I am newbie in Opengl. I used the following example from Qt as a start in Opengl as I know Qt.
http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-squircle-cpp.html
I replaced the paint function of the program with following code with an intent to draw chess board pattern. Following is not the paint or render function of my program
paint()
{
if (!m_program) {
initializeOpenGLFunctions();
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform lowp float t;"
"varying highp vec2 coords;"
"void main() {"
" lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));"
" i = smoothstep(t - 0.8, t + 0.8, i);"
" i = floor(i * 20.) / 20.;"
" gl_FragColor = vec4(coords * .5 + .5, i, i);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
}
auto width = static_cast<float>(m_viewportSize.width());
auto height = static_cast<float>(m_viewportSize.height());
auto a = 2.f / width;
auto b = 2.f / height;
std::vector<float> matrix =
{
a , 0, 0, 0,
0, -b, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1
};
// Set the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(matrix.data());
// Initialize vertices:
std::vector<float> vertices =
{
0, 0,
0, height,
width, height,
width, 0
};
// Initialize colors
std::vector<float> colors =
{
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 1, 1
};
// Initialize texture virtice
std::vector<float> texCoord =
{
0, 0,
0, 1,
1, 1,
1, 0
};
// Create texture: simple chess board 8x8
auto numRows = 8u;
auto numCols = 8u;
auto character = 172u;
auto remain = 255u - character;
std::vector<unsigned char> texture(numCols * numRows);
for (auto i = 0u; i < texture.size(); ++i)
texture[i] = ((i + (i / numCols)) % 2) * remain + character;
// Upload to GPU texture
unsigned textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
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_LUMINANCE, numCols, numRows, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texture.data());
// Initialize clear colors
glClearColor(0.f, 0.f, 0.f, 1.f);
// Activate necessary states
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices.data());
glColorPointer(3, GL_FLOAT, 0, colors.data());
glTexCoordPointer(2, GL_FLOAT, 0, texCoord.data());
// render
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_QUADS, 0, 4);
m_program->disableAttributeArray(0);
m_program->release();
m_window->resetOpenGLState();
}
The chess board is drawn. But its drawn for a split second & then the screen turns fully white. I want to draw the chess board pattern continiously with each frame draw.
Can someone pls point out what might be going wrong ?
At the very top you have:
if (!m_program) {
then you initialize m_program, at the very bottom you have:
m_program->release();
which as Harish in comments points out is equivalent to calling glUseProgram(0);. So in the next iteration of paint your shader is not bound and not available.
According to docs, the reverse of release(); is bind(); so (I am not expert on this class) the solution might be to call QOpenGLShaderProgram::bind() on the next iteration of your paint.
For future reference, it's a good idea to run opengl programs through a graphics debugger like gDEbugger to give you an insight into what's actually happening inside the API.
Related
I've been playing with textures for some time and i just can't get it to work
Here is the code
#include "App.h"
std::array <float, 4> background_col = {0.25, 0.25, 0.25, 1.0} ;
std::string name = "OpenGL" ;
std::string icon = "data/images/dot.png" ;
const int width = 800 ;
const int height = 800 ;
bool anti_aliasing = true ;
bool FPS_60_CAP = true ;
MVP mvp;
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
}
void App::run()
{
Window window(true, anti_aliasing);
window.make_Window(glfwCreateWindow(width, height, name.c_str(), NULL, NULL), key_callback, icon);
