So I am having some trouble with applying a texture to my mesh in OpenGL. I have looked high and low for a solution but have not found a solution in many hours of research.
I am hoping another pair of eyes might be able to catch the error in my code.
Everything works great when I set a color in my shader, but if I try to pass it a texture, I either get
A completely invisible mesh, if the image loaded has transparency OR
A uniformly colored mesh that seems to be a mix of the actual colors in my image (in the case of images without transparency).
The code below draws a simple square and (should) apply a texture to it.
Image Loader:
void Texture::loadTexture(const char* _filename)
{
char fn[255] = "assets/textures/";
strcat(fn, _filename);
std::cout << fn << std::endl;
FREE_IMAGE_FORMAT format = FreeImage_GetFileType(fn, 0);
FIBITMAP* bitmap = FreeImage_Load(format, fn);
FIBITMAP* bitmap32 = nullptr;
unsigned int bitsPerPixel = FreeImage_GetBPP(bitmap);
std::cout << "Image BPP: " << bitsPerPixel << std::endl;
int imageWidth = FreeImage_GetWidth(bitmap);
int imageHeight = FreeImage_GetHeight(bitmap);
std::cout << "Image size: " << imageWidth << " x " << imageHeight << std::endl;
if (bitsPerPixel != 32)
bitmap32 = FreeImage_ConvertTo32Bits(bitmap);
else
bitmap32 = bitmap;
BYTE* textureData = FreeImage_GetBits(bitmap32);
//for(int i = 0; i < imageWidth * imageHeight * 4; i += 4) {
// std::cout << (int)textureData[i] << ", " << (int)textureData[i+1] << ", " << (int)textureData[i+2] << ", " << (int)textureData[i+3] << std::endl;
//}
glBindTexture(GL_TEXTURE_2D, m_ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, imageWidth, imageHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*)textureData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
FreeImage_Unload(bitmap);
if (bitsPerPixel != 32)
FreeImage_Unload(bitmap32);
}
I have confirmed that the image file loads and that the data is correct by outputting the image data in a readable format. The results are as expected.
My main loop:
int main()
{
const std::vector<sun::Vertex> vertices = {
sun::Vertex(sun::Vector3f(-4.0f, 4.0f, 0.0f), sun::Vector2f(0.0f, 1.0f)),
sun::Vertex(sun::Vector3f(4.0f, 4.0f, 0.0f), sun::Vector2f(1.0f, 1.0f)),
sun::Vertex(sun::Vector3f(-4.0f, -4.0f, 0.0f), sun::Vector2f(0.0f, 0.0f)),
sun::Vertex(sun::Vector3f(4.0f, -4.0f, 0.0f), sun::Vector2f(1.0f, 0.0f))
};
const std::vector<unsigned int> indices = {0, 1, 2, 1, 3, 2};
sun::Window window("My Game", 1280, 800);
sun::Shader shader("basic.vs", "basic.fs");
sun::Mesh mesh;
sun::Transform transform;
sun::Texture texture;
transform.setProjection(70.0f, window.getWidth(), window.getHeight(), 1.0f, -1000.0f);
mesh.addVertices(vertices, indices);
texture.loadTexture("test2.png");
shader.addUniform("transform");
shader.bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Start the main loop
while (!window.closeWindow()) {
// Render
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.3f, 0.8f, 1.0f, 1.0f);
transform.setTranslation(0.0f, 0.0f, 10.0f);
shader.setUniform("transform", transform.getProjectedTransformation());
texture.bind(); // { glBindTexture(GL_TEXTURE_2D, m_ID); }
glEnable(GL_TEXTURE_2D);
mesh.draw(); // See below for details.
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
window.update();
}
return 1;
}
The mesh.draw() method:
void Mesh::draw()
{
//std::cout << m_Index << std::endl;
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)sizeof(Vector3f));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IBO);
glDrawElements(GL_TRIANGLES, m_SizeIndices, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
And at last, my Vertex and Fragment shaders respectively:
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;
uniform mat4 transform;
out vec2 coords;
void main()
{
gl_Position = transform * vec4(position, 1.0f);
coords = texCoord;
}
#version 330 core
in vec2 coord;
uniform sampler2D sampler;
void main()
{
gl_FragColor = texture2D(sampler, coord.xy);//vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
As added information, the following OpenGL parameters are set/enabled during initialisation:
void Window::init()
{
// Set viewport size
glfwGetFramebufferSize(m_Window, &m_Width, &m_Height);
glViewport(0, 0, m_Width, m_Height);
// Set vsync
glfwSwapInterval(0);
// Set face culling and depth test.
