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I have got several meshes (~100) of the same complex object in various poses with slightly different rotation and translation parameters. The object consists of multiple rigid components like arms and legs.
The goal is to generate a unique grayscale picture showing the accumulation of these poses for a particular body part. The heat-map obtained gives an idea of probable pixel locations for the body part, where white represents maximum probability, and black minimum (the lighter the higher probability). Say I'm interested in the accumulation of the legs. If many leg pose samples lie on the same (x,y) pixel location, than I expect to see light pixels there. Ultimately the leg poses might not exactly overlap, so I also expect to see a smooth transition to the black low probability around the leg silhouette boundaries.
To solve this task I have decided to use rendering in OpenGL frame buffers as these are known to be computationally cheap, and because I need to run this accumulation procedure very often.
What I did is the following. I accumulate the corresponding renderings of the body part I'm interested in (let's still keep the leg example) on the same frame buffer 'fboLegsId' using GL_BLEND. In order to discriminate between the legs
and the rest of the body, I texture the mesh with two colors:
rgba(gray,gray,gray,255) for the legs, where gray = 255 / Number of samples = 255/100
rgba(0,0,0,0) for the rest of the body
Then I accumulate the 100 renderings (which for the leg should sum up to white = 255) by doing the following:
glBindFramebuffer(GL_FRAMEBUFFER, fboLegsId);
glClearColor(0,0,0,255);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
for each sample s = 0...100
mesh.render(pose s);
end
glReadPixels(...)
This performs almost as I expected. I do obtain the smooth grayscale heat-map I wanted. However there are self-occlusion problems
which arise even when I use only 1 sample. Say for a single pose sample, one of the arms moved before the leg, partially occluding them. I expect the influence of the occluded leg parts to be cancelled during rendering. However it renders as if the arm is invisible/translucent, allowing for pixels behind to be fully shown. This leads to wrong renderings and therefore wrong accumulations.
If I simple disable blending, I see the correct self-occlusion aware result. So, apparently the problem lies somewhere at blending time.
I also tried different blending functions, and so far the following one produced the closer results to a self-occlusion aware accumulation approach:
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
Anyway there is still a problem here: one single sample looks now correct; two or more accumulated samples instead show overlapping artefacts with other samples. It looks like each accumulation replaces the current buffer pixel if the pixel is not part of the legs. And if the leg was found many times in front of the (let's say) the arm, than it becomes darker and darker, instead of lighter and lighter.
I tried to fix this by clearing depth buffer at each rendering iteration enabling depth computations, but this did not solve the problem.
I feel like there is either something conceptually wrong in my approach, or a small mistake somewhere.
I've tried a different approach based on the suggestions which performs as expected. Now I'm working with 2 frame buffers. The first one (SingleFBO) is used to render single samples with correct self-occlusion handling. The second (AccFBO) is used to accumulate the 2D textures from the first buffer using blending. Please, check my code below:
// clear the accumulation buffer
glBindFramebuffer(GL_FRAMEBUFFER, AccFBO);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for each sample s = 0...100
{
// set rendering destination to SingleFBO
glBindFramebuffer(GL_FRAMEBUFFER, SingleFBO);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
mesh->render(pose s);
glDisable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
// set rendering destination to the accumulation buffer
glBindFramebuffer(GL_FRAMEBUFFER, AccFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
// draw texture from previous buffer to a quad
glBindTexture(GL_TEXTURE_2D, textureLeg);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin( GL_QUADS );
{
glTexCoord2f(0,0); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1,0); glVertex2f(1.0f, -1.0f);
glTexCoord2f(1,1); glVertex2f(1.0f, 1.0f);
glTexCoord2f(0,1); glVertex2f(-1.0f, 1.0f);
}
glEnd();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
// restore
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
glBindFramebuffer(GL_FRAMEBUFFER, AccFBO);
glReadPixels(...)
Please, check also my (standard) code for initializing the SingleFBO (similarly for AccFBO):
// create a texture object
glGenTextures(1, &textureLeg);
glBindTexture(GL_TEXTURE_2D, textureLeg);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// create a renderbuffer object to store depth info
glGenRenderbuffers(1, &rboLeg);
glBindRenderbuffer(GL_RENDERBUFFER, rboLeg);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// create a framebuffer object
glGenFramebuffers(1, &SingleFBO);
glBindFramebuffer(GL_FRAMEBUFFER, SingleFBO);
// attach the texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
GL_COLOR_ATTACHMENT0, // 2. attachment point
GL_TEXTURE_2D, // 3. tex target: GL_TEXTURE_2D
textureLeg, // 4. tex ID
0); // 5. mipmap level: 0(base)
// attach the renderbuffer to depth attachment point
glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
GL_DEPTH_ATTACHMENT, // 2. attachment point
GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
rboLeg); // 4. rbo ID
// check FBO status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
error(...);
// switch back to window-system-provided framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Here's a different approach:
Create two frame buffers: normal and acc. normal frame buffer should have a texture storage (with glFramebufferTexture2D).