srand(time(NULL));
mvp.view = glm::ortho(0.0f, (float)width, 0.0f, (float)height);
Renderer renderer;
Player player;
// redesighn with errors in mind
// 1. TODO: Implement Text
// 2. TODO: Implement UI
std::vector<float> vertexes = {
200, 200, 1, 1, 1, 1, 0, 0,
200, 600, 1, 1, 1, 1, 0, 1,
600, 600, 1, 1, 1, 1, 1, 1,
600, 200, 1, 1, 1, 1, 1, 0
};
std::vector<uint32_t> indexes = {0, 1, 2, 3};
while (!glfwWindowShouldClose(window.window))
{
glClearColor(background_col[0], background_col[1], background_col[2], background_col[3]);
glClear(GL_COLOR_BUFFER_BIT);
warn(0);
Shader shader("shaders/text.shader");
shader.useShader();
warn(1);
Texture tex("data/images/dot.png");
tex.Bind();
warn(2);
shader.uniformMat4Float("u_projection_matrix", mvp.projection * mvp.view * mvp.model);
shader.uniformInt({0}, "tex");
warn(3);
VBO vbo;
VAO vao;
IBO ibo;
warn(4);
vbo.write(vertexes.data(), vertexes.size() * sizeof(float));
ibo.write(indexes.data(), indexes.size() * sizeof(uint32_t));
warn(5);
ibo.bind();
vbo.bind();
vao.bind();
warn(6);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (const void *)(sizeof(float) * 0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (const void *)(sizeof(float) * 2));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (const void *)(sizeof(float) * 6));
warn(7);
glDrawElements(GL_QUADS, indexes.size(), GL_UNSIGNED_INT, nullptr);
warn(8);
ibo.unbind();
vbo.unbind();
vao.unbind();
warn(9);
tex.unBind();
tex.~Texture();
warn(10);
vbo.~VBO();
vao.~VAO();
ibo.~IBO();
warn(11);
shader.deleteShader();
warn(12);
glfwSwapBuffers(window.window);
glfwSwapInterval(FPS_60_CAP);
glfwPollEvents();
}
alcCloseDevice(player.Device);
window.~Window();
}
the texture class:
#include "Core.h"
Texture::Texture(std::string path)
{
this->path = path;
this->bpp = 0;
this->height = 0;
this->width = 0;
this->localbuffer = nullptr;
this->TexID = 0;
stbi_set_flip_vertically_on_load(1);
localbuffer = stbi_load(path.c_str(), &width, &height, &bpp, 4);
glGenTextures(1, &TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, localbuffer);
glBindTexture(GL_TEXTURE_2D, 0);
if (localbuffer) { stbi_image_free(localbuffer); }
else { info("h"); }
}
void Texture::Bind(uint32_t slot)
{
glActiveTexture(GL_TEXTURE0 + slot);
}
void Texture::unBind()
{
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture()
{
glDeleteTextures(1, &TexID);
}
and the shader:
#shader vertex
#version 400 core
layout (location = 0) in vec4 Pos;
layout (location = 1) in vec4 vColor;
layout (location = 2) in vec2 vTexCoord;
out vec4 color;
out vec2 TexCoord;
uniform mat4 u_projection_matrix;
void main()
{
gl_Position = u_projection_matrix * Pos;
color = vColor;
TexCoord = vTexCoord;
}
#shader fragment
#version 400 core
in vec4 color;
in vec2 TexCoord;
uniform sampler2D tex;
void main()
{
vec4 texcol = texture(tex, TexCoord);
gl_FragColor = texcol;
}
it just stays blank and displays this error
corrupted double-linked list
it is important to mention this error happens on the second frame
The code that I know works because I've got textures to display before correctly is:
the Shader class
VAO VBO and IBO
EDIT: after the fix from rafix07 it doesn't crash anymore it just doesn't display
EDIT2:
I've implemented glDebugMessageCallback, and it gives me this error:
source: 33352
type: 33361
id: 1
severity: 33387
length: 130
GL ERROR!: Shader Stats: SGPRS: 24 VGPRS: 24 Code Size: 72 LDS: 0 Scratch: 0 Max Waves: 10 Spilled SGPRs: 0 Spilled VGPRs: 0 PrivMem VGPRs: 0
Remove all explicit invocations of destructors, like:
tex.~Texture();
You get corrupted double-linked list because you deallocate a resource twice: first time by calling destructor explicitly and the second one when destructor is called at the end of scope within object is defined.
{
Texture tex;
// ...
