SDL_TTF rendering garbage to texture - c++

I am attempting to use OpenGL and SDL, using SDL_ttf to render text to a texture, but the code is rendering garbage.
My "Render to texture code":
GLuint textToTexture(std::string & text, TTF_Font* font, glm::vec4 textColour, glm::vec4 bgColour)
{
if (!TTF_WasInit())
{
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r*255), (Uint8)(textColour.g*255), (Uint8)(textColour.b*255), (Uint8)(textColour.a*255) };
SDL_Color bg = { (Uint8)(bgColour.r*255), (Uint8)(bgColour.g*255), (Uint8)(bgColour.b*255), (Uint8)(bgColour.a*255) };
SDL_Surface *stringImage = NULL;
stringImage = TTF_RenderText_Blended(font, text.c_str(), colour);
if (stringImage == NULL)
{
exit(5);
}
GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH, colours);
GLuint format, internalFormat;
if (colours == 4) {
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {
// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);
// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels)
return texId;
}
The code for computing the correct dimensions for padding:
int powerofTwo(int num)
{
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}
and finally, the code that copies the bytes to a texture of the correct dimensions:
unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp)
{
dest = (unsigned char*)calloc(1, width*height*bpp);
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp),src + (srcW*i*bpp), srcW*bpp);
}
return dest;
}
The result of this code is as follows: [![Garbled Texture][1]][1]
I have confirmed and error checked that SDL_TTF is properly initialized elsewhere in the codebase, and that the font is also being loaded.
I have tested with three different ttf fonts, with the same results.
Also, if I use any other TTF_rendering function (Shaded, Solid etc), A solid quad is rendered, and the "colours" variable in the textToTexture function also ends up as 1.
Additional:
As I previously stated, I tested with three ttf fonts:
MavenPro-Regular,
HelveticaNeueLTStd-Th
and another I found off the internet.
I was trying to render the string "Select Scenario".
The pre padded image dimensions are 138x25 pixels.
The post padded image dimensions are 256x32 pixels.
Update 1:
After fixing the bpp issue the new texture is as follows:
This image changes everytime I run the program.
Update 2:
After fixing the additional spotted errors with padding the image, and setting the pixel data to the texture itself, when I use TTF_RenderText_Blended all I get is a black quad, and when I use TTF_RenderText_Shaded I get:
Update 3:
I used SDL_SaveBMP immedietly before calling the GL code and after calling SDL_RenderText_Blended, the result was a completely white image, (given which text colour).
When I do the same using TTF_RenderText_Solid, The saved image is as it should be, but is rendered by opengl like the images you see above.
SDL_TTF initialized fine, the fonts load without error, and the text rendering returns no errors, so I can't think what to do next.
Update 4:
I have since refactored all the ttf code into a single function and removed the padding code (as modern opengl doesn't seem to care about it). However, despite all project settings and code now being identical to a test project that is known to work on the same hardware, the problem persists.
GLuint textToTexture(const char * text, const char * font, glm::vec4 textColour, glm::vec4 bgColour, unsigned int & texID)
{
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r * 255), (Uint8)(textColour.g * 255), (Uint8)(textColour.b * 255),(Uint8)(textColour.a * 255) };
SDL_Color bg = { (Uint8)(bgColour.r * 255), (Uint8)(bgColour.g * 255), (Uint8)(bgColour.b * 255),255 };
TTF_Font* fontObj = TTF_OpenFont(font, 24);
if (!fontObj)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Texture Error",
"Cannot load font to create texture.",
NULL);
return 0;
}
SDL_Surface *image = NULL;
image = TTF_RenderText_Blended(fontObj, text, colour);
if (image == NULL)
{
exit(5);
//exitFatalError("String surface not created.");
std::cout << "String surface not created." << std::endl;
}
unsigned char* pixels = NULL;
GLuint w = image->w;
GLuint h = image->h;
GLuint colours = image->format->BytesPerPixel;
GLuint externalFormat, internalFormat;
SDL_PixelFormat *format = image->format;
if (colours == 4) {
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGBA;
else
externalFormat = GL_BGRA;
}
else {
// no alpha
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGB;
else
externalFormat = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, externalFormat, GL_UNSIGNED_BYTE, image->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0, externalFormat, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
//// SDL surface was used to generate the texture but is no longer
//// required. Release it to free memory
SDL_FreeSurface(image);
TTF_CloseFont(fontObj);
return texID;
}
I have a workaround that saves the image to bmp, then reloads it and creates a texture, but only when I use TTF_RenderText_Shaded. If I use TTF_RenderText_Blended, I get an single colour image which corresponds to the text colour.

glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueH, trueW, 0,format, GL_UNSIGNED_BYTE, pixels);
trueH and trueW order is reversed
memcpy(src + (srcW*i*bpp), dest + (width*i*bpp), srcW*bpp);
Source and destination order reversed.
dest = (unsigned char*)calloc(0, width*height*bpp);
0 elements of size width*height*bpp allocated, which is 0 bytes. Should be 1 instead of 0.
Here is a complete example:
#include <SDL2/SDL.h>
#include <GL/gl.h>
#include <SDL2/SDL_ttf.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
static unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp, const SDL_Palette *palette)
{
int dst_bpp = (bpp == 1) ? 4 : bpp;
dest = (unsigned char*)calloc(1, width*height*dst_bpp);
if(bpp != 1) {
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp), src + (srcW*i*bpp), srcW*bpp);
}
} else {
/* indexed - read colours from palette */
for(int i = 0; i < srcH; i++) {
for(int j = 0; j < srcW; j++) {
memcpy(dest + (width*i+j)*dst_bpp,
&palette->colors[src[srcW*i+j]], sizeof(SDL_Color));
}
}
}
return dest;
}
static int powerofTwo(int num) {
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}
static GLuint textToTexture(const char *text, TTF_Font* font) {
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { 255, 255, 255, 255 };
SDL_Color bg = { 0, 0, 0, 255 };
SDL_Surface *stringImage = NULL;
// stringImage = TTF_RenderText_Blended(font, text, colour);
stringImage = TTF_RenderText_Shaded(font, text, colour, bg);
if (stringImage == NULL) {
exit(5);
}
GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH,
colours, stringImage->format->palette);
GLuint format, internalFormat;
/* If indexed, want resulting image to be 32bit */
if(colours == 1) {
colours = 4;
}
if (colours == 4) {
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {
// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);
// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels);
return texId;
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
SDL_Window *window = SDL_CreateWindow("SDL2 Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 400, SDL_WINDOW_OPENGL);
SDL_GLContext gl_ctx = SDL_GL_CreateContext(window);
TTF_Font *font = TTF_OpenFont(".fonts/tahoma.ttf", 16);
if(font) {
printf("font loaded\n");
textToTexture("Select Scenario", font);
TTF_CloseFont(font);
}
int quit = 0;
while(!quit) {
SDL_Event ev;
while(SDL_PollEvent(&ev)) {
if(ev.type == SDL_QUIT || ev.type == SDL_KEYUP) {
quit = 1;
}
}
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-0.5, -0.5);
glTexCoord2f(0, 0);
glVertex2f(-0.5, 0.5);
glTexCoord2f(1, 0);
glVertex2f(0.5, 0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glEnd();
glFlush();
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(gl_ctx);
SDL_DestroyWindow(window);
TTF_Quit();
SDL_Quit();
return 0;
}

Related

OpenGL - How can I use the texture in the framebuffer as the new texture?

I'm trying to learn OpenGL language, and I would like to do a little code that do a horizontal blur (HR) on an image, and then a vertical blur (VB) on the previous result.
I used a Framebuffer to this purpose, but I'm not sure how to use the texture in the Framebuffer as the new texture.
This is my code :
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#include <ctime>
#include <iostream>
//#include <opencv.hpp>
#include <opencv/cv.h>
#include <opencv2/core/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv/highgui.h>
using namespace cv;
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
#include <shader.hpp>
using namespace std;
int width = 512;// 1024;
int height = 512;// 768;
// perspective projection
bool perspective_ = false;
// shader variable pointers
GLint uniform_srcTex;
GLint uniform_srcTex1;
GLint uniform_offset_x;
GLint uniform_offset_y;
////////////////////////////////////////
// glfw callbacks for keystroke and error
void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
void char_callback(GLFWwindow* window, unsigned int key)
{
if (key == 'p' || key == 'P')
perspective_ = true;
if (key == 'o' || key == 'O')
perspective_ = false;
}
/////////////////////////////////////////////
// texture loading
bool loadtexture(string fileName, GLuint & texIndex, GLuint texUnit, bool isRect)
{
// texture load through OpenCV
Mat image = cv::imread(fileName, CV_LOAD_IMAGE_UNCHANGED); // Read the file
if (!image.data) // Check for invalid input
{
cout << "Could not open or find the image\n";
return false;
}
cout << "Loaded " << fileName.c_str() << " (" << image.channels() << " channels)\n";
int colorTransform = (image.channels() == 4) ? CV_BGRA2RGBA : (image.channels() == 3) ? CV_BGR2RGB : CV_GRAY2RGB;
//if (image[index].channels() >= 3)
//{
cv::cvtColor(image, image, colorTransform);
//}
