On my 2nd project I work with opengl and SDL2. I want to render the text to a surface with SDL2 and then convert it.
I am already loading textures from files with SDL so I have a function that can convert Surfaces. Still when I supply a surface generated by the TTF_Render function the result is this:
Now I dont know why this is happening so some support would be appreciated.
I am using the SDL_ttf libary to load the file. I am using visual studio 2015 as the ide.
Here is my convert function:
GLuint JUMA_Texture::loadFromSurface(SDL_Surface *img, GLenum target, GLenum filtering) {
GLuint TextureID = 0;
glGenTextures(1, &TextureID);
glBindTexture(GL_TEXTURE_2D, TextureID);
std::cout << " got " << img;
if (target == GL_TEXTURE_2D)
{
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
int Mode = GL_RGB;
if (img->format->BytesPerPixel == 4) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
transparent = true;
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, img->w, img->h, 0, Mode, GL_UNSIGNED_BYTE, img->pixels);
glGenerateMipmap(target);
return TextureID;
}
I printed the address of the surface pointers before and after it has been send to the function and they seem identical.
Also I am writing the surface to a file using SDL_SaveBmp and it seems fine aswell.
Edit:
Due to request I will now post the code for the use functions as well as the constructors of my shader and texture classes.
Shader constructor/loader
printf("Loading shader");
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
strcpy_s(Fragpath, fragmentPath);
strcpy_s(Vertexpath, vertexPath);
printf(".");
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
printf(".");
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
printf(".");
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
printf(".");
// Shader Program
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
// Print linking errors if any
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
printf(".");
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
printf("done\n");
Shader use function
void JUMA_Shader::Use()
{
glUseProgram(this->Program);
}
Texture constructor
printf("loading Texture");
int pos;
pos = filePath.find(".");
if (filePath.substr(pos) == ".png") {
IMG_Init(IMG_INIT_PNG);
}
else if (filePath.substr(pos) == ".jpg")
IMG_Init(IMG_INIT_JPG);
SDL_Surface *img = IMG_Load(filePath.c_str());
id = loadFromSurface(img,target,filtering);
Texture::loadFromSurface (NOTE: I HAVE NOT YET IMPLEMENTED CHECKING FOR GL_BGR AND GL_BGRA HOWEVER I HAVE MANUALLY ATTEMPTED BOTH OF THESE MODES WITH NO DIFFERENT EFFECT AT THIS MOMENT.)
GLuint JUMA_Texture::loadFromSurface(SDL_Surface *img, GLenum target, GLenum filtering) {
GLuint TextureID = 0;
glGenTextures(1, &TextureID);
glBindTexture(GL_TEXTURE_2D, TextureID);
std::cout << " got " << img;
if (target == GL_TEXTURE_2D)
{
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
int Mode = GL_RGB;
if (img->format->BytesPerPixel == 4) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
transparent = true;
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, img->w, img->h, 0, Mode, GL_UNSIGNED_BYTE, img->pixels);
glGenerateMipmap(target);
return TextureID;
}
Texture::USE
int JUMA_Texture::use(GLenum Channel) {
glActiveTexture(Channel); // Activate the texture unit first before binding texture
glBindTexture(GL_TEXTURE_2D, id);
if (transparent)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
return 1;
}
Also here is what I am seeing right now (Note that I have checked again and this is not the color I set for my font as I previously stated. I dont know where this blue color is coming from. I am currently trying to figure this out)
Lastly here is my vertex shader:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 texcoords;
out vec2 texCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec4 pos;
void main()
{
pos=gl_Position = projection*view*model*vec4(position,1.0f);
texCoords=vec2(texcoords.xy);
};
And my fragment shader:
#version 330 core
out vec4 color;
in vec2 texCoords;
in vec4 pos;
uniform sampler2D ourTexture;
uniform vec4 mixCol;
void main()
{
vec4 texColor = texture(ourTexture, texCoords);
if(texColor.a < 0.1f)
discard;
color = texColor;
};
My font constructor
JUMA_Font::JUMA_Font(char *path, int size, SDL_Color color, char* text, char *uniform) {
TTF_Init();
font = TTF_OpenFont(path, 40);
sourceSurface = TTF_RenderText_Blended(font, text, color);
printf("%d %d %d %d", color.r, color.g, color.b, color.a);
};
convert font to texture
JUMA_Texture convertToTexture() {
JUMA_Texture _this;
SDL_SaveBMP(sourceSurface, "out.bmp"); //outputs font correctly
std::cout << "Expected " << sourceSurface;
_this.id = _this.loadFromSurface(sourceSurface,GL_TEXTURE_2D,GL_NEAREST);
return _this;
}
loadFromSurface()
, does everything work correctly? In that case, the interesting part of the code is the creation of the surface from a font (TTF_Render*
), which is still missing. – Meyer