阅读文章前需要了解的知识:文本渲染 https://learnopengl-cn.github.io/06%20In%20Practice/02%20Text%20Rendering/
简要步骤:
获取要绘制的字符的 Unicode 码,使用 FreeType 库获取对应的位图数据,添加到字符表中(后面同样的字符可以再表中直接索引),将字符表上的字符填充到一张纹理上。计算每个字符的纹理坐标,使用渲染器绘制
注意的问题:
对于中英文混合的字符串,使用 char 存储时,英文字符占 1 个字节,而中文字符占 2 个字符。必须转换为宽字符,即中英文字符都占 2 个字节。
void TextRender::toWchar(wchar_t* dest, const char* src, int size)
{
const char* old_local = setlocale(LC_CTYPE, "chs");
mbstowcs(dest, src, size);
setlocale(LC_CTYPE, old_local);
}
通过上面的函数,可以将 char 转为 wchar_t。
添加 FreeType 库到工程
注意添加新的包含路径就好了,我把 External 目录也设置为包含路径,否则使用 FreeType 库会发生错误
渲染文本
首先,对 FreeType 库初始化
size = ; /* 初始化 FreeType 库 */
assert(FT_Init_FreeType(&ftLibrary) == ); /* 加载字体 */
assert(FT_New_Face(ftLibrary, PathHelper::fullPath("Font/msyh.ttc").c_str(), , &ftFace) == ); /* 设定为 UNICODE,默认也是 */
FT_Select_Charmap(ftFace, FT_ENCODING_UNICODE); /* 定义字体大小 */
FT_Set_Pixel_Sizes(ftFace, size, size);
字体在 Font 文件夹中,为 微软雅黑
定义一个字符结构
struct Character
{
Vec2 texcoord[]; /* 纹理坐标 */
Vec2 size; /* 字型大小 */
Vec2 bearing; /* 从基准线到字形左部/顶部的偏移值 */
int advance; /* 原点距下一个字形原点的距离 */
bool space; std::vector<unsigned char> data;
};
包含渲染字符所需要的数据,对于空白字符(没有位图数据,只有到下一个字符的偏移量)需要特别处理。 data 存储位图数据。
上面只是绘制一个字符的数据,对于一串字符,还需要定义一个文本结构
struct Text
{
Vec2 pos;
float scale;
Color color;
std::vector<Character*> vCharacters;
};
包含绘制文本的坐标,缩放比,颜色以及字符的索引。
创建一个新类 TextRender 使用渲染文本
调用函数 DrawText 直接绘制文本
void TextRender::drawText(int x, int y, float scale, const std::string& text, Color& color)
{
static wchar_t buffer[];
this->toWchar(buffer, text.c_str(), text.size()); int count = ;
for ( int i = ; i < ; i++ ) {
if ( buffer[i] == ) break;
count++;
} Text t = { Vec2(x, y), scale, color };
Character* character = nullptr; for ( int i = ; i < count; i++ ) {
int index = buffer[i]; auto it = characterMap.find(index);
if ( it == characterMap.end() ) {
character = new Character();
character->space = (index == ' ' );
this->loadCharacter(character, index);
characterMap.insert(CharacterMap::value_type(index, character));
}
else {
character = it->second;
}
t.vCharacters.push_back(character);
}
vTexts.push_back(t);
}
遍历所有要绘制的字符,查找字符表,如果字符表存则返回字符。最后把所有字符存储到 Text 中,而 Text 存储在一个数组中(数组存储一帧需要绘制的字符串)。
如果字符表中没有该字符,则加载该字符
void TextRender::loadCharacter(Character* character, unsigned long id)
{
if ( bUpdateTexture == false ) bUpdateTexture = true; FT_Load_Char(ftFace, id, FT_LOAD_RENDER); /* 填充结构数据 */
character->size.set(ftFace->glyph->bitmap.width, ftFace->glyph->bitmap.rows);
character->bearing.set(ftFace->glyph->bitmap_left, ftFace->glyph->bitmap_top);
character->advance = ftFace->glyph->advance.x; if ( character->space ) return; /* 储存位图数据 */
character->data.resize(character->size.x * character->size.y);
memcpy(&character->data[], ftFace->glyph->bitmap.buffer, character->data.size());
}
函数中使用 FreeType 库加载字符位图数据,填充绘制字符的数据信息。一旦这个函数被调用,证明字符表需要添加新的字符了,在渲染文本前需要更新纹理以及纹理坐标。这里使用 bool 值的 bUpdateTexture 标志,待会要更新纹理。
更新纹理的函数
void TextRender::updateTextTexture()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, ); if ( texture.texture != - ) {
glDeleteTextures(, &texture.texture);
}
glGenTextures(, &texture.texture);
glBindTexture(GL_TEXTURE_2D, texture.texture); int count = characterMap.size();
int col, row; if ( count < nRowCharCount ) {
col = count;
row = ;
}
else {
col = nRowCharCount;
row = ceilf(float(count) / col);
}
textureData.resize(row * col * size * size);
for ( auto &ele : textureData ) ele = ; int tex_size_w = col * size;
int tex_size_h = row * size; /* 合并所有字符的位图数据 */
