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FabricMC自定义字体渲染出现文字重影问题求助

自定义字体文字重影问题解决

问题根源

你的代码在每帧渲染HUD时都会调用generateTextRenderer(),生成全新的TextRenderer、FontStorage和字体实例。每帧重复加载字体纹理并渲染,多层叠加就会出现重影。

修复步骤

  1. 缓存TextRenderer实例:将TextRenderer改为类的静态成员,只初始化一次,避免每帧重复创建。
  2. 调整初始化逻辑:确保字体资源只加载一次,复用已创建的渲染器。

修改后的代码

package turdz.daycounter.client;

import com.google.gson.GsonBuilder;
import com.google.gson.JsonArray;
import com.google.gson.JsonObject;
import com.mojang.blaze3d.systems.RenderSystem;
import net.fabricmc.fabric.api.client.rendering.v1.HudRenderCallback;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.font.Font;
import net.minecraft.client.font.FontStorage;
import net.minecraft.client.font.FontType;
import net.minecraft.client.font.TextRenderer;
import net.minecraft.client.gui.DrawableHelper;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.text.Text;
import net.minecraft.util.Identifier;

import net.minecraft.util.JsonHelper;
import turdz.daycounter.DayCounter;

import java.util.ArrayList;
import java.util.List;

public class DayOverlay implements HudRenderCallback {
    private static final Identifier DIED = new Identifier(DayCounter.MOD_ID, "textures/aliveicon/dead.png");
    private static final Identifier ALIVE = new Identifier(DayCounter.MOD_ID, "textures/aliveicon/alive.png");
    private static final MinecraftClient CLIENT = MinecraftClient.getInstance();
    // 缓存自定义TextRenderer,只初始化一次
    private static TextRenderer customTextRenderer;

    @Override
    public void onHudRender(MatrixStack matrixStack, float tickDelta) {
        RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f);

        matrixStack.push();
        matrixStack.scale(5.0f, 5.0f, 5.0f);

        assert CLIENT.player != null;
        // 第一次使用时初始化自定义渲染器
        if (customTextRenderer == null) {
            customTextRenderer = generateTextRenderer();
        }

        customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getName().getString()).asOrderedText(), 32, 12, 0xffffff);

        if (CLIENT.player.isDead()) {
            customTextRenderer.draw(matrixStack, Text.literal("§lDay: "), 32, 22, 0xff0000);
            customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getWorld().getTimeOfDay() / 24000), 58, 22, 0x770000);

            RenderSystem.setShaderTexture(0, DIED);
            DrawableHelper.drawTexture(matrixStack, 10, 10, 0, 0, 20, 20, 20, 20);
        } else {
            customTextRenderer.draw(matrixStack, Text.literal("§lDay: "), 32, 22, 0xffffff);
            customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getWorld().getTimeOfDay() / 24000), 58, 22, 0xffff00);

            RenderSystem.setShaderTexture(0, ALIVE);
            DrawableHelper.drawTexture(matrixStack, 10, 10, 0, 0, 20, 20, 20, 20);
        }

        matrixStack.pop();
    }

    private static TextRenderer generateTextRenderer() {
        List<Font> list = new ArrayList<>();
        String json = "{\"providers\":[{\"type\":\"ttf\",\"file\":\"daycounter:arial.ttf\",\"shift\":[0,0],\"oversample\":2}]}";
        JsonArray jsonArray = JsonHelper.getArray(JsonHelper.deserialize(new GsonBuilder().setPrettyPrinting().disableHtmlEscaping().create(), json, JsonObject.class), "providers");

        for (int i = jsonArray.size() - 1; i >= 0; --i) {
            JsonObject jsonObject = JsonHelper.asObject(jsonArray.get(i), "providers[" + i + "]");
            try {
                String stringType = JsonHelper.getString(jsonObject, "type");
                FontType fontType = FontType.byId(stringType);
                Font font = fontType.createLoader(jsonObject).load(CLIENT.getResourceManager());
                if (font != null)
                    list.add(font);
            } catch (RuntimeException e) {
                e.printStackTrace();
            }
        }
        FontStorage storage = new FontStorage(CLIENT.getTextureManager(), new Identifier(DayCounter.MOD_ID, "custom_font_storage"));
        storage.setFonts(list);
        return new TextRenderer(identifier -> storage, true);
    }
}

额外优化建议

  • 把oversample从5调整为2,过高的采样率会增加纹理加载压力,且对字体清晰度提升有限,还可能加剧渲染叠加问题。
  • 更规范的自定义字体加载方式是通过资源包的assets/[modid]/font/default.json定义,而非动态生成JSON,这样能利用Minecraft的字体缓存机制,避免手动管理资源的问题。

内容的提问来源于stack exchange,提问作者Paul Hashmi

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最近更新时间:2026.08.01 02:50:27