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I'm trying to add border/outline to text's drawn using freetype. So far I've found freetype's docs about it but they are a bit inconsistent. Some functions/structs are visible on my project but some are not. For example I can create an outline object like this FT_Outline border; but I can't call the function I need to call in order to apply that outline like the docs says me to do like this: FT_Outline_New( FT_Library library, FT_UInt numPoints, FT_Int numContours, FT_Outline *anoutline );. This question is of no help either, almost all of the functions/structs are not present on my setup.
I'm a bit lost, how am I supposed to implement outlines to my text? Are these methods outdated if so what is the modern method? Am I linking/importing/compiling freetype wrong? I have no errors with freetype whatsoever so I don't think there are any errors with my freetype implementation.
Here is how my text-rendering process looks like:
Text.cpp
Text::Text(text_attributes&& atrib, int gl_width, int gl_height)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader = Shader("./src/opengl/shaders/text.vs", "./src/opengl/shaders/text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
shader.use();
glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
if (FT_Init_FreeType(&ft))
{
exit(0);
}
std::string font_name = "./src/opengl/fonts/" + *atrib.__font_name + ".ttf";
FT_Face face;
if (FT_New_Face(ft, font_name.c_str(), 0, &face)) {
VI_ERROR("ERROR::FREETYPE: Failed to load font");
exit(0) ;
} else {
FT_Outline border;
FT_Set_Pixel_Sizes(face, 0, atrib.__font_size);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++)
{
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
VI_ERROR("ERROR::FREETYTPE: Failed to load Glyph");
continue;
}
// generate texture
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
);
// set texture options
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);
// now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<unsigned int>(face->glyph->advance.x)
};
Characters.insert(std::pair<char, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
glGenVertexArrays(1, &VAO);
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);
}
void Text::render_text(std::string text, float x, float y, float z, std::string hex_color, float angle_rad, bool bg)
{
static const int scale = 1;
shader.use();
glUniform3f(glGetUniformLocation(shader.ID, "textColor"), 0.1, 0.1, 0.1);//color.get_color_float(Utils::RED), color.get_color_float(Utils::GREEN), color.get_color_float(Utils::BLUE));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
GLfloat vertices[6][4] = {
{ 0.0, 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 0.0, 1.0, 0.0, 0.0 },
{ 1.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 0.0 }
};
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
glm::mat4 rotateM = glm::rotate(glm::mat4(1.0f), glm::radians(angle_rad), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 transOriginM = glm::translate(glm::mat4(1.0f), glm::vec3(x, y, z));
std::string::const_iterator c;
GLfloat char_x = 0.0f;
for (c = text.begin(); c != text.end(); c++)
{
Character ch = Characters[*c];
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
GLfloat xrel = char_x + ch.Bearing.x * scale;
GLfloat yrel = y - (ch.Size.y - ch.Bearing.y) * scale;
char_x += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
glm::mat4 scaleM = glm::scale(glm::mat4(1.0f), glm::vec3(w, h, 1.0f));
glm::mat4 transRelM = glm::translate(glm::mat4(1.0f), glm::vec3(xrel, yrel, z));
glm::mat4 modelM = transOriginM * rotateM * transRelM * scaleM;
GLint model_loc = glGetUniformLocation(shader.ID, "model");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(modelM));
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
Text.h
extern "C"{
#include <ft2build.h>
#include FT_FREETYPE_H
}
class Text{
Text(text_attributes&& atrib, int w, int h);
render_text(std::string text, float x, float y, float z, std::string hex_color, float angle_rad, bool bg);
};
You should also include:
#include FT_GLYPH_H //optional glyph management component
#include FT_OUTLINE_H //scalable outline management
#include FT_STROKER_H //functions to stroke outline paths
See also:
https://freetype.org/freetype2/docs/reference/ft2-header_file_macros.html
If you want to render an outline (in the specified order):
FT_Stroker_New
FT_Stroker_Set
FT_Get_Glyph
FT_Glyph_Stroke
if glyph->format == FT_GLYPH_FORMAT_OUTLINE
FT_Raster_Params params
params.flags = FT_RASTER_FLAG_AA | FT_RASTER_FLAG_DIRECT
params.gray_spans = outlineRenderCallback
params.user = user_data
FT_Outline_Render
I've already constructed a 15x15 grid of cubes with glutSolidCube(). Then i have a menu handler in which when I click "Start Game", loads the texture I used to all of the cubes, calling a custom glutSolidCube and having glTexCoord2d before each declaration of vertices, cause we can't have textures on the latter I think. For uploading the texture from an image, I'm using a STB_IMAGE_IMPLEMENTATION implementation having also a header file included. The function loadTextureFromFile(const char *filename) does the loading part.