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texIndex);
glActiveTexture(texUnit);
GLenum target = GL_TEXTURE_2D;
if (isRect)
{
target = GL_TEXTURE_RECTANGLE;
}
glBindTexture(target, texIndex);
if (image.channels() > 3)
{
glTexImage2D(target, 0, GL_RGBA8, image.cols, image.rows, 0, GL_RGBA, (image.depth()<2)?GL_UNSIGNED_BYTE: ((image.depth()<4) ? GL_UNSIGNED_SHORT : GL_FLOAT), image.ptr());
}
else
{
glTexImage2D(target, 0, GL_RGB, image.cols, image.rows, 0, GL_RGB, (image.depth()<2) ? GL_UNSIGNED_BYTE : ((image.depth()<4) ? GL_UNSIGNED_SHORT : GL_FLOAT), image.ptr());
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void consoleMessage()
{
cout << "Renderer : " << string((char*)glGetString(GL_RENDERER)) << endl;
cout << "OpenGL version: " << string((char*)glGetString(GL_VENDOR)) << " / " << string((char*)glGetString(GL_VERSION)) << endl;
cout << "GLSL version: " << string((char*)glGetString(GL_SHADING_LANGUAGE_VERSION)) << endl;
cout << "GLEW version: " << string((char*)glewGetString(GLEW_VERSION)) << endl << endl;
GLint MaxTextureUnits;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &MaxTextureUnits);
cout << "Max supported textures : " << MaxTextureUnits << endl << endl;
}
////////////////////////////////////////
// main file
int main()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit()) // Initialise GLFW
{
fprintf(stderr, "ERROR: could not start GLFW3\n");
return 1;
}
GLFWwindow* window = glfwCreateWindow(width, height, "test1", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window); // Initialise GLEW
// Set key callback function
glfwSetErrorCallback(error_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCharCallback(window, char_callback);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit(); // Initialise GLEW
// get version info
consoleMessage();
GLuint srcTexIndex;
if (!loadtexture("blablabla.png", srcTexIndex, GL_TEXTURE0, true))
{
return -1;
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
////////////////////////////////////////
// Load shaders
GLuint shader_image_programme_HB = LoadShaders("shaders/SimpleVertexShader_VS_HB.glsl", "shaders/AddGrain_FS_HB.glsl");
GLuint shader_image_programme_VB = LoadShaders("shaders/SimpleVertexShader_VS_VB.glsl", "shaders/AddGrain_FS_VB.glsl");
////////////////////////////////////////
// shader parameter bindings
uniform_srcTex = glGetUniformLocation(shader_image_programme_HB, "srcTex");
uniform_offset_x = glGetUniformLocation(shader_image_programme_HB, "offset_x");
uniform_offset_y = glGetUniformLocation(shader_image_programme_HB, "offset_y");
const int nb_frame = 4096;
vector<float> offset_x(nb_frame, 0.0);
vector<float> offset_y(nb_frame, 0.0);
int frame_index = 0;
glUseProgram(shader_image_programme_HB);
glUniform1i(uniform_srcTex, 0); //Texture unit 0
// input texture (loaded texture)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, srcTexIndex);
// setup the projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (double)width, 0, (double)height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
// The texture we're going to render to
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glActiveTexture(GL_TEXTURE1);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Set "renderedTexture" as our colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
// Set the list of draw buffers.
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("Error with Frame Buffer !!!\n");
return 1;
}
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
cout << "ok HB" << endl;
GLuint srcTexIndex1;
uniform_srcTex1 = glGetUniformLocation(shader_image_programme_VB, "srcTex");
uniform_offset_x = glGetUniformLocation(shader_image_programme_VB, "offset_x");
uniform_offset_y = glGetUniformLocation(shader_image_programme_VB, "offset_y");
frame_index = 0;
glUseProgram(shader_image_programme_VB); // On dit Ă  OpenGL qu'on veut utiliser les shaders
glUniform1i(uniform_srcTex1, 1); //Texture unit 1
// input texture (loaded texture)
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE, srcTexIndex1);
// setup the projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (double)width, 0, (double)height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName1;
glGenFramebuffers(1, &FramebufferName1);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName1);
// The texture we're going to render to
GLuint renderedTexture1;
glGenTextures(1, &renderedTexture1);
glActiveTexture(GL_TEXTURE2);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture1);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Set "renderedTexture" as our colour attachement #1
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, renderedTexture1, 0);
// Set the list of draw buffers.
