SDL2 + OpenGL + SDL2_TTF:显示文字
SDL2 + OpenGL + SDL2_TTF: Displaying text
我在获取 TTF 字体以在 OpenGL plus SDL2.0 中绘制时遇到问题。
我记得在 SDL 版本 2 之前我没有遇到任何问题,但似乎缺少关于该主题的文档,可能是由于新标准。
我已经包含了下面的代码来大致展示我在做什么。
这段代码非常低效,因为我每帧都重新创建纹理,如果复制+粘贴请考虑到这一点:)
void main_render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set our color back to white (Full texture color)
glColor3f(1.0f, 1.0f, 1.0f);
mainCamera->perspective();
mainCamera->translate();
//Load the font
TTF_Font *font = TTF_OpenFont("../resource/font.ttf", 10);
if (font == nullptr) {
std::cout << "TTF_OpenFont error: " << std::endl;
return;
}
//Render font to a SDL_Surface
SDL_Color color = {0,0,255,80};
SDL_Surface *surface = TTF_RenderText_Blended(font, "Hi!", color);
if (surface == nullptr) {
TTF_CloseFont(font);
std::cout << "TTF_RenderText error: " << std::endl;
return;
}
//Create a SDL_Texture * from the surface
SDL_Texture * text = SDL_CreateTextureFromSurface(fontRender, surface);
if (text == nullptr){
std::cout << "SDL_CreateTextureFromSurface error: " << std::endl;
return;
}
//Bind the SDL_Texture in OpenGL
SDL_GL_BindTexture(text, NULL, NULL);
//Draw the SDL_Texture * as a Quad
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2d(0, 0); glVertex3f(0, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + surface->w, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + surface->w, 0 + surface->h, 0);
glTexCoord2d(0, 1); glVertex3f(0, 0 + surface->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
//Cleanup
TTF_CloseFont(font);
SDL_DestroyTexture(text);
SDL_FreeSurface(surface);
//Swap the buffers to refresh the window
mainWindow->swap_buffers();
}
所以 OpenGL 要求所有纹理在我的系统上都具有 Base2 的尺寸(2,4,16,32,64...)
我通过增量搜索最接近原始维度的 2 的幂解决了这个问题:
unsigned int power_two_floor(unsigned int val) {
unsigned int power = 2, nextVal = power*2;
while((nextVal *= 2) <= val)
power*=2;
return power*2;
}
然后我 运行 陷入困境:纹理的颜色正确,但像素被打乱了。这是通过使用调整后的 OpenGL 尺寸将图像复制到 RGB SDL_Surface 来解决的。
//Find the first power of two for OpenGL image
int w = power_two_floor(surface->w)*2;
int h = power_two_floor(surface->h)*2;
//Create a surface to the correct size in RGB format, and copy the old image
SDL_Surface * s = SDL_CreateRGBSurface(0, w, h, 32, 0x00ff0000,0x0000ff00,0x000000ff,0xff000000);
SDL_BlitSurface(surface, NULL, s, NULL);
需要添加过滤器信息以更正 OpenGL 使用 mipmaps:
//Avoid mipmap filtering
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
这是我的回答:
unsigned int power_two_floor(unsigned int val) {
unsigned int power = 2, nextVal = power*2;
while((nextVal *= 2) <= val)
power*=2;
return power*2;
}
void main_render() {
//Load the font
TTF_Font *font = TTF_OpenFont("../resource/font.ttf", 10);
if (font == nullptr) {
std::cout << "TTF_OpenFont error: " << std::endl;
return;
}
SDL_Color colorFg = {0,0,255};
SDL_Surface *surface;
//Render font to a SDL_Surface
if ((surface = TTF_RenderText_Blended(font, "Hi!", colorFg)) == nullptr) {
TTF_CloseFont(font);
std::cout << "TTF_RenderText error: " << std::endl;
return;
}
GLuint texId;
//Generate OpenGL texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
//Avoid mipmap filtering
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//Find the first power of two for OpenGL image
int w = power_two_floor(surface->w)*2;
int h = power_two_floor(surface->h)*2;
//Create a surface to the correct size in RGB format, and copy the old image
SDL_Surface * s = SDL_CreateRGBSurface(0, w, h, 32, 0x00ff0000,0x0000ff00,0x000000ff,0xff000000);
SDL_BlitSurface(surface, NULL, s, NULL);
//Copy the created image into OpenGL format
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, s->pixels);
//Draw the OpenGL texture as a Quad
glBegin(GL_QUADS); {
glTexCoord2d(0, 1); glVertex3f(0, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + surface->w, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + surface->w, 0 + surface->h, 0);
glTexCoord2d(0, 0); glVertex3f(0, 0 + surface->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
//Cleanup
TTF_CloseFont(font);
SDL_FreeSurface(s);
SDL_FreeSurface(surface);