How can I upload more textures (I want 2 more, in the same loadTextureFromFile() function preferably) and how to handle each texture with the glTexCoord2d()?
Here's my entire code:
#include<iostream>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h> // openGL header
#include <GL/glu.h> // glut header
#include <GL/glut.h> // glut header
#define STB_IMAGE_IMPLEMENTATION
/////////////////////////////////////Textures==============================================/////////////////////////////////////
#include "stb_image.h"
GLuint texture; //the array for our texture
void loadTextureFromFile(const char *filename)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
//glShadeModel(GL_FLAT);
//glEnable(GL_DEPTH_TEST);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// set the texture wrapping/filtering options (on the currently bound texture object)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
int width, height, nrChannels;
unsigned char *data = stbi_load("paper.bmp", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
}
void FreeTexture(GLuint texture)
{
glDeleteTextures(1, &texture);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void
drawBox(GLfloat size, GLenum type)
{
static GLfloat n[6][3] =
{
{-1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{0.0, -1.0, 0.0},
{0.0, 0.0, 1.0},
{0.0, 0.0, -1.0}
};
static GLint faces[6][4] =
{
{0, 1, 2, 3},
{3, 2, 6, 7},
{7, 6, 5, 4},
{4, 5, 1, 0},
{5, 6, 2, 1},
{7, 4, 0, 3}
};
GLfloat v[8][3];
GLint i;
v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
for (i = 5; i >= 0; i--) {
glBegin(type);
glNormal3fv(&n[i][0]);
glTexCoord2d(0.0,0.0);
glVertex3fv(&v[faces[i][0]][0]);
glTexCoord2d(0.0,1.0);
glVertex3fv(&v[faces[i][1]][0]);
glTexCoord2d(1.0,1.0);
glVertex3fv(&v[faces[i][2]][0]);
glTexCoord2d(1.0,0.0);
glVertex3fv(&v[faces[i][3]][0]);
glEnd();
}
}
void APIENTRY
myglutSolidCube(GLdouble size)
{
drawBox(size, GL_QUADS);
}
//int red_color[]={255,0,0};
//int blue_colot[]={0,0,255};
//////////////////////////////=========MENU============/////////////
enum MENU_TYPE //menu options-values
{
MENU_START,
MENU_EXIT,
};
//create the menu - Prototype
void my_createmenu(void);
// Menu handling function declaration - Prototype
void menu(int);
void init()
{ //for 3d lighting
glEnable(GL_DEPTH_TEST); //depth test
glEnable(GL_LIGHTING); //enable light from a single source
glEnable(GL_LIGHT0); //enable white light , diffuse and specular components
glEnable(GL_COLOR_MATERIAL); //track the current color
}
void display()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Black and opaque
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//define the projection matrix just once and use the modelview matrix all other times
glMatrixMode(GL_PROJECTION); //Applies subsequent matrix operations to the projection matrix stack
glLoadIdentity();//Reset
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport); //The params parameter returns four values: the x and y window coordinates of the viewport, followed by its width and height
double aspect = (double)viewport[2] / (double)viewport[3]; // y/width would be 1.0
gluPerspective(60,aspect, 1, 100); //using perspective projection
//gluOrtho2D(0.0,600.0,-60.0,600.0);
glMatrixMode(GL_MODELVIEW); //for trasformations - Applies subsequent matrix operations to the texture matrix stack
glLoadIdentity();
// move back a bit for viewer , cause of gluPerspective
glTranslatef( 0, 0, -35 );
float e=0,f=0;
//construct the grid with reference the central cube
for(int i=0;i<8;i++) {
for(int j=0;j<8;j++) {
glPushMatrix();
glTranslatef(0.0f+e,0.0f+f,0.0f); //right and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
glColor3ub(245, 245, 220); //Beige
glutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f-e,0.0f+f,0.0f); //left and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
glColor3ub(245, 245, 220); //Beige
glutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f+e,0.0f-f,0.0f); //right and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
glColor3ub(245, 245, 220); //Beige
glutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f-e,0.0f-f,0.0f); //left and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
glColor3ub(245, 245, 220); //Beige
glutSolidCube(2.25);
glPopMatrix();
f += -2.63;
}
f=0;
e+=2.63;
}
glutSwapBuffers(); //implicit glFlush
}
//for the second part of program
