How to render text with PyOpenGL? - python

I'm learning modern openGL, and at this moment I'm facing trouble with rendering text. I'm following this tutorial which is in C++, but I'm trying to implement in python.
Here is my code:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL import shaders
import glfw
import freetype
import glm
import numpy as np
from PIL import Image
import math
import time
class CharacterSlot:
def __init__(self, texture, glyph):
self.texture = texture
self.textureSize = (glyph.bitmap.width, glyph.bitmap.rows)
if isinstance(glyph, freetype.GlyphSlot):
self.bearing = (glyph.bitmap_left, glyph.bitmap_top)
self.advance = glyph.advance.x
elif isinstance(glyph, freetype.BitmapGlyph):
self.bearing = (glyph.left, glyph.top)
self.advance = None
else:
raise RuntimeError('unknown glyph type')
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos - h, zfix, 0.0, 1.0,
xpos, ypos, zfix, 0.0, 0.0,
xpos + w, ypos, zfix, 1.0, 0.0,
xpos, ypos - h, zfix, 0.0, 1.0,
xpos + w, ypos, zfix, 1.0, 0.0,
xpos + w, ypos - h, zfix, 1.0, 1.0
], np.float32)
VERTEX_SHADER = """
#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
"""
FRAGMENT_SHADER = """
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}
"""
shaderProgram = None
Characters = dict()
VBO = None
VAO = None
def initliaze():
global VERTEXT_SHADER
global FRAGMENT_SHADER
global shaderProgram
global Characters
global VBO
global VAO
#compiling shaders
vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
#creating shaderProgram
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
#get projection
#problem
shader_projection = glGetUniformLocation(shaderProgram, "projection")
projection = glm.ortho(0.0,640,0.0,640)
glUniformMatrix4fv(shader_projection, 1, GL_FALSE, glm.value_ptr(projection));
#disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
face = freetype.Face("Vera.ttf")
face.set_char_size( 48*64 )
#load first 128 characters of ASCII set
for i in range(0,128):
face.load_char(chr(i))
glyph = face.glyph
#generate texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
glyph.bitmap.width, glyph.bitmap.rows,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
glyph.bitmap.buffer)
#texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#now store character for later use
Characters[chr(i)] = CharacterSlot(texture,glyph)
glBindTexture(GL_TEXTURE_2D, 0);
#configure VAO/VBO for texture quads
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
VBO = glGenBuffers(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 6 * 4, None, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
def render_text(window,text,x,y,scale,color):
global shaderProgram
global Characters
global VBO
global VAO
face = freetype.Face("Vera.ttf")
face.set_char_size(48*64)
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"),
color[0]/255,color[1]/255,color[2]/255)
glActiveTexture(GL_TEXTURE0);
for c in text:
ch = Characters[c]
w,h = ch.textureSize
w = w*scale
h = w*scale
vertices = _get_rendering_buffer(x,y,w,h)
#render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.texture);
#update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, len(vertices), vertices)
glBindBuffer(GL_ARRAY_BUFFER, 0);
#render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
#now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.advance+6)*scale;
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glfwSwapBuffers(window);
glfwPollEvents();
def main():
glfw.init()
window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
glfw.make_context_current(window)
initliaze()
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
render_text(window,'hello',1,1,1,(100,100,100))
glfw.terminate()
if __name__ == '__main__':
main()
I'm facing trouble in two portion so far I can understand. The first problem in initliaze(), error raised for the following portion.
shader_projection = glGetUniformLocation(shaderProgram, "projection")
projection = glm.ortho(0.0,640,0.0,640)
glUniformMatrix4fv(shader_projection, 1, GL_FALSE, glm.value_ptr(projection));
I've commented out the above portion to ignore. The second problem is in render_text() function, error raised for the following portion.
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"),
color[0]/255,color[1]/255,color[2]/255)
There could be problems in many more places. I don't understand that why text rendering will be so difficult. What am I missing here?