Here's the basic algorithm:
Clear acc to black
Bind normal, clear to black, and render scene with white legs, and other parts black
Bind acc, render a full screen rectangle, with normal texture on it, with blend mode GL_ONE, GL_ONE
Forward the animation, and if it haven't finished, goto 2.
You have the result in acc
So, basically, acc will contain the individual frames summed.
Following this tutorial here: http://learnopengl.com/#!Advanced-Lighting/Shadows/Point-Shadows
I have a simple perfectly working omnidirectional shadow map.
Here is a GitHub source: https://github.com/JoeyDeVries/LearnOpenGL/tree/master/src/5.advanced_lighting/3.2.point_shadows
However, as I change the framebuffer to store a float the draw order becomes important. This is my problem
Let me explain it better.
To create the framebuffer I change this:
for (GLuint i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
......
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
to this:
for (GLuint i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_R32F, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
......
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, depthCubemap, 0);
Then I change the fragment shadow map shader from this:
gl_FragDepth = lightDistance;
to this:
out vec4 color;
void main() {
....
// gl_FragDepth = lightDistance; // I commented this out...
color = vec4(lightDistance, 0, 0, 1);
}
Which works as long as I draw the objects further from the light source first. But if I change the RenderScene(Shader &shader) function to render the big room cube last, the shadows disappear!
This does not happen with the source from the tutorial which makes the Sherlock in me think this has something to do with the changes I have made. It would not surprise me if the solution to this is something trivial so, please, fire away!
Which works as long as I draw the objects further from the light source first.
Of course it does. Because you no longer have a depth buffer. Without a depth buffer, you don't have depth testing. And without depth testing, you don't have hidden surface elimination. So the last drawn fragment always wins.
That's why the LearnOpenGL.org code uses a layered depth image as its render target.
If you insist on rendering the depth to a GL_R32F image (and I have no idea why you need to), then you're going to have to have both a layered color buffer and a layered depth buffer. And your lightDistance needs to go into both of them.
I have implemented a deferred rendering and am trying to use multisample textures for anti aliasing.
I render the scene into a FBO with multisample textures, use glBlit to create regular textures in a second FBO and finally bind the texture to the lighting shader that produces the final image.
// draw to textures
mMultiGeometryFBO->bind();
glViewport(0,0,mWidth,mHeight);
glEnable(GL_DEPTH_TEST);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
// calling all modules to draw to FBO
for(auto r : mRenderer)
r->renderMaterial(camera);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mMultiGeometryFBO->fbo());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mGeometryFBO->fbo());
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, mWidth, mHeight,
0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_LINEAR);
glReadBuffer(GL_COLOR_ATTACHMENT1);
glDrawBuffer(GL_COLOR_ATTACHMENT1);
glBlitFramebuffer(0, 0, mWidth, mHeight,
0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glReadBuffer(GL_COLOR_ATTACHMENT2);
glDrawBuffer(GL_COLOR_ATTACHMENT2);
glBlitFramebuffer(0, 0, mWidth, mHeight,
0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// draw to screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_DEPTH_BUFFER_BIT);
mSkybox->renderMaterial(camera);
mShader->use();
mShader->setTexture("tDiffuse", mDiffuseColor, 0);
mShader->setTexture("tNormal", mNormals, 1);
mShader->setTexture("tMaterial", mMaterialParams, 2);
mShader->setTexture("tDepth", mDepthBuffer, 3);
mShader->setTexture("tLights", mLightColor, 4);
mQuad->draw();
This produces a visible line at the horizon (between geometry and skybox).
The color is the clear color. Only clearing the depth reduces the problem when moving. Rendering the SkyBox to the FBO before rendering the geometry produces less visible artifacts, but the line is still there.
Edit: forgot the picture
Resolving the multisample target before the lighting pass does not make sense, conceptually. What you will get is that the values in your gbuffers will be averaged at the edges of objects. This is especially bad for the normal directions. Think about it: If you have a pixel which contains 50% of your ground plane, and 50% of your sky, you will get a normal direction which is (normal_ground + normal_sky)/2. This is totally different from calculating the final color of each of this parts with their original normal and mixing the resulting colors.