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
// Enable 2D textures
glEnable(GL_TEXTURE_2D);
// Enable gamma correction
glEnable(GL_FRAMEBUFFER_SRGB);
}
Any help would be greatly appreciated.
Thank you!
Annnnd I found my issue. Goes to show that staring at your own code for too long makes you miss the most obvious things.
The problem was in my shader. The Vertex Shader was outputting
vec2 coords
But the fragment shader was waiting for
vec2 coord
Once I changed the variable names to match, I got my texture.
Related
I am using MS visual studio 2019 and just learning opengl in c++. I started learning from https://learnopengl.com and it showed many ways to load textures . I just used stb image for loading textures and here's the function for loading a texture :
static unsigned int loadTexture(char const* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
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_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
I tried loading it in a rectangle but somehow it doesn't seem to print properly on it. I'm stuck for a couple of hours and still couldn't find what mistake I've made.
here's the code for initializing the VAO and VBO:
inline void InitTextureBuffer(const char* img_filepath)
{
texture_shader.Bind();
tex_img_id = loadTexture(img_filepath);
glGenVertexArrays(1, &tex_VAO);
glGenBuffers(1, &tex_VBO);
glBindVertexArray(tex_VAO);
glBindBuffer(GL_ARRAY_BUFFER, tex_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
texture_shader.Unbind();
}
and function to draw the rect :
inline void Draw_Rectangle_IMG(_Point _min, _Point _max)
{
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(tex_VAO);
texture_shader.Bind();
float vertices[] =
{
_min.x, _min.y, 0.0f, 0.0f ,
_max.x, _min.y, 0.0f, 1.0f ,
_max.x, _max.y, 1.0f, 1.0f ,
_min.x, _min.y, 0.0f, 0.0f ,
_max.x, _max.y, 1.0f, 1.0f ,
_min.x, _max.y, 1.0f, 0.0f ,
};
glBindTexture(GL_TEXTURE_2D, tex_img_id);
glBindBuffer(GL_ARRAY_BUFFER, tex_VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
texture_shader.Unbind();
}
the shaders I've used:
const std::string texture_shader_vs =
{
"#version 330 core\n"
"layout(location = 0) in vec2 aPos;\n"
"layout(location = 1) in vec2 aTexCoord;\n"
"\n"
"out vec2 TexCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos,0.0f, 1.0f);\n"
" TexCoord = aTexCoord;\n"
"}\n"
};
const std::string texture_shader_fs =
{
"#version 330 core\n"
"out vec4 FragColor;\n"
"\n"
"in vec2 TexCoord;\n"
"\n"
"// texture sampler\n"
"uniform sampler2D texture1;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = texture(texture1, TexCoord);\n"
"}\n"
};
And the function where I did the calls:
_Point p1, p2;
p1 = _Point(-0.5f, -0.25f);
p2 = _Point(0.5f, 0.25f);
ogl.InitTextureBuffer("resources/textures/1.png");
while (!glfwWindowShouldClose(ogl.GetWindow()))
{
glClear(GL_COLOR_BUFFER_BIT);
ogl.Draw_Rectangle_IMG(p1, p2);
glfwSwapBuffers(ogl.GetWindow());
glfwPollEvents();
}
The texture i tried to print is :
but the result I get is
I can't seem to find the error .Any help would be appreciated. Thanks!
The association of the texture coordinates to the vertices is wrong. Change to:
float vertices[] =
{
_min.x, _min.y, 0.0f, 1.0f,
_max.x, _min.y, 1.0f, 1.0f,
_max.x, _max.y, 1.0f, 0.0f,
_min.x, _min.y, 0.0f, 1.0f,
_max.x, _max.y, 1.0f, 0.0f,
_min.x, _max.y, 0.0f, 0.0f,
};
By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.
