i'm using OpenGL for showing grabbed frames from video camera with texture mapping. There is no problem at all but i have to select some region of the grabbed frame then i have to zoom it, first of all i can't draw a Rubber rectangle it must be transparent when i select the some region of grabbed frame i have to see textured frame transparently could you gimme some piece of code or clue, btw i'm showing grabbed frames like that any suggestion will be good for me...
void GLWidget::initializeGL()
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &m_pTextureId);
glBindTexture(GL_TEXTURE_2D, m_pTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void GLWidget::resizeGL(int w, int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1,1,-1,1,-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GLWidget::setTextureData(BYTE *data, int width, int height)
{
makeCurrent();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (m_isTextured)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,width,height,GL_BGRA_EXT,GL_UNSIGNED_BYTE,data);
else
glTexImage2D(GL_TEXTURE_2D,0,3,width,height,0,GL_BGRA_EXT,GL_UNSIGNED_BYTE,0);
glBindTexture(GL_TEXTURE_2D,m_pTextureId);
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);glVertex2f(-1.0,-1.0);
glTexCoord2f(0.0,1.0);glVertex2f(-1.0,1.0);
glTexCoord2f(1.0,1.0);glVertex2f(1.0,1.0);
glTexCoord2f(1.0,0.0);glVertex2f(1.0,-1.0);
glEnd();
swapBuffers();
}
I'm passing captured frame data to setTextureData it's working but i dunno does it good way ...
Thanks for reply #genpfault,
i used x1=0, y1=0, x2=1, y2=1 but it's drawing rectangle to all texture area. and draws 1 more rectangle to coordinates x1,y1... . How can i fix it. Btw how can i remove that rectangle ?, There is one more issue if i draw a rectangle then texture again rectangle going invisible ...
Just draw a translucent (alpha < 1.0) rectangle:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(255, 255, 255, 128);
glRectf(x1, y1, x2, y2);
glDisable(GL_BLEND);
Related
I'm attempting to to render a jpeg image (1024x1024 pixels) in the form of an FFmpeg AVFrame as a texture in OpenGL. What I get instead is something that appears as a 1024x1024 dark green quad:
The code to render the AVFrame data in OpenGL is shown below. I have convinced myself that the raw RGB data held within the FFmpeg AVFrame data is not solely dark green.
GLuint g_texture = {};
//////////////////////////////////////////////////////////////////////////
void display()
{
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); // Operate on model-view matrix
glEnable(GL_TEXTURE_2D);
GLuint texture = g_texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Draw a quad
glBegin(GL_QUADS);
glVertex2i(0, 0); // top left
glVertex2i(1024, 0); // top right
glVertex2i(1024, 1024); // bottom right
glVertex2i(0, 1024); // bottom left
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glFlush();
}
/* Initialize OpenGL Graphics */
void initGL(int w, int h)
{
glViewport(0, 0, w, h); // use a screen size of WIDTH x HEIGHT
glEnable(GL_TEXTURE_2D); // Enable 2D texturing
glMatrixMode(GL_PROJECTION); // Make a simple 2D projection on the entire window
glOrtho(0.0, w, h, 0.0, 0.0, 100.0);
glMatrixMode(GL_MODELVIEW); // Set the matrix mode to object modeling
//glTranslatef( 0, 0, -15 );
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the window
}
//////////////////////////////////////////////////////////////////////////
int main(int argc, char *argv[])
{
std::shared_ptr<AVFrame> apAVFrame;
if (!load_image_to_AVFrame(apAVFrame, "marble.jpg"))
{
assert(false);
return 1;
}
// From here on out, the AVFrame is RGB interleaved
// and is sized to 1,024 x 1,024 (power of 2).
