# 文本渲染流程
对于文本渲染,首先我们需要引入freetype
库。它主要实现了从字形文件生成位图的功能,从而方便生成材质以供文本渲染。
#include <ft2build.h>
#include <freetype/freetype.h>
#include FT_FREETYPE_H
总共涉及的初始化包括三部分,分别是freetype、shader和vao、vbo的初始化:
void init(std::string font) {
this->init_freetype(font);
this->init_shader();
this->init_buffer();
}
对freetype进行一些初始化工作:
// 初始化freetype
FT_Library ft;
FT_Init_FreeType(&ft)
FT_Face face;
FT_New_Face(ft, font.c_str(), 0, &face)
// 设置字体尺寸
FT_Set_Pixel_Sizes(this->face, 0, 48);
// 禁用字节对齐限制
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
初始化shader:
void init_shader() {
// 导入shader代码,生成和使用program
auto vertex = (const char*)_text_vertex_shader_code;
auto fragment = (const char*)_text_fragment_shader_code;
auto shader = Shader(vertex, fragment);
this->shader = shader;
shader.use();
// 设置投影矩阵
auto app = Application::get_instance();
auto size = app->window_size();
glm::mat4 projection = glm::ortho(
0.0f,
static_cast<float>(size.first),
0.0f,
static_cast<float>(size.second)
);
glUniformMatrix4fv(
glGetUniformLocation(shader.id(), "projection"),
1,
GL_FALSE,
glm::value_ptr(projection)
);
}
shader代码如下:
// vertex.glsl
#version 330 core
layout(location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
// fragment.glsl
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}
进行vao和vbo初始化:
void init_buffer() {
// init vao
unsigned int vao;
glGenVertexArrays(1, &vao);
// init vbo
unsigned int vbo;
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
为每个字符生成一个材质,并且存储该字符到材质的映射以供后续使用:
void TextGenerater::add_character(char32_t c) {
FT_Load_Char(this->face, c, FT_LOAD_RENDER)
// 创建材质
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// 材质参数
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);
// 保存字符参数
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
(unsigned int)face->glyph->advance.x
};
// 创建字符到材质映射
this->character_table.insert(std::pair<char32_t, Character>(c, character));
}
最后就可以进行字体渲染:
void draw_text(
std::string text,
float x,
float y,
float scale,
Color color
) {
this->shader.use();
// 字体颜色
glUniform3f(
glGetUniformLocation(this->shader.id(), "textColor"),
color.r,
color.g,
color.b
);
// 启用材质
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
// 将utf8转换为utf32字符串,即unicode
std::wstring_convert<std::codecvt_utf8<char32_t>, char32_t> utf32conv;
auto s = utf32conv.from_bytes(text);
// 遍历渲染字符
for (auto c = s.begin(); c != s.end(); c++) {
// 如果未找到字符则动态载入
if (!this->character_table.contains(*c)) {
this->add_character(*c);
}
auto ch = this->character_table[*c];
float xpos = x + ch.bearing.x * scale;
float ypos = y - (ch.size.y - ch.bearing.y) * scale;
float w = ch.size.x * scale;
float h = ch.size.y * scale;
// 字体渲染的位置
float vertices[6][4] = { { xpos, ypos + h, 0.0f, 0.0f },
{ xpos, ypos, 0.0f, 1.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos + w, ypos + h, 1.0f, 0.0f } };
// 绑定字符材质
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// 水平移动,以渲染下一个字符
x += (ch.advance >> 6)
* scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
# 中文渲染
对于中文渲染,主要需要修改的地方在于:
- 英文只需要128个字符,与之相对中文(cjk)则需要更多,因此需要使用
char32_t
或wchar_t
替换char
。 - 同理,需要使用
std::wstring
替换std::string
,或是使用以下方法进行格式转换:
std::wstring_convert<std::codecvt_utf8<char32_t>, char32_t> utf32conv;
auto s = utf32conv.from_bytes(text);
- 另外,由于unicode字符非常多,因此无法一次性完成材质创建,需要进行动态载入。在绘制实际字符时进行判断:
if (!this->character_table.contains(*c)) {
this->add_character(*c);
}