You missed to install the shader program by glUseProgram:
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
glUseProgram(shaderProgram) # <---
The 2nd argument to glBufferData and the 3rd argument of glBufferSubData is the size in bytes:
glBufferData(GL_ARRAY_BUFFER, 6 * 4, None, GL_DYNAMIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_DYNAMIC_DRAW)
glBufferSubData(GL_ARRAY_BUFFER, 0, len(vertices), vertices)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
The vertex attribute consist of a 2 dimension vertex coordinate (x, y) and a 2 dimensional texture coordinate. Remove the wird zfix from the array of vertex attribute data. Furthermore you have to flip the 2nd component of the texture coordinates (otherwise the text is upside down)
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos - h, 0, 0,
xpos, ypos, 0, 1,
xpos + w, ypos, 1, 1,
xpos, ypos - h, 0, 0,
xpos + w, ypos, 1, 1,
xpos + w, ypos - h, 1, 0
], np.float32)
The stride argument of glVertexAttribIPointer has to be specified in bytes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. Hence in your case stride has to be 16 or 0:
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4, 0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
face.load_char(chr(i)) generates a image with on color channel (1 byte per pixel). Use the internal format and format GL_RED rather than GL_RGB for generating the 2 dimensional texture image:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, glyph.bitmap.width, glyph.bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, glyph.bitmap.buffer)
You have to bind the vertex array, before drawing the text:
glBindVertexArray(VAO)
for c in text:
# [...]
glDrawArrays(GL_TRIANGLES, 0, 6)
There is typo when you increment x, you have to use the >>-operator rather than the +-operator:
x += (ch.advance+6)*scale
x += (ch.advance>>6)*scale
and another typo when you compute h:
h = w*scale
h = h*scale
You have to enable alpha blending:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
In NDC (normalized device coordinates) the left bottom is (-1, -1) and the right top is (1, 1). Set the orthographic projection in that way, that the top left of the window is at (0, 0):
projection = glm.ortho(0.0,640,0.0,640)
projection = glm.ortho(0, 640, 640, 0)
The reference point of the text is at the bottom. Hence you have to set a x coordinate greater than the text height:
render_text(window,'hello',1,1,1,(100,100,100))
render_text(window,'hello', 20, 50, 1, (255, 100, 100))
See the complete example (I've used a different font):
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL import shaders
import glfw
import freetype
import glm
import numpy as np
from PIL import Image
import math
import time
fontfile = "Vera.ttf"
#fontfile = r'C:\source\resource\fonts\gnu-freefont_freesans\freesans.ttf'
class CharacterSlot:
def __init__(self, texture, glyph):
self.texture = texture
self.textureSize = (glyph.bitmap.width, glyph.bitmap.rows)
if isinstance(glyph, freetype.GlyphSlot):
self.bearing = (glyph.bitmap_left, glyph.bitmap_top)
self.advance = glyph.advance.x
elif isinstance(glyph, freetype.BitmapGlyph):
self.bearing = (glyph.left, glyph.top)
self.advance = None
else:
raise RuntimeError('unknown glyph type')
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos - h, 0, 0,
xpos, ypos, 0, 1,
xpos + w, ypos, 1, 1,
xpos, ypos - h, 0, 0,
xpos + w, ypos, 1, 1,
xpos + w, ypos - h, 1, 0
], np.float32)
VERTEX_SHADER = """
#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
"""
FRAGMENT_SHADER = """
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}
"""
shaderProgram = None
Characters = dict()
VBO = None
VAO = None
def initliaze():
global VERTEXT_SHADER
global FRAGMENT_SHADER
global shaderProgram
global Characters
global VBO
global VAO
#compiling shaders
vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
#creating shaderProgram
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
glUseProgram(shaderProgram)
#get projection
#problem
shader_projection = glGetUniformLocation(shaderProgram, "projection")
projection = glm.ortho(0, 640, 640, 0)
glUniformMatrix4fv(shader_projection, 1, GL_FALSE, glm.value_ptr(projection))
#disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
face = freetype.Face(fontfile)
face.set_char_size( 48*64 )
#load first 128 characters of ASCII set
for i in range(0,128):
face.load_char(chr(i))
glyph = face.glyph
#generate texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, glyph.bitmap.width, glyph.bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, glyph.bitmap.buffer)
#texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
#now store character for later use
Characters[chr(i)] = CharacterSlot(texture,glyph)
glBindTexture(GL_TEXTURE_2D, 0)
#configure VAO/VBO for texture quads
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_DYNAMIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def render_text(window,text,x,y,scale,color):
global shaderProgram
global Characters
global VBO
global VAO
face = freetype.Face(fontfile)
face.set_char_size(48*64)