This is because the GL_UNPACK_ALIGNMENT parameter by default is 4. When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4 this may cause a misalignment.
Change the alignment by setting the GL_UNPACK_ALIGNMENT to 1, before specifying the texture image with glTexImage2D:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
When you remove glGenerateMipmap(GL_TEXTURE_2D);, then you have to change the minifying function (GL_TEXTURE_MIN_FILTER) as well. Since the filter is GL_LINEAR_MIPMAP_LINEAR, the texture would be "Mipmap Incomplete" if you do not change the minimize function to GL_NEAREST or GL_LINEAR.
Whenever I run my code for OpenGL, the window that I create will pop-up for a few seconds as a blank, white, window and then immediately crashed. I get the error code: (process 15692) exited with code -1073741819.
I'm not sure what the problem is. I used some classes that I made such as, Shader which just creates a program given two shaders. Here is the code below:
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#ifndef STBI_INCLUDE_STB_IMAGE_H
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#endif
#include "Shader.h"
void processInput(GLFWwindow* window, Shader Program) {
static glm::mat4 BasicMatrix;
static glm::vec3 BasicVector;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
BasicMatrix = glm::mat4(1.0f);
BasicMatrix = translate(BasicMatrix, glm::vec3(0.05f, 0.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(Program.ID, "Matrices"), 1, GL_FALSE, glm::value_ptr(BasicMatrix));
}
}
void runTest() {
if (!glfwInit()) {
throw(-1);
std::cout << "Error: GLFW Init Failed" << std::endl;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1920, 1080, "HAHAH BRRR", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW Window \n";
glfwTerminate();
throw (-1);
}
glfwMakeContextCurrent(window);
glewExperimental = true;
if (glewInit() != GLEW_OK) {
std::cout << "GLEW INIT FAILED\n";
exit(1);
}
//The first two parameters set the position of the lower left corner
glViewport(0, 0, 1920, 1080);
float vertex[] = {
-0.15f, -0.15f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.15f, 0.15f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.15f, 0.15f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.15f, 0.15f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int vertices[] = {
0, 1, 3,
3, 1, 2
};
const char* vertexTexShader =
"#version 330 core\n"
"\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"layout (location = 2) in vec2 TexCoords;\n"
"\n"
"out vec3 Color;\n"
"out vec2 TexCoord;\n"
"\n"
"uniform mat4 Matrices;\n"
"\n"
"void main(){\n"
"\n"
"gl_Position = Matrices * vec4(aPos, 1.0f);\n"
"Color = aColor;\n"
"TexCoord = TexCoords;\n"
"\n"
"}\n";
const char* fragmentTexShader =
"#version 330 core\n"
"\n"
"in vec3 Color;\n"
"in vec2 TexCoord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D texture1;\n"
"\n"
"void main(){\n"
"\n"
"\n"
"FragColor = texture(texture1, TexCoord) * Color;\n"
"\n"
"\n"
"}\n";
Shader GameProgram(vertexTexShader, fragmentTexShader, 1);
unsigned int VAO4, VBO4, EBO4;
glGenVertexArrays(1, &VAO4);
glBindVertexArray(VAO4);
glGenBuffers(1, &VBO4);
glBindBuffer(GL_ARRAY_BUFFER, VBO4);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
glGenBuffers(GL_ELEMENT_ARRAY_BUFFER, &EBO4);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO4);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int Texture3;
glGenTextures(1, &Texture3);
glBindTexture(GL_TEXTURE_2D, Texture3);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
int width, heigth, nrChannles;
unsigned char* data = stbi_load("src/Images/awesomeface.png", &width, &heigth, &nrChannles, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, width, heigth, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "ERROR: Could Not Generate Texture\n REASON:";
std::cout << stbi_failure_reason();
}
GameProgram.use();
glUniform1i(glGetUniformLocation(GameProgram.ID, "texture1"), 0);
while (glfwWindowShouldClose(window)) {
processInput(window, GameProgram);
glClearColor(0.5f, 0.2f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture3);
glBindVertexArray(VAO4);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
}
All the errors in your application can be easily found while debugging your program. Hence I voted to close your question.