If you want to do multisampling with deferred rendering, you have to use the multisampling target for the lighting, and will have to enable per sample shading and actually access and light each sample individually, and only blit the final result to a non-multisampled target. However, that will be exorbitantly expensive. You especially lose the benefits of multisampling vs. supersampling.
I don't know if there are some neat tricks trick to still work with multisampling in a more efficient way, but the usual approach is to not use multisampling at all and doing the anti-aliasing via some image-based postprocessing pass.
I'm attempting to render a .png image as a texture. However, all that is being rendered is a white square.
I give my texture a unique int ID called texID, read the pixeldata into a buffer 'image' (declared in the .h file). I load my pixelbuffer, do all of my OpenGL stuff and bind that pixelbuffer to a texture for OpenGL. I then draw it all using glDrawElements.
Also I initialize the texture with a size of 32x32 when its contructor is called, therefore i doubt it is related to a power of two size issue.
Can anybody see any mistakes in my OpenGL GL_TEXTURE_2D setup that might give me a block white square.
#include "Texture.h"
Texture::Texture(int width, int height, string filename)
{
const char* fnPtr = filename.c_str(); //our image loader accepts a ptr to a char, not a string
printf(fnPtr);
w = width; //give our texture a width and height, the reason that we need to pass in the width and height values manually
h = height;//UPDATE, these MUST be P.O.T.
unsigned error = lodepng::decode(image,w,h,fnPtr);//lodepng's decode function will load the pixel data into image vector
//display any errors with the texture
if(error)
{
cout << "\ndecoder error " << error << ": " << lodepng_error_text(error) <<endl;
}
for(int i = 0; i<image.size(); i++)
{
printf("%i,", image.at(i));
}
printf("\nImage size is %i", image.size());
//image now contains our pixeldata. All ready for OpenGL to do its thing
//let's get this texture up in the video memory
texGLInit();
}
void Texture::texGLInit()
{
//WHERE YOU LEFT OFF: glGenTextures isn't assigning an ID to textures. it stays at zero the whole time
//i believe this is why it's been rendering white
glGenTextures(1, &textures);
printf("\ntexture = %u", textures);
glBindTexture(GL_TEXTURE_2D, textures);//evrything we're about to do is about this texture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//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_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDisable(GL_COLOR_MATERIAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,w,h,0, GL_RGBA, GL_UNSIGNED_BYTE, &image);
//we COULD free the image vectors memory right about now.
}
void Texture::draw(point centerPoint, point dimensions)
{
glEnable(GL_TEXTURE_2D);
printf("\nDrawing block at (%f, %f)",centerPoint.x, centerPoint.y);
glBindTexture(GL_TEXTURE_2D, textures);//bind the texture
//create a quick vertex array for the primitive we're going to bind the texture to
printf("TexID = %u",textures);
GLfloat vArray[8] =
{
centerPoint.x-(dimensions.x/2), centerPoint.y-(dimensions.y/2),//bottom left i0
centerPoint.x-(dimensions.x/2), centerPoint.y+(dimensions.y/2),//top left i1
centerPoint.x+(dimensions.x/2), centerPoint.y+(dimensions.y/2),//top right i2
centerPoint.x+(dimensions.x/2), centerPoint.y-(dimensions.y/2)//bottom right i3
};
//create a quick texture array (we COULD create this on the heap rather than creating/destoying every cycle)
GLfloat tArray[8] =
{
0.0f,0.0f, //0
0.0f,1.0f, //1
1.0f,1.0f, //2
1.0f,0.0f //3
};
//and finally.. the index array...remember, we draw in triangles....(and we'll go CW)
GLubyte iArray[6] =
{
0,1,2,
0,2,3
};
//Activate arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Give openGL a pointer to our vArray and tArray
glVertexPointer(2, GL_FLOAT, 0, &vArray[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &tArray[0]);
//Draw it all
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &iArray[0]);
//glDrawArrays(GL_TRIANGLES,0,6);
//Disable the vertex arrays
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
//done!
