I'm trying to take a concave polygon and apply an image to it as a texture. The polygon can have multiple contours, both internal holes and external "islands". It can be any shape, but will be smaller than the image and will fit inside it. It does not necessarily touch the edges of the image.
I've successfully displayed the tessellated polygon, and textured a simple square, but can't get the two to work together.
Here's how I'm loading the texture:
GLuint texture;
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = (BYTE *)malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP );
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width,height, GL_RGB, GL_UNSIGNED_BYTE, data );
free( data );
return texture;
Here's the tessellation function:
GLuint tessellate1()
{
GLuint id = glGenLists(1); // create a display list
if(!id) return id; // failed to create a list, return 0
GLUtesselator *tess = gluNewTess(); // create a tessellator
if(!tess) return 0; // failed to create tessellation object, return 0
GLdouble quad1[4][3] = { {-1,3,0}, {0,0,0}, {1,3,0}, {0,2,0} };
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GLTexture::LoadTextureRAW("texture.raw", true));
// register callback functions
gluTessCallback(tess, GLU_TESS_BEGIN, (void (CALLBACK *)())tessBeginCB);
gluTessCallback(tess, GLU_TESS_END, (void (CALLBACK *)())tessEndCB);
gluTessCallback(tess, GLU_TESS_ERROR, (void (CALLBACK *)())tessErrorCB);
gluTessCallback(tess, GLU_TESS_VERTEX, (void (CALLBACK *)())tessVertexCB);
glNewList(id, GL_COMPILE);
glColor3f(1,1,1);
gluTessBeginPolygon(tess, 0); // with NULL data
gluTessBeginContour(tess);
gluTessVertex(tess, quad1[0], quad1[0]);
gluTessVertex(tess, quad1[1], quad1[1]);
gluTessVertex(tess, quad1[2], quad1[2]);
gluTessVertex(tess, quad1[3], quad1[3]);
gluTessEndContour(tess);
gluTessEndPolygon(tess);
glEndList();
gluDeleteTess(tess); // delete after tessellation
glDisable(GL_TEXTURE_2D);
setCamera(0, 0, 5, 0, 0, 0);
return id; // return handle ID of a display list
}
Here's the tessellation vertex callback function:
// cast back to double type
const GLdouble *ptr = (const GLdouble*)data;
double dImageX = -1, dImageY = -1;
//hardcoded extents of the polygon for the purposes of testing
int minX = 607011, maxX = 616590;
int minY = 4918219, maxY = 4923933;
//get the % coord of the texture for a poly vertex. Assumes image and poly bounds are the same for the purposes of testing
dImageX = (ptr[0] - minX) / (maxX - minX);
dImageY = (ptr[1] - minY) / (maxY - minY);
glTexCoord2d(dImageX, dImageY);
glVertex2d(ptr[0], ptr[1]);
And here's the display callback:
void displayCB()
{
// clear buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// save the initial ModelView matrix before modifying ModelView matrix
glPushMatrix();
// tramsform camera
glTranslatef(0, 0, cameraDistance);
glRotatef(cameraAngleX, 1, 0, 0); // pitch
glRotatef(cameraAngleY, 0, 1, 0); // heading
// draw meshes
glCallList(listId1); //id of the tessellated poly
// draw info messages
showInfo();
glPopMatrix();
glutSwapBuffers();
}
The results of this are a correctly drawn polygon with no texture applied.
// init
glGenTextures( 1, &texture );
// vertex callback
glBindTexture(GL_TEXTURE_2D, 1);
I don't think the first ID returned by glGenTextures() is required to be 1.
Try using texture instead of 1 in your glBindTexture() call.
Also, there's really no reason to enable texturing and re-bind the texture for every vertex. Just do it once before you call into the tesselator.
You're not capturing the texture binding and Enable inside the display list, so it's not going to be taken into account when you replay it. So, either:
Capture the BindTexture and Enable inside the display list, or
BindTexture and Enable(TEXTURE_2D) before calling CallList
The problem was the glDisable(GL_TEXTURE_2D) call in the tessellation function. After removing it, the texture was applied correctly.