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"),
color[0]/255,color[1]/255,color[2]/255)
glActiveTexture(GL_TEXTURE0)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glBindVertexArray(VAO)
for c in text:
ch = Characters[c]
w, h = ch.textureSize
w = w*scale
h = h*scale
vertices = _get_rendering_buffer(x,y,w,h)
#render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.texture)
#update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
glBindBuffer(GL_ARRAY_BUFFER, 0)
#render quad
glDrawArrays(GL_TRIANGLES, 0, 6)
#now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.advance>>6)*scale
glBindVertexArray(0)
glBindTexture(GL_TEXTURE_2D, 0)
glfw.swap_buffers(window)
glfw.poll_events()
def main():
glfw.init()
window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
glfw.make_context_current(window)
initliaze()
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0,0,0,1)
glClear(GL_COLOR_BUFFER_BIT)
render_text(window,'hello', 20, 50, 1, (255, 100, 100))
glfw.terminate()
if __name__ == '__main__':
main()
See also FreeType / OpenGL text rendering

Related

Porting C++ OpenGL to PyOpenGL not rendering properly

I've been facing an issue for the past couple of days, and I still haven't been able to figure it out.. I'm trying to port a previous C++ Opengl project to PyOpengl, but I'm not able to get the object to render as it should. I'm simply trying to render a 3D grid model, which works in the original C++ code, but not in Python PyOpenGL.
What it should look like: (C++ OpenGL)
What it looks like (Python PyOpenGL)
This is the code I end up with in PyOpenGL :
import glfw
import glm
import numpy as np
from OpenGL.GL import *
import Shader
# Settings
SCR_WIDTH = 800
SCR_HEIGHT = 600
def framebuffer_size_callback(window, width, height):
if width != 0 and height != 0:
width = width
height = height
glViewport(0, 0, width, height)
def create_v_array():
vertexArray = []
indexArray = []
for x in range(-100, 102, 2):
# To draw lines across x axis from z = -1 to z = 1
vertexArray.append(glm.vec3(x / 100.0, 0.0, -1.0)) # Vertex position 1
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v1
vertexArray.append(glm.vec3(x / 100.0, 0.0, 1.0)) # Vertex position 2
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v2
for z in range(-100, 102, 2):
# To draw lines across z axis from x = -1 to x = 1
vertexArray.append(glm.vec3(-1.0, 0.0, z / 100.0)) # Vertex position 1
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v1
vertexArray.append(glm.vec3(1.0, 0.0, z / 100.0)) # Vertex position 2
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v2
for i in range(10000):
indexArray.append(i)
vao = GLuint()
vbo = GLuint()
ebo = GLuint()
vertexArray = np.array(vertexArray, dtype=np.float32)
indexArray = np.array(indexArray, dtype=np.float32)
# Bind vao
glGenVertexArrays(1, vao)
glBindVertexArray(vao)
# Upload Vertex Buffer (VBO) to the GPU, keep a reference to it (vertexBufferObject)
glGenBuffers(1, vbo)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertexArray.nbytes, vertexArray, GL_STATIC_DRAW)
# Upload Index Buffer (EBO) to the GPU, keep a reference to it (elementBufferObject)
glGenBuffers(1, ebo)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexArray.nbytes, indexArray, GL_STATIC_DRAW)
# Position
glVertexAttribPointer(0,
3,
GL_FLOAT,
GL_FALSE,
24,
None
)
glEnableVertexAttribArray(0)
# Color
glVertexAttribPointer(1,
3,
GL_FLOAT,
GL_FALSE,
24,
ctypes.c_void_p(12)
)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
return vao
def main():
# Initialize the library
#glfw.glewExperimental = GL_TRUE
if not glfw.init():
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "OpenGL", None, None)
if not window:
glfw.terminate()
return
# Make the window's context current
glfw.make_context_current(window)
glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
#glEnable(GL_DEPTH_TEST)
#glDepthFunc(GL_LESS)
shader = Shader.Shader("VertexShader.vsh", "FragmentShader.fsh")
vao = create_v_array()
glUseProgram(shader.ID)
# Loop until the user closes the window
while not glfw.window_should_close(window):
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(shader.ID)
glBindVertexArray(vao)
model = glm.mat4(1)
view = glm.mat4(1)
model = glm.rotate(model, glm.radians(15.0), glm.vec3(1.0, 0.0, 0.0))
view = glm.translate(view, glm.vec3(0.0, 0.0, -1.0))
projection = glm.perspective(glm.radians(45.0), (SCR_WIDTH/SCR_HEIGHT), 0.1, 100.0)
shader.set_mat4("model", model)
shader.set_mat4("view", view)
shader.set_mat4("projection", projection)
glBindVertexArray(vao)
glDrawElements(GL_LINES, 20000, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.poll_events()
glfw.terminate()
if __name__ == "__main__":
main()
Custom Shader class:
class Shader:
def __init__(self, vertex_path, fragment_path):
vertex_code = get_file_content(vertex_path)
fragment_code = get_file_content(fragment_path)
vertex = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex, vertex_code)
glCompileShader(vertex)
result = glGetShaderiv(vertex, GL_COMPILE_STATUS)
if not (result):
print("Vertex shader ERROR!")
