问题是0-255之间的一些值是不可见或可绘制的人物,这就是为什么你什么也得不到。

你应该检查GlyphIndex:

GlyphIndex = FT_Get_Char_Index(face, c); 
if (!GlyphIndex) continue; 

那么你可以指望的FreeType画出人物的休息你。