プログラムを実行すると、ウィンドウが約 3 秒間表示され (予想どおり白い背景が表示されますが、テキストは表示されません)、その後、FreeType コードにアクセス違反があったことを示すメッセージが表示されます。私のデバッグテキストはフォントが見つからなかったことを出力し、顔の幅と高さも使用できないため、エラーを返します。arial.ttf を .exe ディレクトリ、プロジェクト ディレクトリ、どこにでも置いてみました。サイコロはありません。これが私のmain.cppです:
int main()
{
int running = GL_TRUE;
debug.Print("Program initialized...");
window.Create( 800, 600, "OpenGL");
TEXT text;
while( running )
{
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
text.Create("The quick brown fox jumps over the lazy dog", "arial.ttf", 300, 400, 1, 1, 1, 2/600, 2/800);
glfwSwapBuffers();
}
glDeleteTextures(1, &tex);
glDeleteProgram( shaderProgram );
glDeleteShader( fragmentShader );
glDeleteShader( vertexShader );
glDeleteBuffers( 1, &vbo );
debug.Print("Program terminated.");
}
これが私のText.hです:
#ifndef _TEXT
#define _TEXT
#include "debug.h"
#include <GL/glew.h>
#include <GL/glfw.h>
#include <ft2build.h>
#include FT_FREETYPE_H
class TEXT
{
public:
void Create(char* Text, char* fontName, int posx, int posy, int r, int g, int b, int sizex, int sizey);
};
#endif
これが私のText.cppです:
#define GLEW_STATIC
#include "text.h"
const char* textvertexSource =
"version 150\n"
"in vec4 coord;"
"out vec2 texcoord;"
"void main {"
" gl_Position = vec4(coord.xy, 0, 1);"
" texcoord = coord.zw;"
"}";
const char* textfragmentSource =
"version 150\n"
"in vec2 texcoord;"
"uniform sampler2D tex;"
"uniform vec4 color;"
"void main() {"
" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texcoord).a * color;"
"}";
void TEXT::Create(char* text, char* fontName, int posx, int posy, int r, int g, int b, int sizex, int sizey)
{
// OpenGL functions
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &textvertexSource, NULL );
glCompileShader( vertexShader );
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &textfragmentSource, NULL );
glCompileShader( fragmentShader );
GLuint shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glBindFragDataLocation( shaderProgram, 0, "outColor" );
glLinkProgram( shaderProgram );
glUseProgram( shaderProgram );
GLint posAttrib = glGetAttribLocation( shaderProgram, "coord" );
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0);
GLint colAttrib = glGetAttribLocation( shaderProgram, "color" );
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 4, GL_INT, GL_FALSE, 0, 0);
GLint uniform_tex = glGetUniformLocation(shaderProgram, "tex");
GLuint tex;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(uniform_tex, 0);
GLuint uniform_color = glGetUniformLocation(shaderProgram, "color");
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);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Actual font rendering
FT_Library ft;
if(FT_Init_FreeType(&ft))
debug.Print("Could not initiate freetype library.");
FT_Face face;
if(FT_New_Face(ft, fontName, 0, &face))
{
debug.Print("Could not load font: ");
debug.Print(fontName);
}
FT_Set_Pixel_Sizes(face, sizex, sizey);
FT_GlyphSlot glyph = face->glyph;
const char *p;
for(p = text; *p; p++) {
if(FT_Load_Char(face, *p, FT_LOAD_RENDER))
continue;
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_ALPHA,
glyph->bitmap.width,
glyph->bitmap.rows,
0,
GL_ALPHA,
GL_UNSIGNED_BYTE,
glyph->bitmap.buffer
);
float x2 = posx + glyph->bitmap_left * sizex;
float y2 = -posy - glyph->bitmap_top * sizey;
float w = glyph->bitmap.width * sizex;
float h = glyph->bitmap.rows * sizey;
GLfloat box[4][4] = {
{x2, -y2 , 0, 0},
{x2 + w, -y2 , 1, 0},
{x2, -y2 - h, 0, 1},
{x2 + w, -y2 - h, 1, 1},
};
glBufferData(GL_ARRAY_BUFFER, sizeof box, box, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
posx += (glyph->advance.x >> 6) * sizex;
posy += (glyph->advance.y >> 6) * sizey;
GLfloat color[4] = {r, g, b, 1};
glUniform4fv(uniform_color, 1, color);
}
}