GLenum DrawBuffers1[1] = { GL_COLOR_ATTACHMENT1 };
glDrawBuffers(1, DrawBuffers1); // "1" is the size of DrawBuffers
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("Error with Frame Buffer !!!\n");
return 1;
}
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
cout << "ok VB" << endl;
glViewport(0, 0, width, height); // Render on the whole framebuffer, complete from the lower left corner to the upper right
// Returned data
Mat myData = Mat::zeros(height, width, CV_32FC3);
////////////////////////////////////////
// endless rendering loop
int nbFrames = 0;
clock_t start = clock();
while (!glfwWindowShouldClose(window))
{
//////////////////////////////////////////////////
// PASS #1
// output buffer cleanup
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1f(uniform_offset_x, offset_x[frame_index]);
glUniform1f(uniform_offset_y, offset_y[frame_index]);
// Define the drawing area by setting the corresponding vertices
glBegin(GL_QUADS);
glVertex2f(0., 0.);
glVertex2f(0., (float)height);
glVertex2f((float)width, (float)height);
glVertex2f((float)width, 0.);
glEnd();
if (nbFrames == 0)
{
glReadPixels(0, 0, width, height, GL_RGB, GL_FLOAT, myData.ptr(0));
myData.convertTo(myData, CV_8U, 255.0, 0.0);
imwrite("C:/Temp/images/testOpenGL.png", myData);
}
///////////////////////////////////////
// EVENTS + FB swap
// Permet de quitter la fenĂȘtre avec la touche esc
// update other events like input handling
glfwPollEvents();
// put the stuff we've been drawing onto the display
glfwSwapBuffers(window);
nbFrames++;
frame_index = (frame_index + 1) % 4096;
}
clock_t duration = clock() - start;
//printf("%d processed frames\n", nbFrames);
cout << nbFrames << " in " << duration << " ms : " << 1000.0*(float)nbFrames / (float)duration << " frame/s" << endl;
// close GL context and any other GLFW resources
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
The vertex shader for HB :
void main()
{
gl_Position = ftransform();
}
The vertex shader for VB :
void main()
{
gl_Position = ftransform();
}
The fragment shader for HB :
in vec2 texCoordOut;
layout (location = 0) out vec4 outColor0;
uniform sampler2DRect srcTex;
uniform float offset_x;
uniform float offset_y;
const vec2 texOffset = vec2(1.0, 1.0);
const int BLUR_AMOUNT = 100;
void main()
{
vec2 CoordRef = gl_FragCoord.xy + vec2(offset_x,offset_y);
vec3 luma = vec3(0);
luma = texture2DRect( srcTex, CoordRef ).rgb;
for (int i = 1; i < BLUR_AMOUNT+1; ++i) {
luma.r += texture2DRect( srcTex, CoordRef + vec2(0, i) ).r * 0.5/BLUR_AMOUNT;
luma.g += texture2DRect( srcTex, CoordRef + vec2(0, i) ).g * 0.5/BLUR_AMOUNT;
luma.b += texture2DRect( srcTex, CoordRef + vec2(0, i) ).b * 0.5/BLUR_AMOUNT;
}
vec4 out_bw = vec4(luma, 1.0);
gl_FragColor = out_bw;
}
The fragment shader for VB :
in vec2 texCoordOut;
layout (location = 0) out vec4 outColor0;
uniform sampler2DRect srcTex;
uniform float offset_x;
uniform float offset_y;
const vec2 texOffset = vec2(1.0, 1.0);
const int BLUR_AMOUNT = 100;
void main()
{
vec2 CoordRef = gl_FragCoord.xy + vec2(offset_x,offset_y);
vec3 luma = vec3(0);
luma = texture2DRect( srcTex, CoordRef ).rgb;
for (int i = 1; i < BLUR_AMOUNT+1; ++i) {
luma.r += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).r * 0.5/BLUR_AMOUNT;
luma.g += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).g * 0.5/BLUR_AMOUNT;
luma.b += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).b * 0.5/BLUR_AMOUNT;
}
vec4 out_bw = vec4(luma, 1.0);
gl_FragColor = out_bw;
}
At the end, I have a full black screen, which is not the attended result (I checked). All the shaders worked fine, it's the full sequence of the two shaders that doesn't work. Can you tell me what I did as an error in my code ?
Thank you for your help !

Load image with GDAL Libraries (VC++)

I have a problem when I try to load an image with GDAL Libraries, and implements it(image) to the OpenGL Control. The problem is on the color as you can see on the picture.