raise RuntimeError(glGetShaderInfoLog(vertex))
fragment = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment, fragment_code)
glCompileShader(fragment)
result2 = glGetShaderiv(fragment, GL_COMPILE_STATUS)
if not (result2):
print("Fragment shader ERROR!")
raise RuntimeError(glGetShaderInfoLog(vertex))
self.ID = glCreateProgram()
glAttachShader(self.ID, vertex)
glAttachShader(self.ID, fragment)
glLinkProgram(self.ID)
success = glGetProgramiv(self.ID, GL_LINK_STATUS)
if not success:
print("gad darn")
infolog = glGetProgramInfoLog(self.ID)
print("ERROR::SHADER::PROGRAM::LINKING_FAILED\n", infolog)
glDeleteShader(vertex)
glDeleteShader(fragment)
def set_mat4(self, name, matrix):
glUniformMatrix4fv(glGetUniformLocation(self.ID, name), 1, GL_FALSE, glm.value_ptr(matrix))
def use(self):
glUseProgram(self.ID)
# Helper Function
def get_file_content(file):
with open(file) as f:
content = f.read()
return content
glsl files:
Vertex Shader:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 vertexColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
vertexColor = aColor;
}
Fragment Shader:
#version 330 core
in vec3 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vec4(vertexColor.r, vertexColor.g, vertexColor.b, 1.0f);
}
The type of the indices must be integral instead of the floating point:
indexArray = np.array(indexArray, dtype=np.float32)
indexArray = np.array(indexArray, dtype=np.uint32)

Different results between glfw offscreen and window rendering with large images

I am having different results using glfw window and offscreen rendering. I want to apply texture mapping using this texture_image on a mesh. The image dimension is 3500 x 1752.
My code for rendering and displaying the rendered image on a pop-up glfw window is as follows:
t_obj = "mesh.obj"
tex_file_path = "texture.png"
tex_im = cv2.imread(tex_file_path)
h, w = tex_im.shape[:2]
vertices, tex_coords, indices = load_obj_file(t_obj, dimension=3)
colors = np.ones((len(vertices), 3), dtype=np.float)
vertices = np.hstack((vertices, colors, tex_coords))
vertices = np.array(vertices, dtype=np.float32)
# a vertex shader consists of x, y, z and w.
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
layout(location = 2) in vec2 a_texture;
uniform mat4 rotation;
out vec3 v_color;
out vec2 v_texture;
void main()
{
gl_Position = rotation * vec4(a_position, 1.0);
v_color = a_color;
v_texture = a_texture;
//v_texture = 1 - a_texture; // Flips the texture vertically and horizontally
//v_texture = vec2(a_texture.s, 1 - a_texture.t); // Flips the texture vertically
}
"""
# fragment shader consists of R, G, B and A.
fragment_src = """
# version 330
in vec3 v_color;
in vec2 v_texture;
out vec4 out_color;
uniform sampler2D s_texture;
void main()
{
out_color = texture(s_texture, v_texture) * vec4(v_color, 1.0f);
}
"""
# glfw callback functions
def window_resize(window, width, height):
glViewport(0, 0, width, height)
# initializing glfw library
if not glfw.init():
raise Exception("glfw can not be initialized!")