void display_game()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Black and opaque
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//define the projection matrix just once and use the modelview matrix all other times
glMatrixMode(GL_PROJECTION); //Applies subsequent matrix operations to the projection matrix stack
glLoadIdentity();//Reset
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport); //The params parameter returns four values: the x and y window coordinates of the viewport, followed by its width and height
double aspect = (double)viewport[2] / (double)viewport[3]; // y/width would be 1.0
gluPerspective(60,aspect, 1, 100); //using perspective projection
//glOrtho(0.0f, 600.0f, 600.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW); //for trasformations - Applies subsequent matrix operations to the texture matrix stack
glLoadIdentity();
// move back a bit for viewer , cause of gluPerspective
glTranslatef( 0, 0, -35 );
float e=0,f=0;
glEnable(GL_TEXTURE_2D);
//construct the grid with reference the central cube
for(int i=0;i<8;i++) {
for(int j=0;j<8;j++) {
glPushMatrix();
glTranslatef(0.0f+e,0.0f+f,0.0f); //right and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
//glColor3ub(245, 245, 220); //Beige
//glColor3ub( rand()%255,rand()%255, rand()%255 );
myglutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f-e,0.0f+f,0.0f); //left and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
//glColor3ub( rand()%255,rand()%255, rand()%255 );
myglutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f+e,0.0f-f,0.0f); //right and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f-e,0.0f-f,0.0f); //left and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
f += -2.63;
}
f=0;
e+=2.63;
}
//SEED to some constant value for 2nd part of the program. If it is not used , cubes would change color in runtime
//srand(0x98765432);
glutSwapBuffers(); //implicit glFlush
glDisable(GL_TEXTURE_2D);
}
void reshape(GLsizei width, GLsizei height) {
// GLsizei for non-negative integer // Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height; // Set the viewport to cover the new window
glViewport(0, 0, width, height); // Set the aspect ratio of the clipping volume glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset // Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void timer(int extra)
{
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
void mouseEscape( int button, int state, int x, int y )
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN &&button==MENU_EXIT)
{
int windowID = glutCreateWindow("CUBES");
glutDestroyWindow(windowID);
exit(0);
}
glutPostRedisplay();
}
//for loading the texture
const char* filename = "salt_on_spoon.bmp";
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(600,600);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE| GLUT_MULTISAMPLE);
glEnable(GL_MULTISAMPLE); //anti-alliasing
glutCreateWindow("CUBES");
//create and handle the menu
my_createmenu();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(0, timer, 0);
init();
//glEnable(GL_TEXTURE_2D); //for texture
//glutMouseFunc(mouseEscape);
//glutKeyboardFunc(keyEscape);
//Load our texture
//loadTextureFromFile(filename);
glutMainLoop();
//Free our texture
//FreeTexture(texture);
return 0;
}
//create the menu-entries
void my_createmenu(void) {
// Create a menu
glutCreateMenu(menu);
// Add menu items
glutAddMenuEntry("Start Game", MENU_START);
glutAddMenuEntry("Exit", MENU_EXIT);
// Associate a mouse button with menu
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
// Menu handling function-what to do in each value
void menu(int item)
{
switch (item)
{
case MENU_START: {
//glEnable(GL_TEXTURE_2D); //for texture
//Load our texture
loadTextureFromFile(filename);
glutDisplayFunc(display_game);
}
break;
case MENU_EXIT:
{
int windowID = glutCreateWindow("CUBES"); //exit game
glutDestroyWindow(windowID);
exit(0);
}
break;
default:
{ /* Nothing */ }
break;
}
glutPostRedisplay();
return;
}
I'm doing the texture loading part in the menu function. How will I be able to handle three textures? The ultimate goal is to make a rand call also for the three textures to be rendered on the cubes.
I also have two pictures: 1st: when the program begins:
2nd: after clicking "Star Game" where you can see the texture rendered in all of the cubes:
The goal is for more 2 types of textures and all of them render in random cubes.