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowSize(1060, 1060);
glutInitWindowPosition(0, 0);
glutCreateWindow("OpenGL - Creating a texture");
glGenTextures(1, &g_texture);
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, g_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, apAVFrame->width,
apAVFrame->height, 0, GL_RGB, GL_UNSIGNED_BYTE,
apAVFrame->data[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear interpolation for magnification filter */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear interpolation for minifying filter */
initGL(1060, 1060);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
Environment:
Ubuntu 18.04
GCC v8.2
EDIT: As per #immibis' suggestion below, it all works when I change the rendering of the quad to:
// Draw a quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0); // top left
glTexCoord2f(1, 0);
glVertex2i(1024, 0); // top right
glTexCoord2f(1, 1);
glVertex2i(1024, 1024); // bottom right
glTexCoord2f(0, 1);
glVertex2i(0, 1024); // bottom left
glEnd();
You forgot to give your vertices texture coordinates, so all the pixels on your screen are reading the same pixel from the texture. (The top-left, or wherever the default texture coordinates are)
Use glTexCoord2f before glVertex2i to set the texture coordinates for the vertex. They go from 0 on the top/left of the texture, to 1 on the bottom/right, so the corners of the texture are 0,0, 1,0, 1,1 and 0,1.
I'm implementing a HUD for FreeCAD (i.e. some graphics on top of the CAD view).
My code works nicely but if there is any content in display other than my HUD i.e. the CAD document contains some objects, then all my HUD elements that are rendered with textures appear black. If for debugging purposes I render them with color then the color works so I suspect this related to the textures.
Below is the code that does the rendering (this is the fixed pippelin OpenGL 1.1).
So what can cause this code to render the textures as black when run after some other rendering code but let it work correctly when there is no other (or very little) other rendering going on before this?
And how should I debug this?
The FreeCAD code base is huge and it uses the Coin3D library which is also huge so looking into that seems daunting to trace what is causing this.
Probably my fault but I can't spot it.
glPushAttrib(GL_ALL_ATTRIB_BITS);
GLfloat depthrange[2];
glGetFloatv(GL_DEPTH_RANGE, depthrange);
GLdouble projectionmatrix[16];
glGetDoublev(GL_PROJECTION_MATRIX, projectionmatrix);
glDepthMask(GL_TRUE);
glDepthRange(0.0, 1.0);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const float NEARVAL = 0.1f;
const float FARVAL = 10.0f;
const float dim = NEARVAL * float(tan(M_PI / 8.0));
glFrustum(-dim, dim, -dim, dim, NEARVAL, FARVAL);
SbMatrix mx;
SoCamera* cam = this->getSoRenderManager()->getCamera();
mx = cam->orientation.getValue();
mx = mx.inverse();
mx[3][2] = -7.0; // Translate away from the projection point (along z axis).
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf((float*)mx);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glClear(GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer( 3, GL_FLOAT, 0,(void*) g_VertexArray.data() );
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer( 2, GL_FLOAT, 0, g_TextureCoordArray.data() );
glEnableClientState(GL_INDEX_ARRAY);
glIndexPointer( 2, GL_UNSIGNED_BYTE,(void*) g_IndexArray.data() );
int b=0;
int tc = (int) g_TriangleFans.size();
for (int i = 0; i < tc; i++) {
glBindTexture(GL_TEXTURE_2D, g_Textures[g_TriangleTextures[i]]);
int n = g_TriangleFans[i];
glDrawArrays( GL_TRIANGLE_FAN, b, n);
b += n;
}
glPopMatrix();
glDepthRange(depthrange[0], depthrange[1]);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(projectionmatrix);
glPopAttrib();
Found out what the problem was, I had some code that was used to initialise some static data structures and I did the texture generation there in the first OpenGL context, thus the textures I generated were not valid for any subsequent contexts.
I'm developing a C++ application and I need to use an interface made in openGL. I have a grey background, some squared textures over the background and some text written next to the textures. The text is yellow but when I click with mouse on the window or I change the textures, the text turns grey (a different grey from the background) and I don't know why! Here is the code and screenshots:
int main(int argc, char** argv){
[...]
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
// Render the scene
glutDisplayFunc(display);
glutReshapeFunc(reshape);
// Turn the flow of control over to GLUT
glutMainLoop();
[...]
