I have a small problem with glfw.
My code is really simple, I juste want to create an empty window.
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
int main(void) {
// initialise the windows
GLFWwindow *window;
if (!glfwInit()) {
return -1;
}
// create a windows
window = glfwCreateWindow(640, 480, "Test", NULL, NULL);
if (!window) {
fprintf(stderr, "Failed to initialize GLFW\n");
glfwTerminate();
return -1;
}
// make the window's current context
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// loop until the window close
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// swap back and front buffers
glfwSwapBuffers(window);
// poll the events
glfwPollEvents();
}
std::cout << "finished ";
glfwTerminate();
return 0;
}
This code compile but when I run it, I only have a white window. The title of the window is correct but everything inside is white...
I try to use glClearColor like that
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1, 1, 0, 0);
but my window still white....
I use visual studio 2015.
How to get a black window ?
Edit :
I forgot to add this:
glfwMakeContextCurrent(window);
For future visitors I'm posting the edit as a formal answer.
The thing missing here is to set the newly created window as the current OpenGL context by calling glfwMakeContextCurrent(window);
Interestingly the comments in the code say you are doing this
// make the window's current context
But then you do not call the method above but instead set the background colour immediately after. If you add the above method call after this comment and before you set the background colour then when I run your code it works fine.
Related
I'm trying to change the background color in a window generated by OpenGL/GLFW and I'm using a similar code than the one in the GLFW docs. I'm on Ubuntu 20.04 and the window background is always black, no matter the parameters in the glClearColor() function.
I tried this on Windows 10 using VS and it worked perfectly, but on Ubuntu it's not working at all. No error messages are generated.
I also followed The Cherno's Sparky game engine series, and tried encapsulating the glClear() function in a class method, but this didn't change anything.
This is the whole code:
#include <iostream>
#include <GL/gl.h>
#include <GLFW/glfw3.h>
int main(int argc, char *argv[])
{
std::cout << "Hello world!" << std::endl;
if (!glfwInit())
{
// Initialization failed
exit(EXIT_FAILURE);
}
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
if (!window)
{
// Window or OpenGL context creation failed
std::cout << "Error creating window!" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
return 0;
}
I'm supposed to get a window with a red background but it's black.
As additional elements, I'm also using CMake to help configuring and building the project (quite overkill I know), and I believe clang is the compiler used for the project. Maybe that influences the result.
You need an appropriate loader after glfwMakeContextCurrent(window).
If you are using glad, you should call gladLoadGL(glfwGetProcAddress) after glfwMakeContextCurrent(window) as the official doc suggests here.
I'm trying to use all 3 libraries or whatnot but i'm quite confused by the sample code and I can't quite follow the documentation. This is the code and ill explain my confusions below:
#include <iostream>
#include <string>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <imgui/imgui.h>
#include <imgui/imgui_stdlib.h>
#include <imgui/imgui_impl_sdl.h>
#include <imgui/imgui_impl_opengl3.h>
// Main code
int main(int argc, char* argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
std::cout << SDL_GetError() << std::endl;
return -1;
}
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(0); // Disable vsync
if (glewInit() != GLEW_OK) {
std::cout << "Error initializing glew\n";
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
ImFont* font = io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\Arial.ttf", 30.0f);
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool running = false;
SDL_Event event;
while (!running)
{
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
running = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
running = true;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
{
static std::string buf = "";
ImGui::PushFont(font);
ImGui::Begin("Window");
ImGui::InputText("Hello", &buf);
//std::cout << io.Fonts->Fonts.size() << std::endl;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::PopFont();
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
There are a few confusions I have here, starting with there being no SDL_Renderer anywhere within the code. I notice that the display draw color is handled by OpenGL, but the rendering is called via glClear(GL_COLOR_BUFFER_BIT); (I THINK). I'm unsure, though, how I could actually then call any SDL2 functions such as SDL_RenderFillRect() with no SDL_Renderer ? My best hint is this line:
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
where its SDL_GL_SwapWindow() but this I believe just also renders for the OpenGL? I'm not really sure what line out of all the rending actually does what. I mean I would have thought ImGui::Render() would render all ImGui things, but then theres an ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); and then I'm not sure how the SDL_GL_SwapWindow ties in since i've already called glClear(). Additionally, why is there a function called ImGui::EndFrame() but not called in the sample code at the end of a frame and then there is ImGui::NewFrame() for each loop and same for ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL2_NewFrame(window); Can someone please explain some of these things its very confusing.
SDL_Renderer is something you need if you want to use the SDL API for drawing tasks, but it is not required if you just create the OpenGL context with SDL and do all the drawing directly with OpenGL.
but the rendering is called via glClear(GL_COLOR_BUFFER_BIT);
No, glClearclearse part of the current render buffer, in this case, the color (What is the purpose of GL_COLOR_BUFFER_BIT and GL_DEPTH_BUFFER_BIT?
)
SDL_GL_SwapWindow(window); brings the contents of the current render buffer (the rendering) to the window SDL_GL_SwapWindow
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); invokes he drawing of the ImGUI components.
I'm doing my programming on MacOS 10.14.3 that has support for OpenGL 4.1.