Anyway here is a brief list of your mistakes:
The shader program fails to compile, because the type of the variable Color is vec3:
"FragColor = texture(texture1, TexCoord) * Color;
FragColor = texture(texture1, TexCoord) * vec4(Color, 1.0);
Furthermore there is a typo:
glGenBuffers(GL_ELEMENT_ARRAY_BUFFER, &EBO4);
glGenBuffers(1, &EBO4);
The 2nd argument of glTexImage2D must be 0:
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, width, heigth, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, heigth, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
Your application loop terminates immediately:
while (glfwWindowShouldClose(window)) {
while (!glfwWindowShouldClose(window)) {
I am working on a 2D game engine and I want to implement text rendering. I want to use freetype. I have the following code:
GLuint va;
glGenVertexArrays(1, &va);
GLuint vb;
glGenBuffers(1, &vb);
glBindVertexArray(va);
glBindBuffer(GL_ARRAY_BUFFER, vb);
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);
FT_Face testface;
FT_Error error;
error = FT_New_Face(ftlib, "arial.ttf", 0, &testface);
if (error == FT_Err_Unknown_File_Format)
{
std::cout << "Font format not supported" << std::endl;
}
else if (error)
{
std::cout << "Something else" << "\n";
}
error = FT_Set_Pixel_Sizes(testface, 0, 48);
if (error)
{
std::cout << "Problem with set px szes occ\n";
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++)
{
if (FT_Load_Char(testface, c, FT_LOAD_RENDER))
{
std::cout << "Error. Failed to load glyph "<<c<<"\n";
continue;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
testface->glyph->bitmap.width,
testface->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
testface->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 newchar = {
texture,
glm::ivec2(testface->glyph->bitmap.width, testface->glyph->bitmap.rows),
glm::ivec2(testface->glyph->bitmap_left, testface->glyph->bitmap_top),
testface->glyph->advance.x
};
characters.insert(std::pair<char, Character>{c, newchar});
}
FT_Done_Face(testface);
//glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glUseProgram(text_shader_program);
glUniform4f(glGetUniformLocation(text_shader_program, "textColor"), 1.f, 1.f, 1.f, 1.f);
glActiveTexture(GL_TEXTURE0);
std::string::const_iterator c;
std::string text = "TEST";
glBindVertexArray(va);
float x = 0.f;
for (c = text.begin(); c != text.end(); c++)
{
Character ch = characters[*c];
float xpos = x + ch.bearing.x;
float ypos = 0.f - (ch.size.y - ch.bearing.y);
float w = ch.size.x;
float h = ch.size.y;
float vertices[6][4] = {
{xpos, ypos + h, 0.f, 0.f},
{xpos, ypos, 0.f, 1.f},
{xpos + w, ypos, 1.f, 1.f},
{xpos, ypos + h, 0.f, 0.f},
{xpos + w, ypos, 1.f, 1.f},
{xpos + w, ypos + h, 1.f, 0.f}
};
glBindTexture(GL_TEXTURE_2D, ch.textureID);
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (ch.advance >> 6);
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
I initialize the library (before the above code happens) with
FT_Error error = FT_Init_FreeType(&ftlib);
if (error)
{
std::cout << "????" << std::endl;
}
The face and library initializes properly, glyphs are loaded, but nothing is drawn. I don't use camera, so all the coordinates are in space -1 to 1 if that matters.
I have the following shaders for text rendering:
vertexshader
#version 330 core
layout(location=0) in vec4 vertex;
out vec2 TextCoords;
void main() {
gl_Position = vec4(vertex.xy, 0.0, 1.0);
TextCoords = vertex.zw;
}
fragmentshader
#version 330 core
in vec3 TextCoords;
out vec4 color;
uniform sampler2D text;
uniform vec4 textColor;
void main(){
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TextCoords).r);
color = textColor * sampled;
}
Update:
I changed the line FT_Set_Pixel_Sizes(testface, 0, 48) to FT_Set_Pixel_Sizes(testface, 0, 1) and I got a huge gray rectangle where the text should be.
Has anyone got any ideas?