Related
Important: I have to work with the fixed pipeline (I have no voice in this matter).
I have to modify some existing OpenGL code (a panoramic picture viewer, where the panorama is split into the six faces of a cube) so we're able to draw lines/points on top of the loaded textures, where the points are the mouse coordinates unprojected to object coordinates.
I wrote a test program with a coloured cube just to try the line painting on top of it:
I got this with the code pushing the GL_DEPTH_BUFFER_BIT attribute to the stack, disabling it before painting the points and poping the stack attribute after I have done with the painting.
I tried to use that same approach in the existing application, but I got these results (here, I'm trying only to paint a point):
I specified red as the color for the point but, as you can see, it doesn't have the desired one. I thought it might be due to blending and that it might be mixing its color with the underlying texture, so I pushed the GL_BLEND attribute to the stack as well and disabled it before painting, but the point isn't getting the desired color anyway.
What is happening here? Is there a way to "force" the pipeline to paint the point red?
initCube() : this is call before updating the GL scene.
void panoViewer::initCube() {
makeCurrent();
if(texture){
glDisable( texture );
textName = 0;
texture = 0;
}
glDisable( GL_TEXTURE_GEN_S );
glDisable( GL_TEXTURE_GEN_T );
glDisable( GL_TEXTURE_GEN_R );
glFrontFace( GL_CCW );
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
texture = GL_TEXTURE_CUBE_MAP;
textName = texnms[1];
glEnableClientState(GL_NORMAL_ARRAY);
glTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
glTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
glTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
glEnable( GL_TEXTURE_GEN_S );
glEnable( GL_TEXTURE_GEN_T );
glEnable( GL_TEXTURE_GEN_R );
// Add the textures to the cube faces.
// ...
}
initializeGL() :
void panoViewer::initializeGL() {
qglClearColor(Qt::black);
glShadeModel(GL_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable( GL_DEPTH_TEST );
// create texture objects
glGenTextures( 1, textName );
glBindTexture( GL_TEXTURE_CUBE_MAP, textName );
// find the largest feasible textures
maxTex2Dsqr = maxTexSize( GL_PROXY_TEXTURE_2D, max2d, max2d );
maxTex2Drec = maxTexSize( GL_PROXY_TEXTURE_2D, max2d, max2d / 2 );
maxTexCube = maxTexSize( GL_PROXY_TEXTURE_CUBE_MAP, maxcube, maxcube );
// constant texture mapping parameters...
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
// for cube maps...
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// enable alpha blending for overlay
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glDisable(GL_LIGHTING);
// Create display list: dispList
// ...
}
paintGL() :
void panoViewer::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(texture) {
glBindTexture(texture, textName);
glEnable( texture );
}
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotated( 180, 0, 1, 0 ); // camera looks at the front of the van
glRotated( 180, 0, 0, 1 ); // van's roof points to the sky
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// double hFOV, vFOV; // angular size at sphere center (deg)
// double minFOV, maxFOV; // limits on vFOV
// double wFOV; // vert angle at eye (deg) sets magnification
double hhnear = Znear * tan( 0.5 * RAD(wFOV) ),
hwnear = hhnear * aspectRatio,
dxnear = 2 * hwnear * fcompx,
dynear = 2 * hhnear * fcompy;
glFrustum( -(hwnear + dxnear), hwnear - dxnear,
-(hhnear + dynear), hhnear - dynear,
Znear, Zfar
);
glRotated( 180, 0, 1, 0 );
glTranslated( eyex, eyey, eyez );
glRotated( tiltAngle, 1, 0, 0 );
glRotated( panAngle, 0, 1, 0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glCallList(dispList);
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
// Paint the point in red
// ...
glPopAttrib();
}
UPDATE: I forgot to mention that the code is based in Qt. It uses the QtOpenGL module extensively.
UPDATE #2: I've added some code.
In the fixed function pipeline, there are many states which could lead to the vertex color beeing completely ignored.
As Reto Koradi pointed out in the comments, when lighting is enabled, the colors have no effect (unless GL_COLOR_MATERIAL is enabled, in which case the color value is used to update the material parameters used for the lighting equation.)