tex.~Texture(); // texture is deallocated and id texture is dangling reference
// <-- dtor of tex is called implicitly, and the same id texture is deleted again leading to crash
}
Here is my code:
modify from qt example: Examples\Qt-5.14.2\quick\scenegraph\openglunderqml
void SquircleRenderer::init()
{
unsigned char* data = (unsigned char*)malloc(1200*4);
for(int i=0;i<600;i++)
{
data[i*4] = 0;
data[i*4+1] = 255;
data[i*4+2] = 0;
data[i*4+3] = 255;
}
for(int i=600;i<1200;i++)
{
data[i*4] = 0;
data[i*4+1] = 0;
data[i*4+2] = 255;
data[i*4+3] = 255;
}
if (!m_program) {
QSGRendererInterface *rif = m_window->rendererInterface();
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL || rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
initializeOpenGLFunctions();
if (texs[0])
{
glDeleteTextures(1, texs);
}
glGenTextures(1, texs);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 30, 40, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
m_program = new QOpenGLShaderProgram();
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,
"varying highp vec2 coords;"
"uniform sampler2D inputImageTexture;"
"void main() {"
" gl_FragColor = texture2D(inputImageTexture, coords);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
arrUni[0] = m_program->uniformLocation("inputImageTexture");
}
}
//! [4] //! [5]
void SquircleRenderer::paint()
{
// Play nice with the RHI. Not strictly needed when the scenegraph uses
// OpenGL directly.
m_window->beginExternalCommands();
m_program->bind();
m_program->enableAttributeArray(0);
float values[] = {
-1, 1,
1, 1,
-1, -1,
1, -1
};
// This example relies on (deprecated) client-side pointers for the vertex
// input. Therefore, we have to make sure no vertex buffer is bound.
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_program->setAttributeArray(0, GL_FLOAT, values, 2);//values
//m_program->setUniformValue("t", (float) m_t);
qDebug()<<m_viewportSize.width()<<m_viewportSize.height()<<"\n";
glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glUniform1i(arrUni[0], 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_program->disableAttributeArray(0);
m_program->release();
m_window->endExternalCommands();
}
As the picture you can see,it produces 4 same pictures,could you tell me how to produce 1 picture fill the whole window?:
I tried so many methods, but it didn't work, I guess the problem exists in the values array or the glTexImage2D function.
Textures are mapped accross the [0, 1] range, and values outside of that range are modulo-looped back into it, which creates a repeating pattern. Interpreting the texture over the [-1, 1] range leads to what you are seeing since you are mapping exactly twice the UV range in both axises.
There's a few ways to fix this. But my personal preference for a full-framebuffer pass like this is to have the attribute be normalized, and then have it converted to the expected [-1, 1] range for the clip-space coordinate in the vertex shader:
float values[] = {
0.f, 1.f,
1.f, 1.f,
0.f, 0.f,
1.f, 0.f
};
gl_Position = vertices * 2.0 - vec4(1.0, 1.0,0.0,1.0);
Another common technique is to do away with the attribute buffer altogether, and use gl_VertexID to directly generate both the UVs and coordinates.
for fun I was testing format RGB32UI for rendering.
I managed to solve problem in some fancy way, I'm curious if it's possible to do it "normally".
Here is my code to draw quad to render buffer:
virtual long Run()
{
long result = NO_ERROR;
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
m_program = CreateProgram(VertexShader(), "", "", "", FragmentShader());
glLinkProgram(m_program);
const float vertex_data[] = { -1, -1, 0, 1, 1, -1, 1, 1, 1, 1, 1, 0, -1, 1, 0, 0 };
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
glBindVertexArray(m_vao);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glUseProgram(m_program);
