I'm trying to make an openGL game in c++ and I'm trying to implement a text system, to do this I'm trying to use SDL_ttf.
I already used SDL_ttf in an other project but with another api, so I made the same code but it happened to not fill the pixel data of the surface.
Here is my code :
void Text2Texture::setText(const char * text, size_t fontIndex){
SDL_Color c = {255, 255, 0, 255};
SDL_Surface * surface;
surface = TTF_RenderUTF8_Blended(loadedFonts_[fontIndex], text, c);
if(surface == nullptr) {
fprintf(stderr, "Error TTF_RenderText\n");
return;
}
GLenum texture_format;
GLint colors = surface->format->BytesPerPixel;
if (colors == 4) { // alpha
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGBA;
else
texture_format = GL_BGRA_EXT;
} else { // no alpha
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGB;
else
texture_format = GL_BGR_EXT;
}
glBindTexture(GL_TEXTURE_2D, textureId_);
glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
///This line tell me pixel data is 8 bit witch isn't good ?
std::cout << "pixel size : " << sizeof(surface->pixels) << std::endl;
///This line give me correct result
fprintf(stderr, "texture size : %d %d\n", surface->w, surface->h);
glBindTexture(GL_TEXTURE_2D, 0);
}
As you can see in the comment, the pointer pixels in surface have a size of 8 bit, witch is way too low for a texture. I don't know why It do that.
At the end, the texture data look to be fully filled with 0 (resulting with a black squad using very basic shaders).
In this project I'm using glfw to create an openGL context so I'm not using sdl and I did not initialized it.
However, I did initialize sdl_ttf, here is all I did before calling setText :
std::vector<TTF_Font *> Text2Texture::loadedFonts_;
void Text2Texture::init(){
if(TTF_Init() == -1) {
fprintf(stderr, "TTF_Init: %s\n", TTF_GetError());
}
}
int Text2Texture::loadFont(std::string const& fontPath){
loadedFonts_.emplace_back();
loadedFonts_.back() = TTF_OpenFont(fontPath.data(), 32);
if( loadedFonts_.back() == nullptr ) {
fprintf(stderr, "TTF_OpenFont: %s \n", TTF_GetError());
loadedFonts_.pop_back();
return -1;
}
return ((int)loadedFonts_.size() - 1);
}
///The constructor initialize the texture :
Text2Texture::Text2Texture(){
glGenTextures(1, &textureId_);
glBindTexture(GL_TEXTURE_2D, textureId_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
My class got a static part here is it corp :
class Text2Texture {
public:
Text2Texture();
void setText(const char * text, size_t fontIndex = 0);
unsigned int getId() const;
//Partie static
static void init();
static void quit();
static int loadFont(std::string const& fontPath);
private:
unsigned int textureId_;
//Partie static
static std::vector<TTF_Font *> loadedFonts_;
};
I initialize sdl_ttf and load texture with static method then I create class instance to create specific texture.
If you find where is my mistake I would be pleased to read your answer.
(By the way, I'm not really sure using sdl_ttf is the good approach, if you have a better idea I would take it too but I would like to solve this problem first)