}
void display(void){
glClearColor(0.2f, 0.2f, 0.2f, 0.5f); //Background color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up viewing transformation, looking down -Z axis
glLoadIdentity();
gluLookAt(posx, 0, -g_fViewDistance, 0, 0, -1, 0, 1, 0);
// Render the scene
glMatrixMode(GL_COLOR);
glColor3f(1.0f, 1.0f, 0.0f); // Textcolor
drawOnScreen(); // Draw text on screen
glMatrixMode(GL_MODELVIEW);
loadSquare(); // Load texture
glutSwapBuffers();
}
void reshape(GLint width, GLint height){
interface->setWindowWidth(width);
interface->setWindowHeight(height);
glViewport(0, 0, g_Width, g_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane);
glMatrixMode(GL_MODELVIEW);
}
void printStringOnVideo(void* font, char* s){
if (s && strlen(s)) {
while (*s) {
glutBitmapCharacter(font, *s);
s++;
}
}
}
void drawOnScreen(){
GLfloat x, y;
// Draw the strings, according to the current mode and font.
x = 2.90f;
y = 0.80f;
glRasterPos2f(x, y);
int len;
char s[] = { 'H', 'E', 'L', 'L', 'O', '\0' };
len = (int)strlen(s);
printStringOnVideo(GLUT_BITMAP_TIMES_ROMAN_24, s);
}
The loadSquare() function applies texture to squares. Its main feature is calling the class method for loading textures on squares:
void P300Square::setTexture(bool func){
// Se func = 0 allora carico la texture, viceversa il flash
string tmp = "";
if (func == false)
tmp = texturePath;
else
tmp = textureFlashPath;
GLuint texture = SOIL_load_OGL_texture
(
tmp.c_str(),
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glColor3ub(50, 50, 50);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glColor4f(0.5f, 0.0, 0.0f, 0.8f);
// Top Left
glTexCoord2f(0, 1);
glVertex2f(u, v);
// Top Right
glTexCoord2f(1, 1);
glVertex2f(u + size, v);
// Bottom Right
glTexCoord2f(1, 0);
glVertex2f(u + size, v + size);
// Bottom Left
glTexCoord2f(0, 0);
glVertex2f(u, v + size);
glEnd();
glDisable(GL_BLEND);
}
Can please someone help me? Thank you!
You should disable GL_TEXTURE_2D before you draw the bitmap font.
Internally, glutBitmapCharacter() uses glBitmap. This function maps the bitmap to a rectangle to the screen and generates a fragment for every framebuffer pixel in that rectangle where the bitmap is 1. Those fragments get the associated data from the values associated with the current raster position.
The generated fragments are processed like every other fragment (i.e. the ones generated by drawing primitives like lines or triangles). So stuff like texturing, lighting, fog, blending and so on will also affect everything drawn by glBitmap. Due to the fact that all fragments generated by a single bitmap get the same associated data, they all will get the same texture coordinate. Since you left texturing on, the GL textures all of these fragments with the very same sample from the texture, so that they all appear in the same color.
I'm using SDL, I have OpenGL rendering setup, I want to draw some text to the screen.
I found this question: Using SDL_ttf with OpenGL which seems to address the same concern, but I think my GL-fu isn't good enough to understand what to do next.
Ie, I have the texture from that other post, which, if I understand everything correctly, is an integer ID representing a GL texture that contains the rendered text. How do I actually render this texture onto my screen (everything's 2D here so I just want to render it as flat text on the screen, not onto some fancy surface in a 3D scene or anything).
Alternatively, is there any easier way of getting this working? (ie, rendering some text via SDL while also being able to render GL shapes)
edit: Or, even more generally, is there an easier way of being able to render both text and shapes onto the screen via SDL?
Use SDL_ttf to turn your string into a bitmap; this is just a single function call.
Use the code in the link you posted to turn it into a texture.
Draw a rectangle using said texture. That is, glBindTexture, glBegin, (glTexCoord, glVertex) x4, glEnd. If you have doubts about this step, you better go through some basic OpenGL tutorials (covering texture mapping, of course) first.
Try this snippet, it renders a SDL true type font extension library font starting from the bottom left side of the screen.