glUniform1f(glGetUniformLocation(m_program, "normalizer"), 127.0);
if (Execute<GLbyte>(GL_RGBA8I, GL_BGRA_INTEGER, GL_BYTE, 0x00, 101, 127, 85) == ERROR)
{
Output(2, "Fail: Internal format GL_RGBA8I\t\tType GL_BYTE.\n");
result |= ERROR;
}
glUniform1f(glGetUniformLocation(m_program, "normalizer"), 32767.0);
if (Execute<GLshort>(GL_RGBA16I, GL_BGRA_INTEGER, GL_SHORT, 0x0000, 26214, 32767, 21845) == ERROR)
{
Output(2, "Fail: Internal format GL_RGBA16I\t\tType GL_SHORT.\n");
result |= ERROR;
}
glUniform1f(glGetUniformLocation(m_program, "normalizer"), 2147483647.0);
if (Execute<GLint>(GL_RGBA32I, GL_BGRA_INTEGER, GL_INT, 0x00000000, 1717987071, 2147483647, 1431655807) == ERROR)
{
Output(2, "Fail: Internal format GL_RGBA32I\t\tType GL_INT.\n");
result |= ERROR;
}
return result;
}
template<typename T>
long Execute(const long& internalFormat, const long& format, const long& type, const long& B, const long& G, const long& R, const long& A)
{
long result = NO_ERROR;
std::vector<T> dataIN(8192 * 4);
std::vector<T> dataOUT(8192 * 4);
for (int i = 0; i < 8192; i++)
{
dataIN[4 * i] = B;
dataIN[4 * i + 1] = G;
dataIN[4 * i + 2] = R;
dataIN[4 * i + 3] = A;
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 8192, 1, 0, format, type, &dataIN[0]);
glGetTexImage(GL_TEXTURE_2D, 0, format, type, &dataOUT[0]);
if (memcmp(&dataIN[0], &dataOUT[0], sizeof(T) * 8192 * 4) != 0)
{
Output(3, "Texel read from bound texture (%d, %d, %d, %d) is not equal to texel wrote to bound texture (%d, %d, %d, %d).\n",
dataOUT[0], dataOUT[1], dataOUT[2], dataOUT[3], dataIN[0], dataIN[1], dataIN[2], dataIN[3]);
result = ERROR;
}
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_QUADS, 0, 4);
std::vector<vec4> pix(100 * 100);
glReadPixels(0, 0, 100, 100, GL_RGBA, GL_FLOAT, &pix[0]);
DisplayData(100, 100, pix);
result |= CheckRectColor(pix, 100, 0, 0, 100, 100, vec4(1.0f, 0.8f, 0.0f, 0.666666f)) ? NO_ERROR : ERROR;
return result;
}
My fancy VertexShader:
std::string FragmentShader()
{
return
CONF_SHADER_BEGIN(430)
NL "in vec2 texCoord;"
NL "out vec4 out_color;"
NL "uniform isampler2D tex;"
NL "uniform float normalizer;"
NL "void main() {"
NL " ivec4 color = texture(tex, texCoord);"
NL " out_color = vec4(color.rgb / normalizer, color.a / normalizer);"
NL "}";
}
As you can see I'd like to render texture with GL_BGRA_INTEGER type (formats: GL_RGBA8I, GL_RGBA16I, GL_RGBA32I) to buffer and then read pixels from it with glReadPixels().
I tried to do it with GL_FLOAT and GL_INT formats but they give me nothing...
Only way I managed to do it is by normalizing values inside shader.
The way I'd like to do it is with FragmentShader below:
virtual std::string FragmentShader()
{
return
CONF_SHADER_BEGIN(430)
NL "in vec2 texCoord;"
NL "out ivec4 out_color;"
NL "uniform isampler2D tex;"
NL "void main() {"
NL " out_color = texture(tex, texCoord);"
NL "}";
}
And read pixels with:
std::vector<ivec4> pix(100 * 100);
glReadPixels(0, 0, 100, 100, GL_RGBA, GL_INT, &pix[0]);
-Using Mac Retina display 2304x1440
I succeeded in including the FreeType library and tried to draw based on the tutorial but nothing was displayed.
There are no errors, so I can not identify the problem.
// For LoadShaders
#include "shader.hpp"
#include <vector>
#include <cstring>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <ft2build.h>
#include FT_FREETYPE_H
FT_Library library;
FT_Face face;
GLuint TextShaderID;
GLuint uniform_tex;
GLuint uniform_color;
GLuint vbo00;
// I have already acquired this font.
const char * fontfilename = "OpenSans-Regular.ttf";
void iii()
{
/* Initialize the FreeType2 library */
if (FT_Init_FreeType(&library)) {
fprintf(stderr, "Could not init freetype library\n");
}
/* Load a font */
if (FT_New_Face(library, fontfilename, 0, &face)) {
fprintf(stderr, "Could not open font %s\n", fontfilename);
}
// Initialize Shader (Here is not problem. Maybe.)