The problem seems to be the result of not using z-coordinate. The problem is, when using coordinate space -1 to 1, the text is rendering in too big scale to be seen or recognized. The solution is to use the z-coordinate as a static camera view, so for 500x500 window the borders are -250.f and 250.f
I am trying to implement polygon selection through clicking by first drawing triangle IDs to an off-screen framebuffer and then reading back pixel values at clicked positions via glReadPixels. I am passing ID as unsigned integer to each vertex (and I confirmed that the buffer is correct from apitrace) and outputting it as uvec4 in fragment shader. I set up the framebuffer as RGBA8UI texture (also confirmed units to be correct from apitrace). There is no opengl error and also checked that framebuffer is complete.
The problem is that the output image where the IDs should be always has a value of 255. The area covered by the triangles are modified from the glClear value but they are not (id, 0, 0, 0) but always (255, 0, 0, 0). The exception is those with ID of 0. It seems like somewhere in the shader, the ID is converted to 255 if the ID is not 0. Is this the expected behavior from the code below? Am I doing something wrong?
Vertex buffer:
x (float), y (float), z (float), tx (float), ty (float), id (unsigned int)
Vertex shader:
#version 330 core
// Input
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in uint id;
// Output (Varying)
out vec2 v_texCoord;
flat out uint v_id;
// Uniform
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
void main()
{
v_texCoord = texCoord;
v_id = id;
gl_Position = u_projection * u_view * u_model * vec4(position, 1.0);
}
Fragment shader:
#version 330 core
// Input (Varying)
in vec2 v_texCoord;
flat in uint v_id;
// Output
layout(location = 0) out uvec4 color;
void main()
{
color = uvec4(v_id, 0, 0, 0);
}
GL_VERSION is 3.3.0 NVIDIA 419.35 and I have updated the driver yesterday.
-- Edit --
I was down-voted for lack of information so I created a separate project that just shows my point above with the rest of the code below:
#include <glad/glad.h> // Must be included before GLFW header
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 800;
int main()
{
// glfw: initialize and configure
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
std::cout << glGetString(GL_VERSION) << std::endl;
// Vertex and fragment shaders
GLuint shader = glCreateProgram();
{
GLint isSuccess = false;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Vertex shader
{
const GLchar* vertexShaderSource =
"#version 330 core\n"
"layout(location = 0) in vec2 position;\n"
"layout(location = 1) in uint id;\n"
"flat out uint v_id;\n"
"void main() {v_id = id; gl_Position = vec4(position.x, position.y, 0.0, 1.0);}\n";
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isSuccess);
std::cout << "Vertex shader compile status: " << isSuccess << std::endl;
}
// Fragment shader
{
const GLchar* fragmentShaderSource =
"#version 330 core\n"
"layout(location = 0) out uvec4 color;\n"
"flat in uint v_id;\n"
"void main() {color = uvec4(v_id, 0, 0, 0);}\n";
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isSuccess);
std::cout << "Fragment shader compile status: " << isSuccess << std::endl;
}
glAttachShader(shader, vertexShader);
glAttachShader(shader, fragmentShader);
glLinkProgram(shader);
glGetProgramiv(shader, GL_LINK_STATUS, &isSuccess);
std::cout << "Shader link status: " << isSuccess << std::endl;
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
// Vertex Buffer
GLuint vertexBuffer;
{
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
GLfloat data[] = {
// x y id
-1.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f
};
GLuint* data2 = ((GLuint *)data);
data2[2] = 0;
data2[5] = 0;
data2[8] = 0;
data2[11] = 1;
data2[14] = 1;
data2[17] = 1;
std::cout << "Size of GLuint: " << sizeof(GLuint) << std::endl;
std::cout << "Size of GLfloat: " << sizeof(GLfloat) << std::endl;
std::cout << "Size of vertex buffer: " << sizeof(data) << std::endl;
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Vertex Array
GLuint vertexArray;
{