glDeleteTextures(1, &texId);
}
我在获取 TTF 字体以在 OpenGL plus SDL2.0 中绘制时遇到问题。
我记得在 SDL 版本 2 之前我没有遇到任何问题,但似乎缺少关于该主题的文档,可能是由于新标准。
我已经包含了下面的代码来大致展示我在做什么。
这段代码非常低效,因为我每帧都重新创建纹理,如果复制+粘贴请考虑到这一点:)
void main_render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set our color back to white (Full texture color)
glColor3f(1.0f, 1.0f, 1.0f);
mainCamera->perspective();
mainCamera->translate();
//Load the font
TTF_Font *font = TTF_OpenFont("../resource/font.ttf", 10);
if (font == nullptr) {
std::cout << "TTF_OpenFont error: " << std::endl;
return;
}
//Render font to a SDL_Surface
SDL_Color color = {0,0,255,80};
SDL_Surface *surface = TTF_RenderText_Blended(font, "Hi!", color);
if (surface == nullptr) {
TTF_CloseFont(font);
std::cout << "TTF_RenderText error: " << std::endl;
return;
}
//Create a SDL_Texture * from the surface
SDL_Texture * text = SDL_CreateTextureFromSurface(fontRender, surface);
if (text == nullptr){
std::cout << "SDL_CreateTextureFromSurface error: " << std::endl;
return;
}
//Bind the SDL_Texture in OpenGL
SDL_GL_BindTexture(text, NULL, NULL);
//Draw the SDL_Texture * as a Quad
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2d(0, 0); glVertex3f(0, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + surface->w, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + surface->w, 0 + surface->h, 0);
glTexCoord2d(0, 1); glVertex3f(0, 0 + surface->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
//Cleanup
TTF_CloseFont(font);
SDL_DestroyTexture(text);
SDL_FreeSurface(surface);
//Swap the buffers to refresh the window
mainWindow->swap_buffers();
}
所以 OpenGL 要求所有纹理在我的系统上都具有 Base2 的尺寸(2,4,16,32,64...)
我通过增量搜索最接近原始维度的 2 的幂解决了这个问题:
unsigned int power_two_floor(unsigned int val) {
unsigned int power = 2, nextVal = power*2;
while((nextVal *= 2) <= val)
power*=2;
return power*2;
}
然后我 运行 陷入困境:纹理的颜色正确,但像素被打乱了。这是通过使用调整后的 OpenGL 尺寸将图像复制到 RGB SDL_Surface 来解决的。
//Find the first power of two for OpenGL image
int w = power_two_floor(surface->w)*2;
int h = power_two_floor(surface->h)*2;
//Create a surface to the correct size in RGB format, and copy the old image
SDL_Surface * s = SDL_CreateRGBSurface(0, w, h, 32, 0x00ff0000,0x0000ff00,0x000000ff,0xff000000);
SDL_BlitSurface(surface, NULL, s, NULL);
需要添加过滤器信息以更正 OpenGL 使用 mipmaps:
//Avoid mipmap filtering
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
这是我的回答:
unsigned int power_two_floor(unsigned int val) {
unsigned int power = 2, nextVal = power*2;
while((nextVal *= 2) <= val)
power*=2;
return power*2;
}
void main_render() {
//Load the font
TTF_Font *font = TTF_OpenFont("../resource/font.ttf", 10);
if (font == nullptr) {
std::cout << "TTF_OpenFont error: " << std::endl;
return;
}
SDL_Color colorFg = {0,0,255};
SDL_Surface *surface;
//Render font to a SDL_Surface
if ((surface = TTF_RenderText_Blended(font, "Hi!", colorFg)) == nullptr) {
TTF_CloseFont(font);
std::cout << "TTF_RenderText error: " << std::endl;
return;
}
GLuint texId;
//Generate OpenGL texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
//Avoid mipmap filtering
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//Find the first power of two for OpenGL image
int w = power_two_floor(surface->w)*2;
int h = power_two_floor(surface->h)*2;
//Create a surface to the correct size in RGB format, and copy the old image
SDL_Surface * s = SDL_CreateRGBSurface(0, w, h, 32, 0x00ff0000,0x0000ff00,0x000000ff,0xff000000);
SDL_BlitSurface(surface, NULL, s, NULL);
//Copy the created image into OpenGL format
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, s->pixels);
//Draw the OpenGL texture as a Quad
glBegin(GL_QUADS); {
glTexCoord2d(0, 1); glVertex3f(0, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + surface->w, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + surface->w, 0 + surface->h, 0);
glTexCoord2d(0, 0); glVertex3f(0, 0 + surface->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
//Cleanup
TTF_CloseFont(font);
SDL_FreeSurface(s);
SDL_FreeSurface(surface);
glDeleteTextures(1, &texId);
}