# creating the window
# glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
window = glfw.create_window(w, h, "My OpenGL window", None, None)
# check if window was created
if not window:
glfw.terminate()
raise Exception("glfw window can not be created!")
# set window's position
glfw.set_window_pos(window, w, h)
# set the callback function for window resize
glfw.set_window_size_callback(window, window_resize)
# make the context current
glfw.make_context_current(window)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER),
compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Step2: Create and bind VBO objects to transfer data
VBO = glGenBuffers(1) # request a buffer slot from GPU.
glBindBuffer(GL_ARRAY_BUFFER, VBO) # make this buffer the default one.
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW) # upload CPU data to GPU buffer.
# Step3: Create and bind EBO object to transfer data
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Step4: Specify the resolution method and enable vertex attributes
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(0))
# Vertex color attributes
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(12))
# Vertex texture attributes
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(24))
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
image = Image.open(tex_file_path)
image = image.transpose(Image.FLIP_TOP_BOTTOM)
img_data = image.convert("RGBA").tobytes()
# Attach a texture image to the texture buffer.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
glUseProgram(shader)
glClearColor(1, 1, 1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
model = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0, 0]))
rotation_loc = glGetUniformLocation(shader, "rotation")
# the main application loop
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
# save_image
data = glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE)
pil_image = Image.frombytes("RGBA", (w, h), data)
pil_image = ImageOps.flip(pil_image)
pil_image.save('output.png')
glfw.terminate()
The result is with_popup_window_result.
However, the output image saved to disk is resized to a smaller image and then padded so that the final width and height are the same as those of the texture image. Here is the saved_output.
However, if I modify the code so that it does off-screen rendering and does not display the glfw window, the output image is cropped. Here is the modified code:
t_obj = "obj_time_0.5.obj"
tex_file_path = "s.png"
tex_im = cv2.imread(tex_file_path)
h, w = tex_im.shape[:2]
vertices, tex_coords, indices = load_obj_file(t_obj, dimension=3)
colors = np.ones((len(vertices), 3), dtype=np.float)
vertices = np.hstack((vertices, colors, tex_coords))
vertices = np.array(vertices, dtype=np.float32)
# a vertex shader consists of x, y, z and w.
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
layout(location = 2) in vec2 a_texture;
uniform mat4 rotation;
out vec3 v_color;
out vec2 v_texture;
void main()
{
gl_Position = rotation * vec4(a_position, 1.0);
v_color = a_color;
v_texture = a_texture;
//v_texture = 1 - a_texture; // Flips the texture vertically and horizontally
//v_texture = vec2(a_texture.s, 1 - a_texture.t); // Flips the texture vertically
}
"""
# fragment shader consists of R, G, B and A.
fragment_src = """
# version 330
in vec3 v_color;
in vec2 v_texture;
out vec4 out_color;
uniform sampler2D s_texture;
void main()
{
out_color = texture(s_texture, v_texture) * vec4(v_color, 1.0f);
}
"""
# glfw callback functions
def window_resize(window, width, height):
glViewport(0, 0, width, height)
# initializing glfw library
if not glfw.init():
raise Exception("glfw can not be initialized!")
# creating the window
glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
window = glfw.create_window(w, h, "My OpenGL window", None, None)
# check if window was created
if not window:
glfw.terminate()
raise Exception("glfw window can not be created!")
# set window's position
glfw.set_window_pos(window, w, h)
# set the callback function for window resize
glfw.set_window_size_callback(window, window_resize)
# make the context current
glfw.make_context_current(window)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER),
compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Step2: Create and bind VBO objects to transfer data
VBO = glGenBuffers(1) # request a buffer slot from GPU.
glBindBuffer(GL_ARRAY_BUFFER, VBO) # make this buffer the default one.
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW) # upload CPU data to GPU buffer.