You can create more than 1 texture object.
glBindTexture binds a named texture to a texturing target, that is a global state. glTexImage2D specify a two-dimensional texture image for the texture, which is currently bound to the specified target. glTexParameter set parameter to the texture object.
I recommend to write a function which loads a texture form a file to a given texture object (name id):
void loadTextureFromFile(const char *filename, unsigned int texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
int width, height, nrChannels;
unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, data);
//glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
}
const char* filename1 = "salt_on_spoon.bmp";
const char* filename2 = ...;
const char* filename3 = ...;
unsigned int tob[3];
int main(int argc, char **argv)
{
// [...]
glGenTextures(3, &tob[0]);
loadTextureFromFile(filename1, tob[0]);
loadTextureFromFile(filename2, tob[1]);
loadTextureFromFile(filename3, tob[2]);
// [...]
}
When two-dimensional texturing is enabled, then the image of the texture object, which is currently bound to the target GL_TEXTURE_2D is wrapped on the mesh.
You've to bind the proper texture object, before you draw the geometry. e.g:
for(int i=0;i<8;i++) {
for(int j=0;j<8;j++) {
glBindTexture(GL_TEXTURE_2D, tob[0]);
glPushMatrix();
glTranslatef(0.0f+e,0.0f+f,0.0f); //right and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, tob[1]);
glPushMatrix();
glTranslatef(0.0f-e,0.0f+f,0.0f); //left and below
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, tob[2]);
glPushMatrix();
glTranslatef(0.0f+e,0.0f-f,0.0f); //right and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, tob[0]);
glPushMatrix();
glTranslatef(0.0f-e,0.0f-f,0.0f); //left and up
glRotatef(20.0f,1.0f,-2.0f,0.0f); //looking 3d
myglutSolidCube(2.25);
glPopMatrix();
f += -2.63;
}
f=0;
e+=2.63;
}
Note, the distribution of the textures is just an example. You've to ensure that unsigned int tob[3]; is declared before, in global namespace.
This is my first OpenGL program. I have written almost the same thing in WebGL which it works. I am translating that to OpenGL. However I am using sample code from many places and I don't know if everything makes sense. Obviously there's something wrong which I can't figure out and causes the output to be close but still different.
I am creating a 2x2 texture filling it with data { 1.0,2.0,3.0,4.0 } and using a simple shader to copy to an output texture of the same size. What is get is:
Result: [1,2,0,4,]
Below I'm pasting my code and my shader scripts as well. Thanks for reviewing this.
Vertex Shader:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(position, 1.0f);
TexCoord = texCoord;
}
Frag Shader:
#version 330 core
precision highp float;
in vec2 TexCoord;
out vec4 TexelValue;
// Texture samplers
uniform sampler2D A;
void main()
{
TexelValue = vec4(texture(A, TexCoord).r);
}
Code with error checking removed:
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
void createTexture(GLuint texture, int width, int height, GLint internalFormat, GLenum format, GLenum type, const void *data)
{
glBindTexture(GL_TEXTURE_2D, texture);
// Set our texture parameters
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// set texenv to replace instead of the default modulate
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, data);
}
void uploadAndBindGeometry(const void* vertices, int verticesByteLength)
{
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verticesByteLength, vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
// Texture Coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
}
void bindInputTexture(int index, GLuint texture, GLint location)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(location, index);
}
void initFBO(GLuint *fb, int width, int height) {
glGenFramebuffersEXT(1, fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fb);
glViewport(0, 0, width, height);
}
// The MAIN function, from here we start the application and run the game loop
int main()
{
glfwInit();
GLuint fb;
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
glfwMakeContextCurrent(window);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
glewGetExtension("GL_ARB_texture_float");
glewGetExtension("GL_EXT_framebuffer_object");
glewGetExtension("GL_ARB_color_buffer_float");
glDisable(GL_BLEND);
glDisable(GL_ALPHA);
glDisable(GL_DEPTH);
glDisable(GL_STENCIL);
// Build and compile our shader program
Shader ourShader("core.vs", "core.frag");
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat vertices[] =
{
// Positions // Texture Coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // Bottom Left
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
uploadAndBindGeometry(vertices, sizeof(vertices));
// Load and create textures
float adata[] = { 1.0,2.0,3.0,4.0 };
int adims[] = { 2, 2 };
int cdims[] = { 2, 2 };
float cdata[2 * 2] = { 0 };
// ===================
// Texture
// ===================
GLuint texture[2];
glGenTextures(2, &texture[0]);
createTexture(texture[0], adims[1], adims[0], GL_R32F, GL_RED, GL_FLOAT, (void*)adata);
createTexture(texture[1], cdims[1], cdims[0], GL_R32F, GL_RED, GL_FLOAT, (void*)NULL);
// Draw the triangle
ourShader.Use();
initFBO(&fb, cdims[1], cdims[0]);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
int locationA = glGetUniformLocation(ourShader.Program, "A");
bindInputTexture(0, texture[0], locationA);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFlush();
// read output
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, cdims[1], cdims[0], GL_RED, GL_FLOAT, cdata);
std::cout << "Result: [";
for (int i = 0; i < 2 * 2; ++i)
{
std::cout << cdata[i] << ",";
}
std::cout << "]" << std::endl;
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return EXIT_SUCCESS;
}
Obviously there's something wrong which I can't figure out and causes the output to be close but still different.