/*glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex2f(centerPoint.x-(dimensions.x/2), centerPoint.y-(dimensions.y/2));
glTexCoord2f(0.0f,1.0f);
glVertex2f(centerPoint.x-(dimensions.x/2), centerPoint.y+(dimensions.y/2));
glTexCoord2f(1.0f,1.0f);
glVertex2f(centerPoint.x+(dimensions.x/2), centerPoint.y+(dimensions.y/2));
glTexCoord2f(1.0f,0.0f);
glVertex2f(centerPoint.x+(dimensions.x/2), centerPoint.y-(dimensions.y/2));
glEnd();*/
}
Texture::Texture(void)
{
}
Texture::~Texture(void)
{
}
I'll also include the main class' init, where I do a bit more OGL setup before this.
void init(void)
{
printf("\n......Hello Guy. \n....\nInitilising");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,XSize,0,YSize);
glEnable(GL_TEXTURE_2D);
myBlock = new Block(0,0,offset);
glClearColor(0,0.4,0.7,1);
glLineWidth(2); // Width of the drawing line
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
printf("\nInitialisation Complete");
}
Update: adding in the main function where I first setup my OpenGL window.
int main(int argc, char** argv)
{
glutInit(&argc, argv); // GLUT Initialization
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE); // Initializing the Display mode
glutInitWindowSize(800,600); // Define the window size
glutCreateWindow("Gem Miners"); // Create the window, with caption.
printf("\n========== McLeanTech Systems =========\nBecoming Sentient\n...\n...\n....\nKILL\nHUMAN\nRACE \n");
init(); // All OpenGL initialization
//-- Callback functions ---------------------
glutDisplayFunc(display);
glutKeyboardFunc(mykey);
glutSpecialFunc(processSpecialKeys);
glutSpecialUpFunc(processSpecialUpKeys);
//glutMouseFunc(mymouse);
glutMainLoop(); // Loop waiting for event
}
Here's the usual checklist for whenever textures come out white:
OpenGL context created and being bound to current thread when attemting to load texture?
Allocated texture ID using glGenTextures?
Are the parameters format and internal format to glTex[Sub]Image… valid OpenGL tokens allowed as input for this function?
Is mipmapping being used?
YES: Supply all mipmap layers – optimally set glTexParameteri GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL, as well as GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOG.
NO: Turn off mipmap filtering by setting glTexParameteri GL_TEXTURE_MIN_FILTER to GL_NEAREST or GL_LINEAR.
I've been attempting to render text onto an openGL window using SDL and the SDL_TTF library on windows XP, VS2010.
Versions:
SDL version 1.2.14
SDL TTF devel 1.2.10
openGL (version is at least 2-3 years old).
I have successfully created an openGL window using SDL / SDL_image and can render lines / polygons onto it with no problems.
However, moving onto text it appears that there is some flaw in my current program, I am getting the following result when trying this code here
for those not willing to pastebin here are only the crutial code segments:
void drawText(char * text) {
glLoadIdentity();
SDL_Color clrFg = {0,0,255,0}; // set colour to blue (or 'red' for BGRA)
SDL_Surface *sText = TTF_RenderUTF8_Blended( fntCourier, text, clrFg );
GLuint * texture = create_texture(sText);
glBindTexture(GL_TEXTURE_2D, *texture);
// draw a polygon and map the texture to it, may be the source of error
glBegin(GL_QUADS); {
glTexCoord2i(0, 0); glVertex3f(0, 0, 0);
glTexCoord2i(1, 0); glVertex3f(0 + sText->w, 0, 0);
glTexCoord2i(1, 1); glVertex3f(0 + sText->w, 0 + sText->h, 0);
glTexCoord2i(0, 1); glVertex3f(0, 0 + sText->h, 0);
} glEnd();
// free the surface and texture, removing this code has no effect
SDL_FreeSurface( sText );
glDeleteTextures( 1, texture );
}
segment 2:
// create GLTexture out of SDL_Surface
GLuint * create_texture(SDL_Surface *surface) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// The SDL_Surface appears to have BGR_A formatting, however this ends up with a
// white rectangle no matter which colour i set in the previous code.
int Mode = GL_RGB;
if(surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, surface->w, surface->h, 0, Mode,
GL_UNSIGNED_BYTE, surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return &texture;
}
Is there an obvious bit of code I am missing?
Thank you for any help on this subject.
I've been trying to learn openGL and SDL for 3 days now, so please forgive any misinformation on my part.
EDIT:
I notice that using
TTF_RenderUTF8_Shaded
TTF_RenderUTF8_Solid
Throw a null pointer exception, meaning that there is an error within the actual text rendering function (I suspect), I do not know how this means TTF_RenderUTF8_Blended returns a red square but I suspect all troubles hinge on this.
I think the problem is in the glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D) functions which must be called every time the text is painted on the screen.And maybe also the color conversion between the SDL and GL surface is not right.