I'm using glfw for the ui and glew for the extensions detection.
this is the my code so far:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
int main() {
if (!glfwInit()) {
std::cout << "GLFW initialisation Failed";
glfwTerminate();
return 1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,1);
// Core profile = No Backwards Compatibility
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
// Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
GLFWwindow *mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Test Window", nullptr, nullptr);
if (!mainWindow) {
std::cout << "GLFW window creation Failed!";
glfwTerminate();
return 1;
}
// get buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow,&bufferWidth,&bufferHeight);
// Set context for GLEW to use
glfwMakeContextCurrent(mainWindow);
// Allow modern extension features
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "GLEW initialisation Failed!";
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
}
// Setup viewport size
glViewport(0,0,bufferWidth,bufferHeight);
while(!glfwWindowShouldClose(mainWindow)) {
// Get + handle user input events
glfwPollEvents();
// Clear window
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(mainWindow);
}
return 0;
}
this should be a basic started for an opengl application. it should init glfw and glew and paint the screen in red, and on top of that I can add my opengl drawing/rendering functions.
when I execute it instead of seeing a window with a red background color, the background color flickers between red and black.
any ideas why?
update
it appears that the screen flickers between black and red even if I choose a different color with glClearColor.
starting to think maybe glew isn't working properly.. i'll move back to glad and seee if there is any difference.
update 2
replaced glew with glad by removed glew code, generating glad code using the web interface, then included glad.h and added glad.c to compilation, and initialised glad with:
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
ok now that works properly... but I want to use glew... what may be the problem that's causing this ?
I'm trying to run my first opengl program in C++, which opens a window, sets a background color, and gives a title, from Terminal on Mac OS X.
The code compiles and links fine. When I run the program the window and title open fine but the background color is always black.
It is my understanding that the function glClearColor sets the background color. However, no matter what parameters I pass to the function, the background color of the window is always black.
If anyone can explain to me what errors I'm making, I would very much appreciate it. Thanks and below is the code:
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if(nullptr == window)
{
std::cout << "Failed to create GLFW window" << '\n';
glfwTerminate();
return -1;
}
glewExperimental = GL_TRUE;
GLenum err=glewInit();
if(err != glewInit())
{
std::cout << "Failed to initialize GLEW" << '\n';
return -1;
}
glViewport(0, 0, screenWidth, screenHeight);
while(!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.2f, 0.9f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
glClearColor, like all OpenGL functions, works on the current OpenGL context.
You're not setting your window's context as current for your calling thread, so your call to glClearColor does nothing here. Add:
glfwMakeContextCurrent(window);
before your loop.
From glfwMakeContextCurrent docs:
This function makes the OpenGL or OpenGL ES context of the specified window current on the calling thread. A context can only be made current on a single thread at a time and each thread can have only a single current context at a time.
For those of you crazy enough to use pure WIN32 programming:
If your PIXELFORMATDESCRIPTOR has the flag:
PFD_DOUBLEBUFFER
Then all draw calls target the back buffer.
You need to use the windows GDI32 call "SwapBuffers( HDC )" to show the results of your OpenGL calls.
wlgMakeCurrent()
glClearColor( R, G, B, 1.0 ); //: <--Make sure alpha isn't transparent.
glClear( GL_COLOR_BUFFER_BIT )
SwapBuffers( your_window_HDC ); //: from GDI32.dll
To get access to SwapBuffers I use LoadLibrary and GetProcAddress and
put the function pointer in my Win32 functions library.
Also notworthy:
Call SwapBuffers on the same thread as your OpenGL calls.
One more thing. I used multiple threads. So this might be helpful to know:
My window was created in thread "B"
My Context was created in thread "A" using HDC from thread "B"
My openGL draw calls are in thread "A".
I mention this because before I found out about SwapBuffers I thought the problem was because of my multi threading. OpenGL wasn't giving me any errors though, so I had to guess around and experiment and read.
I've created a very simple implementation of a GLFW window. My implementation looks like so
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include glfw for window handling
#include <GLFW/glfw3.h>
int SCREEN_WIDTH = 1280;
int SCREEN_HEIGHT = 720;
GLFWwindow* window;
int main() {
if(!glfwInit()) {
fprintf( stderr, "Failed to initialize GLFW!\n" );
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Title", NULL, NULL);
if( !window )
{
fprintf( stderr, "Failed to create window!\n" );
glfwTerminate();
return -1;
}
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
do {
glfwSwapBuffers(window);
} while(!glfwGetKey(window, GLFW_KEY_ESCAPE));
glfwTerminate();
return 0;
}
It compiles fine, but when I run the application it just "freezes", not showing the correct clear color or anything. It just thinks like crazy (that "thinking"-cursor icon in Windows 7 spins and never stops).
I'm wondering why it freezes like such, does anyone have an idea?
EDIT:
Found the solution to my problem. I was learning from a GLFW2 example, but having the newest version (GLFW3) required me to redo the code some; the thing I didn't realize was that the glSwapBuffers(window) call doens't call glfwPollEvents() by itself, giving me the problem I had.
You're not clearing the buffers, hence the clear colour is not showing through.
You're not adding any kind of delay, so you're swapping empty buffers flat out ("thinking like crazy").