And this is the functions to generate texture from the image:
GLuint COpenGLControl::ReadGDALData(CString filename)
{
BYTE* tempReturn;
GLuint texture;
GDALDataset *poDataset;
GDALAllRegister();
poDataset = (GDALDataset *) GDALOpen((const char *)(CStringA)filename, GA_ReadOnly);
int Height = poDataset->GetRasterXSize(), Width = poDataset->GetRasterYSize();
LONG LineBytes = (Width*8+31)/32*4;
BYTE * pData = (BYTE *)new char[ LineBytes * Height * 3];
if (poDataset == NULL)
{
AfxMessageBox("Couldn't open selected file!");
return NULL;
}
nBands = poDataset->GetRasterCount();
GDALRasterBand **poBand;
poBand = new GDALRasterBand *[nBands];
if (poBand == NULL)
{
AfxMessageBox("Couldn't open the bands!", MB_ICONWARNING);
return NULL;
}
for (int i=0; i<nBands; i++)
{
poBand[i] = poDataset->GetRasterBand(i+1);
if (poBand[i] == NULL)
{
AfxMessageBox("Couldn't open selected bands", MB_ICONWARNING);
return NULL;
}
}
int BandChoice = 2;
nXsize = poBand[BandChoice]->GetXSize();
nYsize = poBand[BandChoice]->GetYSize();
if (BandChoice == 1)
{
poBandBlock_Gray = (BYTE*)CPLMalloc(sizeof(BYTE)*(nXsize*nYsize));
poBand[BandChoice]->RasterIO(GF_Read, 0, 0, nXsize, nYsize, poBandBlock_Gray, nXsize, nYsize, poBand[BandChoice]->GetRasterDataType(), 0, 0);
}
else
{
int nXsize_R, nXsize_G, nXsize_B;
int nYsize_R, nYsize_G, nYsize_B;
int BandChoiceR = 0;
int BandChoiceG = 1;
int BandChoiceB = 2;
nXsize_R = poBand[BandChoiceR]->GetXSize();
nXsize_G = poBand[BandChoiceG]->GetXSize();
nXsize_B = poBand[BandChoiceB]->GetXSize();
nYsize_R = poBand[BandChoiceR]->GetYSize();
nYsize_G = poBand[BandChoiceG]->GetYSize();
nYsize_B = poBand[BandChoiceB]->GetYSize();
nXsize = nXsize_R;
nYsize = nYsize_R;
poBandBlock_R = (BYTE*)CPLMalloc(sizeof(BYTE)*(nXsize_R*nYsize_R));
poBandBlock_G = (BYTE*)CPLMalloc(sizeof(BYTE)*(nXsize_G*nYsize_G));
poBandBlock_B = (BYTE*)CPLMalloc(sizeof(BYTE)*(nXsize_B*nYsize_B));
poBand[BandChoiceR]->RasterIO(GF_Read, 0, 0, nXsize_R, nYsize_R, poBandBlock_R, nXsize_R, nYsize_R, poBand[BandChoiceR]->GetRasterDataType(), 0, 0);
poBand[BandChoiceG]->RasterIO(GF_Read, 0, 0, nXsize_G, nYsize_G, poBandBlock_G, nXsize_G, nYsize_G, poBand[BandChoiceG]->GetRasterDataType(), 0, 0);
poBand[BandChoiceB]->RasterIO(GF_Read, 0, 0, nXsize_B, nYsize_B, poBandBlock_B, nXsize_B, nYsize_B, poBand[BandChoiceB]->GetRasterDataType(), 0, 0);
delete poDataset;
}
if (BandChoice == 1)
{
for ( int i=0; i < Height; i++)
{
for ( int j=0; j < Width; j++)
{
pData[(Height-i-1) * LineBytes + j] = poBandBlock_Gray[i*Width + j];
}
}
CPLFree(poBandBlock_Gray);
}
else
{
int j2 ;
for ( int i=0; i<Height; i++)
{
for ( int j=0, j2=0; j < Width, j2 < 3 * Width; j++, j2+=3)
{
pData[(Height-i-1)*LineBytes + j2+2] = poBandBlock_R[i*Width + j];
pData[(Height-i-1)*LineBytes + j2+1] = poBandBlock_G[i*Width + j];
pData[(Height-i-1)*LineBytes + j2] = poBandBlock_B[i*Width + j];
}
}
CPLFree(poBandBlock_B);
CPLFree(poBandBlock_R);
CPLFree(poBandBlock_G);
}
// allocate a texture name
glGenTextures( 1, &texture );
// select our current texture
glBindTexture( GL_TEXTURE_2D, texture );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, FALSE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, FALSE );
// build our texture mipmaps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData );
// free buffer
free( pData );
return texture;
}
This is the Draw function:
void COpenGLControl::OnDraw(CDC *pDC)
{
// TODO: Camera controls
wglMakeCurrent(hdc,hrc);
// Set color to use when clearing the background.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
// Turn on backface culling
glFrontFace(GL_CCW);
glCullFace(GL_FRONT_AND_BACK);
// Turn on depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear all objects
glEnable( GL_TEXTURE_2D ); // enable texture for 2 dimensions
glPushMatrix();
