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如何在C++中使用GLUT/OpenGL绘制文本?

在C++中使用GLUT/OpenGL绘制文本,您需要使用一个库,例如FreeType。FreeType是一个用于处理字体文件的软件开发工具包,它可以让您轻松地在OpenGL应用程序中渲染文本。以下是一个简单的步骤来实现这个目标:

  1. 下载并安装FreeType库。您可以从其官方网站(https://www.freetype.org/)下载它。
  2. 在您的C++项目中包含FreeType头文件:
代码语言:cpp
复制
#include <ft2build.h>
#include FT_FREETYPE_H
  1. 初始化FreeType库:
代码语言:cpp
复制
FT_Library ft;
if (FT_Init_FreeType(&ft))
    std::cout << "ERROR::FREETYPE: Could not init FreeType Library"<< std::endl;
  1. 加载字体文件:
代码语言:cpp
复制
FT_Face face;
if (FT_New_Face(ft, "path/to/font/file", 0, &face))
    std::cout << "ERROR::FREETYPE: Failed to load font"<< std::endl;
  1. 设置字体大小:
代码语言:cpp
复制
FT_Set_Pixel_Sizes(face, 0, 48);
  1. 为每个字符生成纹理:
代码语言:cpp
复制
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLubyte c = 0; c < 128; c++)
{
    if (FT_Load_Char(face, c, FT_LOAD_RENDER))
    {
        std::cout << "ERROR::FREETYTPE: Failed to load Glyph"<< std::endl;
        continue;
    }
    GLuint 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
    );
    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);
    Character character = {
        texture,
        glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
        glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
        face->glyph->advance.x
    };
    Characters.insert(std::pair<GLchar, Character>(c, character));
}
  1. 在渲染循环中绘制文本:
代码语言:cpp
复制
std::string text = "Hello, World!";
glUseProgram(shaderProgram);
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"), 1.0f, 1.0f, 1.0f);
glActiveTexture(GL_TEXTURE0);
for (char c : text)
{
    Character ch = Characters[c];
    GLfloat xpos = x + ch.Bearing.x * scale;
    GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;

    GLfloat w = ch.Size.x * scale;
    GLfloat h = ch.Size.y * scale;
    glBindTexture(GL_TEXTURE_2D, ch.TextureID);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * 6 * 4, glm::value_ptr(glm::vec4(xpos, ypos + h, 0.0, 0.0)));
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, sizeof(GLfloat) * 6 * 4, glm::value_ptr(glm::vec4(xpos, ypos, 0.0, 0.0)));
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 12 * 4, sizeof(GLfloat) * 6 * 4, glm::value_ptr(glm::vec4(xpos + w, ypos, 0.0, 1.0)));
    glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 18 * 4, sizeof(GLfloat) * 6 * 4, glm::value_ptr(glm::vec4(xpos + w, ypos + h, 0.0, 1.0)));
    glDrawArrays(GL_TRIANGLES, 0, 6);
    x += (ch.Advance >> 6) * scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

通过这些步骤,您可以在C++中使用GLUT/OpenGL绘制文本。

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