Changed my coordinates to these and it started working. Of course I don't understand why
When you draw the rectangle, then you use the primitive type triangle stripe GL_TRIANGLE_STRIP
The order of the vertex coordinates in a triangle strip looks like this:
0 2 4
x x x
| / | / |
| / | / |
x x x
1 3 5
The vertices of your question
GLfloat vertices[] =
{
// Positions // Texture Coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // Bottom Left
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
have the following order:
3 0
x x
| |
| |
x-----x
2 1
The primitives with this order would draw a quad, by the use of the primitive type GL_TRIANGLE_FAN
The new and changed vertices
GLfloat vertices[] =
{
-1.0, 1.0, 0.0, 0.0, 1.0, // upper left
-1.0, -1.0, 0.0, 0.0, 0.0, // lower left
1.0, 1.0, 0.0, 1.0, 1.0, // upper right
1.0, -1.0, 0.0, 1.0, 0.0 // lower right
};
have the proper order of a triangle strip:
0 2
x x
| / |
| / |
x x
1 3
Changed my coordinates to these and it started working. Of course I don't understand why:
GLfloat vertices[] =
{
-1.0, 1.0, 0.0, 0.0, 1.0, // upper left
-1.0, -1.0, 0.0, 0.0, 0.0, // lower left
1.0, 1.0, 0.0, 1.0, 1.0, // upper right
1.0, -1.0, 0.0, 1.0, 0.0 // lower right
};
To make my maze type game faster I decided to put my drawed ball inside a texture, because i have to draw it otherwise once for every room and I'm drawing it like a concave polygon using the stencil buffer, it takes more time than using a texture. The problem is, that I'm getting it inside a texture correctly from the back buffer when I'm rendering the third frame since the start of the game and my question is, why is it like so?
When I'm using a texture from the thirst frame, I'm having texture with solid white color, so it has nothing inside. When I'm using textures from the second frame, then I have only the black background of the desired texture and when I take the texture from the third frame, then I have desired texture. For frame count I use the static variable "done" inside the "drawTexture" function.
Copying from the first frame:
Copying from the second frame:
Copying from the third frame (desired outcome):
void DrawBall::drawTexture(float imageD) {
static int done = 0;
if (done < 3) {
drawToTexture(imageD);
done++;
}
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
glColor3f(1, 1, 1);
glBegin (GL_QUADS);
glTexCoord2f (0.0, 0.0); glVertex3f (0.0, 0.0, -imageD);
glTexCoord2f (1.0, 0.0); glVertex3f (5.0, 0.0, -imageD);
glTexCoord2f (1.0, 1.0); glVertex3f (5.0, 5.0, -imageD);
glTexCoord2f (0.0, 1.0); glVertex3f (0.0, 5.0, -imageD);
glEnd ();
glDisable(GL_TEXTURE_2D);
}
void DrawBall::drawToTexture(float imageD) {
int viewport[4];
glGetIntegerv(GL_VIEWPORT, (int*) viewport);
int textureWidth = 64;
int textureHeight = 64;
texture = genEmptyTexture(textureWidth, textureHeight);
glViewport(0, 0, textureWidth, textureHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, 1, 1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
This function calculates the vertexes for the ball
inside a vector<vector<float>> variable "test"
*/
_calculateCircleVertexes(0.0f, 0.0f, -2.0f, 0.249f, &test, 20);
_displayBall(&test, 0.0f, 0.0f, 0.5f, -2.0f, &*smallBallColor);
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, textureWidth, textureHeight, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)viewport[2] / (GLfloat)viewport[3], 1.0f, imageD + 10.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLuint DrawBall::genEmptyTexture(unsigned int width, unsigned int height) {
GLuint txtIndex;
glGenTextures(1, &txtIndex);
glBindTexture(GL_TEXTURE_2D, txtIndex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
return txtIndex;
}
void DrawBall::_displayBall(vector<vector<GLfloat>> *vertexes, GLfloat x, GLfloat y
, GLfloat imageW, GLfloat imageD, color *color) {
glTranslatef(x, y, imageD);
glClearStencil(0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NEVER, 0, 1);