if (filename.IsEmpty() == false)
{
imgData = ReadGDALData( filename );
glBindTexture( GL_TEXTURE_2D, imgData );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear all objects
glLoadIdentity ();
gluLookAt (0,0,1,0,0,0,0,1,0);
glTranslatef (m_fPosX, m_fPosY, 0.0f);
glScalef (m_fZoom,m_fZoom,1.0);
glBegin( GL_QUADS ); // apply loaded texture to viewport
glTexCoord2d(0.0,0.0); glVertex2d(-1.0,-1.0);
glTexCoord2d(1.0,0.0); glVertex2d(+1.0,-1.0);
glTexCoord2d(1.0,1.0); glVertex2d(+1.0,+1.0);
glTexCoord2d(0.0,1.0); glVertex2d(-1.0,+1.0);
glEnd();
}
glPopMatrix();
glDisable( GL_TEXTURE_2D );
glFlush();
// Swap buffers
SwapBuffers(hdc);
wglMakeCurrent(NULL, NULL);
}
The problem is not so much in the color, but (from what I can tell from the sample) in the way your data is packed. Look into what byte ordering / row padding / color packing your OpenGL buffer expects, and in your GDAL loader what it provides. Just a hunch here, but it seems like your OpenGL expects a 4th (alpha) component in your RGB structs, but your GDAL code doesn't supply that. Also your GDAL loader aligns on 32 bit boundaries it seems, check if your OpenGL texture calls require that, too. Did you copy/paste the GDAL loader from a sample where somebody uses it to draw with BitBlt()? It looks that way.

Can load a single texture but having problems loading into an array

I am having trouble loading textures onto an array of type GLuints but the problem doesn't occur with loading a single texture. When I debug it, I see that textureIDs isn't assigned any values and has only 0s even after setTexture(...) is called
but the problem doesn't happen on a single texture loaded onto textureID. Either I'm missing something so obvious or my understanding of Opengl or C++ is lacking.
Relevant functions within this context
GLuint textureIDs[3];
GLuint textureID;
Ground Constructor
Ground::Ground(void) :
textureId(0),groundTextures()
{
setAllTexture();
}
Draw : ground function that draws.. well the ground
void Ground::draw()
{
glPushMatrix();
//Ground
glPushMatrix();
glTranslatef(0,-1,0); //all buildings and ground
//ground
glPushMatrix();
glTranslatef(-5,0,-20);
glScalef(40,0.2,40);
setTexture("Textures/rue2.bmp", textureId, true, true);
drawRectangle(1.0f);
glPopMatrix();
glPopMatrix();
}
settexture() sets textures
void Ground::setTexture(const char* textureName, GLuint& textId, bool stretchX, bool stretchZ)
{
if (textId == 0)
{
textId = (GLuint)createTexture(textureName);
}
if (textId != 0)
{
//enable texture coordinate generation
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND); //Enable alpha blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //Set the blend function
glBindTexture(GL_TEXTURE_2D, textId);
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, stretchX ? GL_REPEAT : GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, stretchZ ? GL_REPEAT : GL_CLAMP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
setAllTexture: loads textures onto the array of GLuints
int Ground::setAllTexture()
{
setTexture("Textures/asphalt.bmp",groundTextures[0],false, false );
//set up textures for all of them and bind them to ground textures.
glBindTexture(GL_TEXTURE_2D, groundTextures[0]);
setTexture("Textures/concreteFloor.bmp",groundTextures[1],false, false);
//set up textures for all of them and bind them to ground textures.
glBindTexture(GL_TEXTURE_2D, groundTextures[1]);
setTexture("Textures/dirtyGrass.bmp",groundTextures[2],false, false);
//set up textures for all of them and bind them to ground texture
glBindTexture(GL_TEXTURE_2D, groundTextures[2]);
for ( unsigned int i =0 ; i < 3 ; i ++ )
//check to see if all textures loaded properly
{
if ( groundTextures[i] == 0 )
return false;
}
return true;
//if you're here, every texture was loaded correctly.