TextShaderID = LoadShaders( "material/shader/FreeType.vertexshader", "material/shader/FreeType.fragmentshader" );
// Initialize uniforms' IDs
uniform_tex = glGetUniformLocation( TextShaderID, "myTextureSampler" );
uniform_color = glGetUniformLocation( TextShaderID, "texcol" );
glGenBuffers(1, &vbo00);
}
void render_text(const char *text, float x, float y, float sx, float sy) {
const char *p;
FT_GlyphSlot g = face->glyph;
glActiveTexture(GL_TEXTURE0);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(uniform_tex, 0);
/* We require 1 byte alignment when uploading texture data */
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* Clamping to edges is important to prevent artifacts when scaling */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Linear filtering usually looks best for text */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* Set up the VBO for our vertex data */
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo00);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
/* Loop through all characters */
for (p = text; *p; p++) {
/* Try to load and render the character */
if (FT_Load_Char(face, *p, FT_LOAD_RENDER))
continue;
/* Upload the "bitmap", which contains an 8-bit grayscale image, as an alpha texture */
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
/* Calculate the vertex and texture coordinates */
float x2 = x + g->bitmap_left * sx;
float y2 = -y - g->bitmap_top * sy;
float w = g->bitmap.width * sx;
float h = g->bitmap.rows * sy;
GLfloat box[4][4] = {
{x2, -y2, 0, 0},
{x2 + w, -y2, 1, 0},
{x2, -y2 - h, 0, 1},
{x2 + w, -y2 - h, 1, 1},
};
/* Draw the character on the screen */
glBufferData(GL_ARRAY_BUFFER, sizeof box, box, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* Advance the cursor to the start of the next character */
x += (g->advance.x >> 6) * sx;
y += (g->advance.y >> 6) * sy;
}
glDisableVertexAttribArray(0);
glDeleteTextures(1, &tex);
}
void rrr()
{
glUseProgram(TextShaderID);
/* White background */
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float sx = 2/2304/4;
float sy = 2/1440/4;
FT_Set_Pixel_Sizes(face, 0, 48);
/* Effects of alignment */
GLfloat red[4] = { 1, 0, 0, 1 };
glUniform4fv(uniform_color, 1, red);
render_text("The Quick Brown Fox Jumps Over The Lazy Dog", 0, 0, sx, sy);
glutSwapBuffers();
}
float sx = 2/2304/4;
float sy = 2/1440/4;
are integral divisions. If an integral number is divided by a greater integral number, than the result is 0.
You've to do floating point divisions:
float sx = 2.0f/2304.0f/4.0f;
float sy = 2.0f/1440.0f/4.0f;
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
g->bitmap.width, g->bitmap.rows, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
generates a texture, where the data is encoded to the alpha channel. This has to be considered in the shader code, when the texture is looked up (by .a):
e.g.
#version 460
// [...]
uniform sampler2D myTextureSampler;
uniform vec4 texcol;
void main()
{
vec4 col = texcol * texture(myTextureSampler, uv).a;
// [...]
}
Anyway GL_ALPHA is deprecated and Legacy OpenGL. This means this won't work if you use a core profile Context.
Use GL_RED instead:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED,
g->bitmap.width, g->bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, g->bitmap.buffer);
Read the data from the red color channel (.r) in the fragment shader:
#version 460 core
// [...]
uniform sampler2D myTextureSampler;
uniform vec4 texcol;
void main()
{
vec4 col = texcol * texture(myTextureSampler, uv).r;
// [...]
}
I'm trying currently to change the color of a texture to black with a compute shader, but it doesn't work and i don't find why. There is no problem with the shader compilation, neither with the program linking, so i think that the problem is in the update of the shader. Here's my code :
Update :
glUseProgram(m_programID);
int location = glGetUniformLocation(m_programID, "img_out");
glUniform1i(location, 0);
glBindImageTexture(0, texID, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glDispatchCompute(1024, 1024, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
int format;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
unsigned char* img = new unsigned char[1024 * 1024 * 4];
glGetTexImage(GL_TEXTURE_2D, 0, format, GL_UNSIGNED_BYTE, img);
int i = SOIL_save_image("img.bmp", SOIL_SAVE_TYPE_BMP, 1024, 1024, 4, img);
std::cout << SOIL_last_result() << std::endl;
delete[] img;
glUseProgram(0);
Shader :
#version 450 core
layout(local_size_x = 1, local_size_y = 1) in;
layout(binding = 0, RGBA32F) uniform image2D img_out;
void main()
{
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
imageStore(img_out, pos, vec4(0.f, 0.f, 0.f, 1.f));
}
ps : texture used here is an image loaded with soil but does it matter?