glStencilOp(GL_INVERT, GL_INVERT, GL_INVERT);
glBegin(GL_POLYGON);
vector<vector<GLfloat>>::iterator it = vertexes->begin();
for (; it != vertexes->end(); it++) {
glVertex3f((*it)[0], (*it)[1], 0.0f);
}
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glColor3f(color->r, color->g, color->b);
glBegin(GL_QUADS);
glVertex3f(-(imageW / 2.0f), -(imageW / 2.0f), 0.0f);
glVertex3f( (imageW / 2.0f), -(imageW / 2.0f), 0.0f);
glVertex3f( (imageW / 2.0f), (imageW / 2.0f), 0.0f);
glVertex3f(-(imageW / 2.0f), (imageW / 2.0f), 0.0f);
glEnd();
glDisable(GL_STENCIL_TEST);
glTranslatef(x, y, -imageD);
}
You should not use the window framebuffer (which includes both back- and frontbuffer) for render to texture operations. It just breaks to easily (you've experienced it). Instead use a so called Framebuffer Object, with the texture as rendering target.
Well, Datenwolf, thank you for your suggestion, you are probably right but I just want to use the advanced stuff as less as possible and I found my mistakes. I didn't get the desired outcome before the second frame because I didn't have yet enabled stencil test. Before the first frame I didn't get the desired outcome because in the window creation Windows sends WM_SIZE message and I had the draw message inside it but at that time the OpenGL isn't set up properly yet.
I'm just testing this stuff out, so I don't need an alternate approach (no GL extensions). Just hoping someone sees an obvious mistake in my usage of GLES.
I want to take an bitmap of a glyph that is smaller than 32x32 (width and height are not necessarily powers of 2) and put it into a texture so I can render it. I've first created an empty 32x32 texture then I copy the pixels into the larger texture.
Gluint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTextImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 32, 32, 0,
GL_ALPHA, GL_UNSIGNED_BYTE NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap.width(), bitmap.height(),
GL_ALPHA, GL_UNSIGNED_BYTE, bitmap.pixels());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParamteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParamteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Then I try to draw only the bitmap portion of the texture using the texture coordinates:
const GLfloat vertices[] = {
x + bitmap.width(), y + bitmap.height(),
x, y + bitmap.height(),
x, y,
x + bitmap.width(), y
};
const GLfloat texCoords[] = {
0, bitmap.height() / 32,
bitmap.width() / 32, bitmap.height() / 32,
0, 0,
bitmap.width() / 32, 0
};
const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
Now if all were well in the world, the size of the square created by the vertices would be the same size as the bitmap portion of the texture and it would draw my bitmap exactly.
Lets say for example that my glyph was 16x16, then it should take up the bottom left quadrant of the 32x32 texture. Then the texCoords would seem to be correct with (0, 0.5), (0.5, 0.5), (0, 0) and (0.5, 0).
However my 12x12 'T' glyph looks like this:
Anyone know why?
BTW. I start by setting up the projection matrix for 2D work as such:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, 480, 800, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslate(0.375f, 0.375f, 0.0f); // for exact pixelization
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_ALPHA);
glEnable(GL_TEXTURE_2D);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
The mapping between vertex coordinates and texture coordinates seems to be mixed up. Try changing your vertex coordinates to:
const GLfloat vertices[] = {
x, y + bitmap.height(),
x + bitmap.width(), y + bitmap.height(),
x, y,
x + bitmap.width(), y
};
As an aside:
I don't think you need to go the route via vertex indices in your case. Easier would be a call to glDrawArrays:
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
(as you have already set up your glVertexPointer and glTexCoordPointer).