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 1, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Texture for framebuffer
GLuint texture;
glGenTextures(1, &texture);
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, WINDOW_WIDTH, WINDOW_HEIGHT, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Framebuffer
GLuint framebuffer;
{
GLenum completenessStatus;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
std::cout << "Framebuffer status: " << (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Clear
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLenum error = glGetError();
std::cout << "No error: " << (error == GL_NO_ERROR) << std::endl;
// Draw
while (!glfwWindowShouldClose(window))
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
{
glDisable(GL_DITHER);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader);
glBindVertexArray(vertexArray);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable(GL_DITHER);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shader);
glDeleteBuffers(1, &vertexBuffer);
glDeleteVertexArrays(1, &vertexArray);
glDeleteFramebuffers(1, &framebuffer);
glDeleteTextures(1, &texture);
return 0;
}
Output:
3.3.0 NVIDIA 419.35
Vertex shader compile status: 1
Fragment shader compile status: 1
Shader link status: 1
Size of GLuint: 4
Size of GLfloat: 4
Size of vertex buffer: 72
Framebuffer status: 1
No error: 1
Framebuffer is RGBA8UI:
Vertices are correct:
Triangle with ID of 0 is colored as (0, 0, 0, 0) as expected:
Area outside triangle is (255, 255, 255, 255) as expected (glClearColor is white):
Triangle with ID of 1 is colored as (255, 0, 0, 0). It should be (1, 0, 0, 0):
The same issue occurs for ID > 1. Why is this the case? How can I make it so that the color is (ID, 0, 0, 0) as shown in the fragment shader?
You have to use glVertexAttribIPointer (focus on I), when defining the array of generic vertex attribute data, for the vertex attribute in uint id;.
When vertex attribute data are defined by glVertexAttribPointer, then they will be converted to floating point values.
See OpenGL 4.6 API Core Profile Specification; 10.2. CURRENT VERTEX ATTRIBUTE VALUES; page 344
The VertexAttribI* commands specify signed or unsigned fixed-point values
that are stored as signed or unsigned integers, respectively. Such values are referred to as pure integers.
...
All other VertexAttrib* commands specify values that are converted directly to the internal floating-point representation.
I am really having nightmare to achieve what I required in OpenGles 2.0
Before posting the code reference, let me tell what I need.
I have 2D texture fragment shader. On top of the texture I want to draw red color line. I am able to draw the line but coloring to red is not working.
Shader declaration:
static const char s_v_shader[] =
"attribute vec4 vPosition; \n"
"attribute vec2 my_Texcoor; \n"
"uniform mat4 u_TransMatrix; \n"
"varying vec2 vTexcoor; \n"
"void main() \n"
"{ \n"
" vTexcoor = my_Texcoor; \n"
" gl_Position = u_TransMatrix*vPosition; \n"
"} \n";
static const char s_f_shader[] =
"precision mediump float;\n"
"uniform sampler2D my_Sampler; \n"
"varying vec2 vTexcoor; \n"
"void main() \n"
"{ \n"
" vec4 tex = texture2D(my_Sampler, vTexcoor); \n"
" gl_FragColor = tex; \n"
"} \n";
On top of texture I am rendering video frames from camera in infinite loop.
Before rendering video, I am setting up co-ordinates of 2D texture with below code.
Now I will explain my code from main function
main()
{
const GLfloat vertices[][2] = {
{ -1.0f, -1.0f},
{ 1.0f, -1.0f},
{ -1.0f, 1.0f},
{ 1.0f, 1.0f}
};
const GLfloat texcoords[][2] = {
{ 0.0f, 1.0f},
{ 1.0f, 1.0f},
{ 0.0f, 0.0f},
{ 1.0f, 0.0f}
};
GLfloat transformMatrix[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
// setup OpenGl environment......
Setup_coordinates()
}
Setup_coordinates()
{
LoadShaders(s_v_shader, s_f_shader);
-- Complete function defined below
// By now I should be using shader program.
// Grab location of shader attributes.
GLint locVertices = glGetAttribLocation(programHandle, "vPosition");
GLint locTexcoord = glGetAttribLocation(programHandle, "my_Texcoor");
// Transform Matrix is uniform for all vertices here.