# Step3: Create and bind EBO object to transfer data
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Step4: Specify the resolution method and enable vertex attributes
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(0))
# Vertex color attributes
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(12))
# Vertex texture attributes
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(24))
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
image = Image.open(tex_file_path)
image = image.transpose(Image.FLIP_TOP_BOTTOM)
img_data = image.convert("RGBA").tobytes()
# Attach a texture image to the texture buffer.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
glUseProgram(shader)
glClearColor(1, 1, 1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
model = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0, 0]))
rotation_loc = glGetUniformLocation(shader, "rotation")
# the main application loop
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
# save_image
data = glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE)
pil_image = Image.frombytes("RGBA", (w, h), data)
pil_image = ImageOps.flip(pil_image)
pil_image.save('output.png')
glfw.destroy_window(window)
glfw.terminate()
The saved result for this off-screen rendering is offscreen_output. It is cropped and padded so the resulting image dimension does not change.
I am wondering what causes these resizing and cropping problems. This only happens when the output dimension is big. I tried passing in smaller dimension (< 1000 x 1000) to glReadPixels() and the output images are fine (no resizing or cropping). I read somewhere that one can try using the frameBufferObject (FBO) for offscreen rendering instead of using glfw but since I do not know how to use FBO, the program crashes when I copying the FBO code from someone else's.
Any help is greatly appreciated. Thank you very much in advance.

pyopengl - texture is not rendering as its should

this is original 2d 256x256 image i am trying to texture on screen. but for some reason it does not rendering without glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) line ever. And when its rendering since pic is 2d i send attrib pointer uv is size of 2 with glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 0, None)
but its turns out this.
when i turn it to 3 just for trying sake its like this
what eer i try it did not change any better
what am i doing wrong here? i realy could use another pair of eyes. thank you.
And this is my code:
import glfw
from OpenGL.GL import *
# from OpenGL.GL.shaders import compileShader, compileProgram
import numpy as np
from math import radians
from pyrr import matrix44, Vector3
from PIL import Image
# ----------------------------------------------------------------------
if not glfw.init():
raise Exception("GLFW not initialized")
window = glfw.create_window(800, 600, "personal", None, None)
if not window:
glfw.terminate()
raise Exception("window did not created")
glfw.set_window_pos(window, xpos=200, ypos=50)
glfw.make_context_current(window)
# ----------------------------------------------------------------------
vertices = np.array([-0.7, 0.7, 0.0,
-0.7, -0.7, 0.0,
0.7, -0.7, 0.0,
0.7, 0.7, 0.0], dtype=np.float32)
indices = np.array([0, 1, 3,
3, 1, 2], dtype=np.uint32)
# color = np.array([0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0], dtype=np.float32)
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.uint32)
# --------------------------------------------------------------------- TRANSFORMATION CALCULATION
matrix = matrix44.create_identity(dtype=np.float32)
matrix = np.dot(matrix44.create_from_translation(Vector3([0.0, 0.0, 0.0])), matrix)
matrix = np.dot(matrix44.create_from_x_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_y_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_z_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_scale(Vector3([1, 1, 1])), matrix)
# ---------------------------------------------------------------------
vertex_shader_src = """
#version 330 core
layout(location = 0)in vec3 position;
layout(location = 1)in vec2 texture;
//in vec3 color;//for using color equal it to toFColor
uniform mat4 trans;
out vec3 toFColor;
out vec2 passTexCoord;
void main(){
gl_Position = trans * vec4(position.x,position.y,position.z,1.0f);
//toFColor=color;
passTexCoord=texture;
}
"""
# ---------------------------------------------------------------------
fragment_shader_src = """
#version 330 core
//in vec3 toFColor;
in vec2 passTexCoord;
//uniform vec3 triColor;
uniform sampler2D texture_sampler;
out vec4 outColor;
void main(){
//outColor = vec4(toFColor,1.0);
outColor = texture(texture_sampler, passTexCoord);
}
"""
# ---------------------------------------------------------------------PyOpenGL working shader program
# shader_program = compileProgram(compileShader(vertex_shader_src, GL_VERTEX_SHADER),
# compileShader(fragment_shader_src, GL_FRAGMENT_SHADER))
# ---------------------------------------------------------------------tutorial way shader program
vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex_shader_id, vertex_shader_src)