As I pointed out in the comments, another case is texturing. Depending on the GL_TEX_ENV_MODE selected, the fragment's color (as determined by lighting, or directly interpolated from the vertex colors) is modulated by the texture color, or completely replaced. In that case, disabling texturing for every texture unit in use can solve the issue.
My textures wont change and i'm not sure why. This my Texture Loader.h
class TextureLoader
{
private:
GLuint* Texture;
std::map<std::string, GLuint*> TextureMap;
public:
TextureLoader(){};
~TextureLoader()
{
delete Texture;
}
bool LoadTexture(std::string Source);
GLuint* GetImage(std::string TextureID);
bool CheckTextureExsist(std::string TextureID);
};
This is the CPP.
bool TextureLoader::LoadTexture(std::string Source)
{
//Bind the texture to load in.
Texture = new GLuint;
glGenTextures (1, Texture);
glBindTexture (GL_TEXTURE_CUBE_MAP, *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_R,GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
//Width, Height and Components of the image.
int x, y, n;
//Set pixel format
int force_channels = 4;
//Load data into the char.
unsigned char* image_data = stbi_load (
Source.c_str(), &x, &y, &n, force_channels);
//Check too see if the image loaded.
if (!image_data) {
fprintf (stderr, "ERROR: could not load %s\n", Source);
return false;
}
//Copy the image data to the selected target.
glTexImage2D (
GL_TEXTURE_2D,
0,
GL_RGBA,
x,
y,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image_data
);
free (image_data);
TextureMap.insert(std::pair<std::string, GLuint*>(Source,Texture));
return true;
}
GLuint* TextureLoader::GetImage(std::string TextureID)
{
return TextureMap.find(TextureID)->second;
}
bool TextureLoader::CheckTextureExsist(std::string TextureID)
{
if(TextureMap.find(TextureID) == TextureMap.end())
{
return false;
}
else
return true;
}
This is how i am drawing.
glBindTexture(GL_TEXTURE_2D, *TextureID);
glMaterialfv(GL_FRONT , GL_AMBIENT, Ambient);
glMaterialfv(GL_FRONT , GL_DIFFUSE, Diffuse);
glMaterialfv(GL_FRONT , GL_SPECULAR, Specular);
glMaterialf(GL_FRONT , GL_SHININESS, Shininess);
glVertexPointer(3,GL_FLOAT,0,&Vertices[0]);
glNormalPointer(GL_FLOAT,0,&Normals[0]);
glTexCoordPointer(2,GL_FLOAT,0,&TextureCoords[0]);
glPushMatrix();
glScalef(Scale[0],Scale[1],Scale[2]);
glTranslatef(Translate[0],Translate[1],Translate[2]);
glRotatef(Rotate[0],Rotate[1],Rotate[2],Rotate[3]);
glDrawArrays(GL_TRIANGLES, 0,(GLsizei)(Vertices.size()/3));
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, NULL);
The TextureID gets passed the pointer, of the texture handle . The handle does change during run time to the different handles but it does draws the last texture that i loaded in, regardless of texture handle.
The problem is binding to GL_TEXTURE_CUBE_MAP in your LoadTexture function:
glBindTexture (GL_TEXTURE_CUBE_MAP, *Texture);
Change that to
glBindTexture(GL_TEXTURE_2D, *Texture);
I would also suggest to use GLuint instead of a GLuint* and store that into the map. The only reason glGenTextures takes a pointer is because it can also output to an array of GLuint.
Trying to colour terrain points based on texture colour (currently hard coded to vec2(0.5, 0.5) for test purposes - which should be light blue) but all the points are grey. glGetError returns 0 throughout the whole process. I think I might be doing the render process wrong or have a problem with my shaders(?)