GLint locTransformMat = glGetUniformLocation(programHandle, "u_TransMatrix");
GLint locSampler = glGetUniformLocation(programHandle, "my_Sampler");
/* Create the texture. */
glGenTextures(1, &gTexObj);
glBindTexture(GL_TEXTURE_2D, gTexObj);
if (gTexObj == 0)
{
printf("Could not load the texture \n");
return -1;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniformMatrix4fv(locTransformMat, 1, GL_FALSE, transformMatrix);
glUniform1i(locSampler, 0);
glClearColor(0.0f, 0.5f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
while(1) -- Infinite loop to render video frames on 2D texture and draw red color line.
{
// enable vertex arrays to push the data.
glEnableVertexAttribArray(locVertices);
glEnableVertexAttribArray(locTexcoord);
// set data in the arrays.
glVertexAttribPointer(locVertices, 2, GL_FLOAT, GL_FALSE, 0, &vertices[0][0]);
glVertexAttribPointer(locTexcoord, 2, GL_FLOAT, GL_FALSE, 0, &texcoords[0][0]);
Render video frames logic goes here...................................
Each frame of video is abosultely rendering fine.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Now comes the tricky part to draw the line and color it with red.
float red_left_1[] =
{
-0.85f, -0.9f, -0.6f, -0.5f,
};
glVertexAttribPointer ( 1, 2, GL_FLOAT, GL_FALSE, 0, red_left_1 );
glEnableVertexAttribArray (1 );
glDrawArrays ( GL_LINES , 0, 2 );
glLineWidth( width_test );
}
}
void LoadShaders(const char * vShader, const char * pShader)
{
vertShaderNum = glCreateShader(GL_VERTEX_SHADER);
pixelShaderNum = glCreateShader(GL_FRAGMENT_SHADER);
if (CompileShader(vShader, vertShaderNum) == 0)
{
printf("%d: PS compile failed.\n", __LINE__);
return;
}
if (CompileShader(pShader, pixelShaderNum) == 0)
{
printf("%d: VS compile failed.\n", __LINE__);
return;
}
programHandle = glCreateProgram();
glAttachShader(programHandle, vertShaderNum);
glAttachShader(programHandle, pixelShaderNum);
// Bind vPosition to attribute 0
glBindAttribLocation ( programHandle, 0, "vPosition" );
glLinkProgram(programHandle);
// Check if linking succeeded.
GLint linked = 0;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linked);
if (!linked)
{
printf("%d: Link failed.\n", __LINE__);
// Retrieve error buffer size.
GLint errorBufSize, errorLength;
glGetShaderiv(programHandle, GL_INFO_LOG_LENGTH, &errorBufSize);
char * infoLog = (char*)malloc(errorBufSize * sizeof (char) + 1);
if (infoLog)
{
// Retrieve error.
glGetProgramInfoLog(programHandle, errorBufSize, &errorLength, infoLog);
infoLog[errorBufSize + 1] = '\0';
fprintf(stderr, "%s", infoLog);
free(infoLog);
}
return;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glUseProgram(programHandle);
}
Most of the genius peoples suggested to declare one more shader as above but replace uniform sampler2D my_Sampler with uniform vec4 color.
void main()
{
gl_FragColor = color
}
Then switch between these shader programs while showing texture and drawing color lines using glUseProgram.
I tried and absolutely given up as switching to shader program for drawing lines is not working.
Here is code for generating a colored 1x1 texture that you can use for your line (goes in your main or Setup_coordinates). With this solution you won't need another shader.
GLuint lineTexture;
glGenTextures(1, &lineTexture);
unsigned char red[4] = { 255, 0, 0, 255};
glBindTexture(GL_TEXTURE_2D, lineTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, red);
glBindTexture(GL_TEXTURE_2D, 0);
Before calling glDrawArrays, use this to switch to the correct texture.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, <lineTexture or gTexObj>);
glUniform1i(locSampler, 0);
A more general solution (that I personally implement in my OpenGL projects) is to create a white texture, add a color uniform to your shader and multiply the uniform with the texture2D return value. With this method you can create different colored lines and graphics from the same white texture, only changing the color uniform. For the video frames, you would send in a white color and the pixels will remain unchanged. This will require very few changes to your code, I'm sure you can figure it out if you think it sounds better. :)