glCompileShader(vertex_shader_id)
if glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS) == GL_FALSE:
print(glGetShaderInfoLog(vertex_shader_id))
print("cant compile shader")
fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment_shader_id, fragment_shader_src)
glCompileShader(fragment_shader_id)
if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) == GL_FALSE:
print(glGetShaderInfoLog(fragment_shader_id))
print("cant compile shader")
shader_program = glCreateProgram()
glAttachShader(shader_program, vertex_shader_id)
glAttachShader(shader_program, fragment_shader_id)
glBindAttribLocation(shader_program, 0, "position")
glBindAttribLocation(shader_program, 1, "texture")
glLinkProgram(shader_program)
glValidateProgram(shader_program)
glUseProgram(shader_program)
# --------------------------------------------------------------------- my trying for VAO vertex positions
VAO = glGenVertexArrays(1) # generate vao
glBindVertexArray(VAO) # ready VAO to use
VBO1 = glGenBuffers(1) # generate vbo
glBindBuffer(GL_ARRAY_BUFFER, VBO1) # binding vbo for use
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW) # setting VBO what to carry
attribute_position = glGetAttribLocation(shader_program, "position") # taking attribute name position from shader
glEnableVertexAttribArray(attribute_position) # ready to use attribute
glVertexAttribPointer(attribute_position, 3, GL_FLOAT, GL_FALSE, 0,
None) # telling OpenGL how to read data on given uniform
# ---------------------------------------------------------------------- indexing positions
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# ---------------------------------------------------------------------- coloring instead of texture
# i am closing this because i will use texture
# VBO2 = glGenBuffers(1)
# glBindBuffer(GL_ARRAY_BUFFER, VBO2)
# glBufferData(GL_ARRAY_BUFFER, color.nbytes, color, GL_STATIC_DRAW)
# attribute_color = glGetAttribLocation(shader_program, "color") # taking uniform name color from shader
# glEnableVertexAttribArray(attribute_color) # ready to use uniform
# glVertexAttribPointer(attribute_color, 3, GL_FLOAT, GL_FALSE, 0,
# None) # telling OpenGL how to read data on given attribute
# ---------------------------------------------------------------------- Texture pressing
TEX_BO = glGenTextures(1)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, TEX_BO)
attribute_texture = glGetAttribLocation(shader_program, "texture")
glEnableVertexAttribArray(attribute_texture)
glVertexAttribPointer(attribute_texture, 3, GL_FLOAT, GL_FALSE, 0, None)
texture = Image.open("../res/pic1.png", "r")
texture = texture.transpose(Image.FLIP_TOP_BOTTOM)
image_data = texture.convert("RGBA").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# ---------------------------------------------------------------------- TRANSFORMATION MATRIX -------------------------
loc_uniform_transformation = glGetUniformLocation(shader_program, "trans")
# ----------------------------------------------------------------------
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0.15, 0.15, 0.15, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glUniformMatrix4fv(loc_uniform_transformation, 1, GL_FALSE, matrix44.create_identity())
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
# ------------------------------------------------------------------------------ Cleaning
glDeleteTextures(1, int(TEX_BO))
glDetachShader(shader_program, vertex_shader_id)
glDetachShader(shader_program, fragment_shader_id)
glDeleteShader(vertex_shader_id)
glDeleteShader(fragment_shader_id)
glDeleteProgram(shader_program)
glDeleteBuffers(1, int(VBO1))
# glDeleteBuffers(1, int(VBO2)) # if use colors
glDeleteBuffers(1, int(EBO))
glDeleteVertexArrays(1, int(VAO))
# ------------------------------------------------------------------------------
glfw.destroy_window(window)
glfw.terminate()
You have to set glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) because the default minifying function is GL_NEAREST_MIPMAP_LINEAR. Since you do not generate mipmaps the texture would be "Mipmap Incomplete" if you do not change the minimize function to GL_NEAREST or GL_LINEAR.
The type of the array of texture coordinates must be np.float32 rather than np.uint32:
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.float32)
You missed to create the buffer object for the texture coordinates:
VBO2 = glGenBuffers(1) # generate vbo
glBindBuffer(GL_ARRAY_BUFFER, VBO2) # binding vbo for use
glBufferData(GL_ARRAY_BUFFER, texture_coord.nbytes, texture_coord, GL_STATIC_DRAW)
attribute_texture = glGetAttribLocation(shader_program, "texture")
glEnableVertexAttribArray(attribute_texture)
glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 0, None)
When glVertexAttribPointer is called, the buffer object currently bound to the target GL_ARRAY_BUFFER is associated to the specified vertex attribute.

How to solve Python OpenGL Memory Leakage problem?