Vertex Shader:
void main(){
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Fragment Shader:
uniform sampler2D myTextureSampler;
void main(){
gl_FragColor = texture2D(myTextureSampler, vec2(0.5, 0.5));
}
Terrain Class:
class Terrain
{
public:
Terrain(GLuint pProgram, char* pHeightmap, char* pTexture){
if(!LoadTerrain(pHeightmap))
{
OutputDebugString("Loading terrain failed.\n");
}
if(!LoadTexture(pTexture))
{
OutputDebugString("Loading terrain texture failed.\n");
}
mProgram = pProgram;
mTextureLocation = glGetUniformLocation(pProgram, "myTextureSampler");
};
~Terrain(){};
void Draw()
{
glEnableClientState(GL_VERTEX_ARRAY); // Uncommenting this causes me to see nothing at all
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glVertexPointer(3, GL_FLOAT, 0, 0);
glEnable( GL_TEXTURE_2D );
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBMP);
glProgramUniform1i(mProgram, mTextureLocation, 0);
GLenum a = glGetError();
glPointSize(5.0f);
glDrawArrays(GL_POINTS, 0, mNumberPoints);
a = glGetError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable( GL_TEXTURE_2D );
glDisableClientState(GL_VERTEX_ARRAY);
}
private:
GLuint mVBO, mBMP, mUV, mTextureLocation, mProgram;
int mWidth;
int mHeight;
int mNumberPoints;
bool LoadTerrain(char* pFile)
{
/* Definitely no problem here - Vertex data is fine and rendering nice and dandy */
}
// TEXTURES MUST BE POWER OF TWO!!
bool LoadTexture(char *pFile)
{
unsigned char header[54]; // Each BMP file begins by a 54-bytes header
unsigned int dataPos; // Position in the file where the actual data begins
unsigned int width, height;
unsigned int imageSize;
unsigned char * data;
FILE * file = fopen(pFile, "rb");
if(!file)
return false;
if(fread(header, 1, 54, file) != 54)
{
fclose(file);
return false;
}
if ( header[0]!='B' || header[1]!='M' )
{
fclose(file);
return false;
}
// Read ints from the byte array
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way
// Create a buffer
data = new unsigned char [imageSize];
// Read the actual data from the file into the buffer
fread(data,1,imageSize,file);
//Everything is in memory now, the file can be closed
fclose(file);
// Create one OpenGL texture
glGenTextures(1, &mBMP);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, mBMP);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
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_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
delete [] data;
data = 0;
return true;
}
};
Answering own question incase anyone has a similar problem:
I had tested this with multiple images - but it turns out theres a bug in my graphics application of choice; which has been exporting 8-bit Bitmap's even though I explicitally told it to export 24-bit Bitmap's. So basically - reverting back to MS Paint solved my solution. 3 cheers for MS Paint.
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.
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glut.h>
#define KEY_ESCAPE 27
void display();
void keyboard(unsigned char,int,int);
GLuint LoadTextureRAW( const char * filename, int wrap );
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH );
glutInitWindowSize(600,400);
glutCreateWindow("Opengl Test");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
void display() {
GLuint texture=LoadTextureRAW("ball.png",1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,texture);
glBegin( GL_QUADS );
glTexCoord2d(0.0,0.0); glVertex2d(0.0,0.0);
glTexCoord2d(1.0,0.0); glVertex2d(1.0,0.0);
glTexCoord2d(1.0,1.0); glVertex2d(1.0,1.0);
glTexCoord2d(0.0,1.0); glVertex2d(0.0,1.0);
glEnd();
glutSwapBuffers();
}
// load a 256x256 RGB .RAW file as a texture
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
// BYTE * data;
int *data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = (int*)malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
// 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,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture mipmaps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,
GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
void keyboard(unsigned char key, int mousePositionX, int mousePositionY) {
switch ( key ) {
case KEY_ESCAPE:
exit ( 0 );
break;
default:
break;
}
}
I followed this, http://www.nullterminator.net/gltexture.html
What should i do?
"LoadTextureRAW()" is not for PNG files. You will need a third party library like libpng to decode a png file, because they are compressed.
If you don't want to implement libpng yourself, which is kind of advanced, then you can probably find a wrapper library on google somewhere.
You can find a minimal implementation of libpng here:
http://zarb.org/~gc/html/libpng.html