}
ImageLoader: loads a 24bit RGB bitmap
Image* loadBMP(const char* filename) {
ifstream input;
input.open(filename, ifstream::binary);
assert(!input.fail() || !"Could not find file");
char buffer[2];
input.read(buffer, 2);
assert(buffer[0] == 'B' && buffer[1] == 'M' || !"Not a bitmap file");
input.ignore(8);
int dataOffset = readInt(input);
//Read the header
int headerSize = readInt(input);
int width;
int height;
switch(headerSize) {
case 40:
//V3
width = readInt(input);
height = readInt(input);
input.ignore(2);
assert(readShort(input) == 24 || !"Image is not 24 bits per pixel");
assert(readShort(input) == 0 || !"Image is compressed");
break;
case 12:
//OS/2 V1
width = readShort(input);
height = readShort(input);
input.ignore(2);
assert(readShort(input) == 24 || !"Image is not 24 bits per pixel");
break;
case 64:
//OS/2 V2
assert(!"Can't load OS/2 V2 bitmaps");
break;
case 108:
//Windows V4
assert(!"Can't load Windows V4 bitmaps");
break;
case 124:
//Windows V5
assert(!"Can't load Windows V5 bitmaps");
break;
default:
assert(!"Unknown bitmap format");
}
//Read the data
int bytesPerRow = ((width * 3 + 3) / 4) * 4 - (width * 3 % 4);
int size = bytesPerRow * height;
auto_array<char> pixels(new char[size]);
input.seekg(dataOffset, ios_base::beg);
input.read(pixels.get(), size);
//Get the data into the right format
auto_array<char> pixels2(new char[width * height * 3]);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
for(int c = 0; c < 3; c++) {
pixels2[3 * (width * y + x) + c] =
pixels[bytesPerRow * y + 3 * x + (2 - c)];
}
}
}
input.close();
return new Image(pixels2.release(), width, height);
}
createTexture: creates a texture and returns a GLuint
unsigned int createTexture( const char* imageName )
{
Image* image = loadBMP(imageName);
GLuint textureId = 0;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,image->width, image- >height,0,GL_RGB,GL_UNSIGNED_BYTE,image->pixels);
delete image;
return (unsigned int) textureId;
}

android native app opengl es white textures

I'm writing a native app that should only display a little triangle with a texture.
But unfortunately, it everytime only displays a white triangle.
My code is very simple.
First to load a tga Image:
static const GLenum gl_format[4] = { GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA };
unsigned int LoadTGATextureFromFile(const char* filename)
{
unsigned int handle;
unsigned char hdr[18];
unsigned char file_id[256 + 1];
int file;
file = open(filename, O_RDONLY);
if(file < 0)
{
Log(LOGLEVEL_ERROR, APPNAME, "Error: Failed to open tga file '%s' for read ing\n", filename);
return 0;
}
if(read(file, hdr, 18) != 18 || read(file, file_id, hdr[0]) != hdr[0])
{
Log(LOGLEVEL_ERROR, APPNAME, "Error: Unexpected EOF while reading header of '%s'\n", filename);
close(file);
return 0;
}
file_id[hdr[0]] = 0;
if(hdr[1] != 0 || (hdr[2] != 2 && hdr[2] != 3) || (hdr[16] != 8 && hdr[16] != 16 && hdr[16] != 24 && hdr[16] != 32))
{
Log(LOGLEVEL_ERROR, APPNAME, "Error: File '%s' has invalid format\n", filename);
close(file);
return 0;
}
int width = *(short*)(hdr + 12);
int height = *(short*)(hdr + 14);
if((width & (width - 1)) != 0 || (height & (height - 1)) != 0)
{
Log(LOGLEVEL_ERROR, APPNAME, "Error: File '%s' has invalid resolution %dx%d\n", filename, width, height);
close(file);
return 0;
}
int components = hdr[16] / 8;
unsigned char* data = new unsigned char [width * height * components];
if (read(file, data, width * height * components) != width * height * components)
{
Log(LOGLEVEL_ERROR, APPNAME, "Error: Unexpected EOF while reading image data of '%s'\n", filename);
close(file);
return 0;
}
close(file);
char dummy;
if(read(file, &dummy, 1) == 1)
Log(LOGLEVEL_ERROR, APPNAME, "Warning: TGA file '%s' has overlength\n", filename);
switch (components - 1)
{
char tmp;
case 2:
for (int i = 0; i < width * height; i += 3)
{
tmp = data[i];
data[i] = data[i + 2];
data[i + 2] = tmp;
}
break;
case 3:
for (int i = 0; i < width * height; i += 4)
{
tmp = data[i];
data[i] = data[i + 2];
data[i + 2] = tmp;
}
break;
default:
break;
}
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
delete [] data;
Log(LOGLEVEL_ERROR, APPNAME, "'%s' successfully loaded [handle = %d, FILE_ID = \"%s\", width = %d, height = %d, depth = %d] :)\n", filename, handle, file_id, width, height, components * 8);
return handle;
}
Loading the texture:
int texture = LoadTextureFormFile("/sdcard/test.tga");
Then to draw:
float tricoords[6] = { 0.0, 0.0, 1.0, 1.0, 0.0, 1.0 };
float texcoords[6] = { 0.0, 0.0, 1.0, 1.0, 0.0, 1.0 };
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, tricoords);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
I know, that this code isnt optimized, but its only for debugging.