I have combined create_texture and drawText into a single function that displays the text properly. That's the code:
void drawText(char * text, TTF_Font* tmpfont) {
SDL_Rect area;
SDL_Color clrFg = {0,0,255,0};
SDL_Surface *sText = SDL_DisplayFormatAlpha(TTF_RenderUTF8_Blended( tmpfont, text, clrFg ));
area.x = 0;area.y = 0;area.w = sText->w;area.h = sText->h;
SDL_Surface* temp = SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,sText->w,sText->h,32,0x000000ff,0x0000ff00,0x00ff0000,0x000000ff);
SDL_BlitSurface(sText, &area, temp, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sText->w, sText->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2d(0, 0); glVertex3f(0, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + sText->w, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + sText->w, 0 + sText->h, 0);
glTexCoord2d(0, 1); glVertex3f(0, 0 + sText->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
SDL_FreeSurface( sText );
SDL_FreeSurface( temp );
}
screenshot
I'm initializing OpenGL as follows:
int Init(){
glClearColor( 0.1, 0.2, 0.2, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0, 600, 300, 0, -1, 1 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if( glGetError() != GL_NO_ERROR ){
return false;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
}
I think you should just add glEnable(GL_BLEND), because the code for the text surface says TTF_RenderUTF8_Blended( fntCourier, text, clrFg ) and you have to enable the blending abilities of opengl.
EDIT
Okay, I finally took the time to put your code through a compiler. Most importantly, compiler with -Werror so that warning turn into errors
GLuint * create_texture(SDL_Surface *surface) {
GLuint texture = 0;
/*...*/
return &texture;
}
I didn't see it first, because that's something like C coder's 101 and is quite unexpected: You must not return pointers to local variables!. Once the functions goes out of scope the pointer returned will point to nonsense only. Why do you return a pointer at all? Just return a integer:
GLuint create_texture(SDL_Surface *surface) {
GLuint texture = 0;
/*...*/
return texture;
}
Because of this you're also not going to delete the texture afterward. You upload it to OpenGL, but then loose the reference to it.
Your code misses a glEnable(GL_TEXTURE_2D) that's why you can't see any effects of texture. However your use of textures is suboptimal. They way you did it, you recreate a whole new texture each time you're about to draw that text. If that happens in a animation loop, you'll
run out of texture memory rather soon
slow it down significantly
(1) can be addressed by not generating a new texture name each redraw
(2) can be addresses by uploading new texture data only when the text changes and by not using glTexImage2D, but glTexSubImage2D (of course, if the dimensions of the texture change, it must be glTexImage2D).
EDIT, found another possible issue, but first fix your pointer issue.
You should make sure, that you're using GL_REPLACE or GL_MODULATE texture environment mode. If using GL_DECAL or GL_BLEND you end up with red text on a red quad.
There was leaking memory of of the function in my previous post and the program was crashing after some time...
I improved this by separating the texture loading and displaying:
The first function must be called before the SDL loop.It loads text string into memory:
Every string loaded must have different txtNum parameter
GLuint texture[100];
SDL_Rect area[100];
void Load_string(char * text, SDL_Color clr, int txtNum, const char* file, int ptsize){
TTF_Font* tmpfont;
tmpfont = TTF_OpenFont(file, ptsize);
SDL_Surface *sText = SDL_DisplayFormatAlpha(TTF_RenderUTF8_Solid( tmpfont, text, clr ));
area[txtNum].x = 0;area[txtNum].y = 0;area[txtNum].w = sText->w;area[txtNum].h = sText->h;
glGenTextures(1, &texture[txtNum]);
glBindTexture(GL_TEXTURE_2D, texture[txtNum]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, sText->w, sText->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, sText->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
SDL_FreeSurface( sText );
TTF_CloseFont(tmpfont);
}
The second one displays the string, must be called in the SDL loop:
void drawText(float coords[3], int txtNum) {
glBindTexture(GL_TEXTURE_2D, texture[txtNum]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2f(0, 0); glVertex3f(coords[0], coords[1], coords[2]);
glTexCoord2f(1, 0); glVertex3f(coords[0] + area[txtNum].w, coords[1], coords[2]);
glTexCoord2f(1, 1); glVertex3f(coords[0] + area[txtNum].w, coords[1] + area[txtNum].h, coords[2]);
glTexCoord2f(0, 1); glVertex3f(coords[0], coords[1] + area[txtNum].h, coords[2]);
} glEnd();
glDisable(GL_TEXTURE_2D);
}