int characterCount = ;
for ( auto it = characterMap.begin(); it != characterMap.end(); ++it ) {
this->copyCharacterData(characterCount / col, characterCount % col, size * col, it->second, tex_size_w, tex_size_h);
characterCount++;
} /* 设置纹理数据 */
glTexImage2D(GL_TEXTURE_2D, , GL_RED, col * size, row * size, , GL_RED, GL_UNSIGNED_BYTE, &textureData[]); /* 设置纹理选项 */
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); /* 解绑纹理 */
glBindTexture(GL_TEXTURE_2D, );
}
函数中的重点是如何把字符表中字符的位图数据合并的一张纹理上。方法是创建一张足够大的纹理,再将纹理切分为 M x N 的块
然后将字符表中字符的位图数据拷贝到对应的格子上,计算字符的纹理坐标
void TextRender::copyCharacterData(int row, int col, int stride, Character* character, float sizew, float sizeh)
{
int w = character->size.x;
int h = character->size.y;
int index = ; if ( character->space ) return; for ( int i = ; i < h; i++ ) {
for ( int j = ; j < w; j++ ) {
index = (row * size + i) * stride + (col * size + j);
textureData[index] = character->data[i * w + j];
}
}
character->texcoord[].set(float(col * size + ) / sizew, float(row * size + h) / sizeh);
character->texcoord[].set(float(col * size + ) / sizew, float(row * size + ) / sizeh);
character->texcoord[].set(float(col * size + w) / sizew, float(row * size + ) / sizeh);
character->texcoord[].set(float(col * size + w) / sizew, float(row * size + h) / sizeh);
}
最后就是渲染了
void TextRender::render()
{
/* 更新纹理 */
if ( bUpdateTexture ) {
bUpdateTexture = false;
this->updateTextTexture();
} /* 获取顶点数据 */
for ( auto& ele : vTexts ) {
GLfloat x = ele.pos.x;
GLfloat y = ele.pos.y; int positionCount = ele.vCharacters.size() * ;
int indexCount = ele.vCharacters.size() * ;
if ( vPositions.size() < positionCount ) {
vPositions.resize(positionCount);
vTexCoords.resize(positionCount);
vIndices.resize(indexCount);
}
nPositionIndex = nIndexIndex = ; int beginIndex = ;
for ( auto& character : ele.vCharacters ) {
GLfloat xpos = x + character->bearing.x * ele.scale;
GLfloat ypos = y - (character->size.y - character->bearing.y) * ele.scale; x += (character->advance >> ) * ele.scale; if ( character->space ) continue; GLfloat w = character->size.x * ele.scale;
GLfloat h = character->size.y * ele.scale; vPositions[nPositionIndex + ].set(xpos + , ypos + , );
vPositions[nPositionIndex + ].set(xpos + , ypos + h, );
vPositions[nPositionIndex + ].set(xpos + w, ypos + h, );
vPositions[nPositionIndex + ].set(xpos + w, ypos + , ); vTexCoords[nPositionIndex + ] = (character->texcoord[]);
vTexCoords[nPositionIndex + ] = (character->texcoord[]);
vTexCoords[nPositionIndex + ] = (character->texcoord[]);
vTexCoords[nPositionIndex + ] = (character->texcoord[]); vIndices[nIndexIndex + ] = ( * beginIndex + );
vIndices[nIndexIndex + ] = ( * beginIndex + );
vIndices[nIndexIndex + ] = ( * beginIndex + );
vIndices[nIndexIndex + ] = ( * beginIndex + );
vIndices[nIndexIndex + ] = ( * beginIndex + );
vIndices[nIndexIndex + ] = ( * beginIndex + ); beginIndex++;
nPositionIndex += ;
nIndexIndex += ;
} static RenderUnit unit;
unit.pPositions = &vPositions[];
unit.nPositionCount = nPositionIndex;
unit.pTexcoords = &vTexCoords[];
unit.pIndices = &vIndices[];
unit.nIndexCount = nIndexIndex;
unit.color = ele.color;
unit.texture = &texture;
unit.renderType = RENDER_TYPE_TEXTURE; pRenderer->pushRenderUnit(unit);
nPositionIndex = nIndexIndex = ;
}
vTexts.clear();
}
在主函数绘制文本
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.8, "基于 OpenGL 编写简易游戏框架 Simple2D", Color(, , , ));
textRender.drawText(, , 0.45, buffer, Color(, , , ));
textRender.render();
运行程序后的结果