The logcat of my app prints:
successfully loaded tga [handle = 1, FILE_ID = "", width = 64, height = 128, depth = 32] :)
But the texture stays white.
Just found the mistake, texture mipmapping was enabled for the loaded texture the mipmaps were never created.
Changing this line:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
to this will disable mipmaps for the texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

Open GL texturing , texture coordinates are incorrect to what is rendered

I'm rendering a scene using opengl with textures loaded using some sample code and the FreeImage API.
Here is a link to what i'm seeing
[Image Removed]
I can confirm that all texture coordinates are provided to glTexCoord2f between 0.0f and 1.0f as required along with the vertex coordinates.
Each of the rendered triangles appears to have the full texture pasted across it (and repeated) not the area of the texture specified by the coordinates.
The texture is 1024x1024.
This is the function for loading the texture
bool loadImageToTexture(const char* image_path, unsigned int &handle)
{
if(!image_path)
return false;
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
FIBITMAP* dib(0);
BYTE* bits(0);
unsigned int width(0), height(0);
//open the file
fif = FreeImage_GetFileType(image_path, 0);
if(fif == FIF_UNKNOWN)
fif = FreeImage_GetFIFFromFilename(image_path);
if(fif == FIF_UNKNOWN)
return false;
if(FreeImage_FIFSupportsReading(fif))
dib = FreeImage_Load(fif, image_path);
if(!dib)
return false;
//is the file of the correct type
FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);
if(FIC_RGBALPHA != type)
{
//convert to type
FIBITMAP* ndib = FreeImage_ConvertTo32Bits(dib);
dib = ndib;
}
//get data for glTexImage2D
bits = FreeImage_GetBits(dib);
width = FreeImage_GetWidth(dib);
height = FreeImage_GetHeight(dib);
if((bits == 0) || (width == 0) || (height == 0))
return false;
//create the texture in open gl
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glPixelStorei(GL_TEXTURE_2D, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, bits);
//unload the image now loaded
FreeImage_Unload(dib);
return true;
}
These are the functions for rendering
inline void glTexture(float textureSize, float t, float u)
{
glTexCoord2f(u/textureSize, (textureSize - t)/textureSize);
}
void processTriangle(const btVector3* triangle, const textureCoord* tc, const btVector3& normal,
const int partId, const int triangleIndex, const bool wireframe)
{
if(wireframe)
{
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 1, 0);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 0, 1);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glEnd();
}
else
{
glBegin(GL_TRIANGLES);
glColor3f(1, 1, 1);
//Normals are per triangle
glNormal3f(normal.getX(), normal.getY(), normal.getZ());
glTexture(1024.0f, tc[0].t, tc[0].u);
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glTexture(1024.0f, tc[1].t, tc[1].u);
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glTexture(1024.0f, tc[2].t, tc[2].u);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glEnd();
}
}
void processAllTriangles(const btVector3& worldBoundsMin, const btVector3& worldBoundsMax)
{
btVector3 triangle[3];
textureCoord tc[3];
//go through the index list build triangles and draw them
unsigned int k = 0;
for(unsigned int i = 0; i<dVertices.size(); i+=3, k++)
{
//first vertex
triangle[0] = dVertices[i];
tc[0] = dTexCoords[i];
//second vertex
triangle[1] = dVertices[i+1];
tc[1] = dTexCoords[i+1];
//third vertex
triangle[2] = dVertices[i+2];
tc[2] = dTexCoords[i+2];
processTriangle(triangle, tc, dNormals[k], 0, 0, false);
}
}
//draw the world given the players position
void render(btScalar* m, const btCollisionShape* shape, const btVector3& color, int debugMode,
const btVector3& worldBoundsMin, const btVector3& worldBoundsMax)
{
//render the world using the generated OpenGL lists
//enable and specify pointers to vertex arrays
glPushMatrix();
glMultMatrixf(m);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, m_texturehandle);
processAllTriangles(worldBoundsMin, worldBoundsMax);
glPopMatrix();
}
I'm working in a larger code base and texturing is being done differently in different areas mean state from those other textured objects was not being disabled.
Before per vertex texturing is done make sure to turn off other varieties of texturing.
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);