Note the arrangment of the texcords to the shape on the screen. The pixels from the text texture start 0,0 at the top left of the image. So I need to flip that around to make it show properly on a screen with x,y at the bottom left.
void RenderText(std::string message, SDL_Color color, int x, int y,
TTF_Font* font)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, gWindow->getWidth(),0,gWindow->getHeight());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
SDL_Surface * sFont = TTF_RenderText_Blended(font, message.c_str(), color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sFont->w, sFont->h, 0, GL_BGRA,
GL_UNSIGNED_BYTE, sFont->pixels);
glBegin(GL_QUADS);
{
glTexCoord2f(0,1); glVertex2f(x, y);
glTexCoord2f(1,1); glVertex2f(x + sFont->w, y);
glTexCoord2f(1,0); glVertex2f(x + sFont->w, y + sFont->h);
glTexCoord2f(0,0); glVertex2f(x, y + sFont->h);
}
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDeleteTextures(1, &texture);
SDL_FreeSurface(sFont);
}
My question is to draw a polygon or some other OpenGL primitives above or over a background image. Summarizing like paint in different layers, but in OpenGL i think there is no layers.
Now i'm doing some test trying to draw a triangle and a line over the background image.
To draw the background i use a square with OpenGL window size and then apply the png image in this square as a texture.
After that I try to paint the triangle and the line with different colors but I don't see anything except the background image.
I play with the alpha channel but i don't see anything.
Code:
void init()
{
// glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
// The following two lines enable semi transparent
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int width, height;
bool hasAlpha;
char filename[] = "prueba-luz.png";
bool success = loadPngImage(filename, width, height, hasAlpha, &textureImage);
if (!success)
{
cout << "Unable to load png file" << endl;
return;
}
cout << "Image loaded " << width << " " << height << " alpha " << hasAlpha << endl;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, hasAlpha ? 4 : 3, width,
height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE,
textureImage);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void display(void)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // Igual que GL_REPLACE pero se le puede aplicar transparencias a la textura
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glColor4f(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i(10, -10);
glTexCoord2i(1,0); glVertex2i(-10, -10);
glTexCoord2i(1,1); glVertex2i(-10, 10);
glTexCoord2i(0,1); glVertex2i(10, 10);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glBegin(GL_POLYGON);
glColor4f(1.0, 1.0, 1.0, 0.8);
glVertex3f(-1.0f, -3.0f, 0.0f); // A
glVertex3f( 1.0f, -3.5f, 0.0f); // B
glVertex3f( 0.0f, 0.5f, 0.0f); // C
glEnd();
glBegin(GL_LINES);
glColor4f( 1.0, 0.0, 0.0, 0.8 );
glVertex2f(-8.0, 6.0);
glVertex2f (5.0, -3.0);
glEnd();
glutSwapBuffers();
}
How can i draw one image over the background image ???
Some things spotted :
Try to disable depth test. You are drawing everything at Z=0 and your application is definitely writing to the depth buffer. I'm not sure why you enable depth testing here since everything you draw is on Z=0.
By default all fragments written to the same or higher Z value will be discarded when depth testing is enabled. This can be changed with glDepthFunc (Default value GL_LESS). This is probably why your geometry is discarded in this example.
Drawing 2D geometry do not mean that the depth buffer will not be affected. OpenGL will draw this geometry with Z=0 and write that to your depth buffer.
Currently there is no reason for your application to use depth testing unless you draw your geometry on different z positions. You can use depth testing in 2D drawing to make "layers" by assigning different z values to each object.
A good practice for 2D drawing with z-culling is to draw the closes layer first, then draw the layers further in. This makes sure your write fewer fragments.
For example :
Z = 0 : Draw non-transparent overlays
Z = -1 : Draw stuff hidden behind the overlays
Z = -2 : Draw background
However, transparent objects need special rules.
You need to get control over your depth buffer. There are options :
glEnable/Disable(GL_DEPTH_TEST) : Enable or disable z-culling
glDepthMask(GL_TRUE/GL_FALSE) : Enable or disable writing to the the depth buffer
(glDepthFunc can be used to define how fragments are discarded)
Note here that the two first functions give you way more options than you might think
Depth culling and depth write when drawing objects
Depth culling, but your object do not affect the depth buffer
No depth culling, but your object will write to the depth buffer
No depth culling and no depth write
If you want to draw all your transparent objects in a last pass you can for example enable depth testing so the objects are not drawn on top your your overlays, but you disable depth writes because you want to be able to draw several overlapping objects in that layer.
Use your creativity and learn to love the depth buffer :D