I am trying to draw some traingles and render some texts in screen. But I've observed that memory(RAM) is gradually increasing just only for 6 draw calls. I've 8 GB RAM. When I run the program memory usage goes from 4.2 to 6 within 1 minute. Here is the full code.
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL import shaders
from shader import *
import glfw
import freetype
import glm
import numpy as np
from PIL import Image
import math
class CharacterSlot:
def __init__(self, texture, glyph):
self.texture = texture
self.textureSize = (glyph.bitmap.width, glyph.bitmap.rows)
if isinstance(glyph, freetype.GlyphSlot):
self.bearing = (glyph.bitmap_left, glyph.bitmap_top)
self.advance = glyph.advance.x
elif isinstance(glyph, freetype.BitmapGlyph):
self.bearing = (glyph.left, glyph.top)
self.advance = None
else:
raise RuntimeError('unknown glyph type')
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos + h, 0, 0,
xpos, ypos, 0, 1,
xpos + w, ypos, 1, 1,
xpos, ypos + h, 0, 0,
xpos + w, ypos, 1, 1,
xpos + w, ypos + h, 1, 0
], np.float32)
def init_chars(shaderProgram,window_height,window_width,font_size=24,fontfile = "Vera.ttf"):
glUseProgram(shaderProgram)
#get projection
shader_projection = glGetUniformLocation(shaderProgram, "projection")
W = window_width
H = window_height
projection = glm.ortho(-W/2, W/2, -H/2, H/2)
glUniformMatrix4fv(shader_projection, 1, GL_FALSE, glm.value_ptr(projection))
#disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
face = freetype.Face(fontfile)
face.set_char_size(font_size*64 )
#load first 128 characters of ASCII set
Characters = dict()
for i in range(0,128):
face.load_char(chr(i))
glyph = face.glyph
#generate texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, glyph.bitmap.width, glyph.bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, glyph.bitmap.buffer)
#texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
#now store character for later use
Characters[chr(i)] = CharacterSlot(texture,glyph)
glBindTexture(GL_TEXTURE_2D, 0)
glUseProgram(0)
return Characters
def render_text(window,shaderProgram,text,x,y,scale,Characters,color=(170,250,255)):
r,g,b = color
glUseProgram(shaderProgram)
#configure VAO/VBO for texture quads
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"),r/255,g/255,b/255)
glActiveTexture(GL_TEXTURE0)
glBindVertexArray(VAO)
for c in text:
ch = Characters[c]
w, h = ch.textureSize
w = w*scale
h = h*scale
vertices = _get_rendering_buffer(x,y,w,h)
#render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.texture)
#update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
glBindBuffer(GL_ARRAY_BUFFER, 0)
#render quad
glDrawArrays(GL_TRIANGLES, 0, 6)
#now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.advance>>6)*scale
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0)
#UNBIND and DELETE VAO/VBO
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDeleteBuffers(1, id(VBO))
glDeleteBuffers(1, id(VAO))
def triangle(shaderProgram,window,x=0,y=0):
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
vertices = np.array(vertices, dtype=np.float32)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
glEnableVertexAttribArray(0)
#use shader program
glUseProgram(shaderProgram)
#accessing ourColor variable from shaderProgram
vertexColorLoc = glGetUniformLocation(shaderProgram, "ourColor")
glUniform4f(vertexColorLoc, 255, 28/255.0, 20/255.0, 0.7);
#transform matrix
transform = glm.mat4(1)
transform = glm.translate(transform,glm.vec3(x,y,0))
MVP = glGetUniformLocation(shaderProgram, "MVP")
glUniformMatrix4fv(MVP, 1, GL_FALSE, glm.value_ptr(transform))
#drawing trangle
glLineWidth(3)
glDrawArrays(GL_TRIANGLES, 0, 3)
glUseProgram(0)
#UNBIND and DELETE VAO/VBO
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDeleteBuffers(1, id(VBO))
def main():
glfw.init()
window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
glfw.make_context_current(window)
#initliaze shader programs
shaderProgram = get_shaderProgram()
text_shaderProgram = get_text_shaderProgram()
#load characters and VAO/VBO for text rendering
Characters = init_chars(text_shaderProgram,640,640)
#window loop
while not glfw.window_should_close(window):
glfw.poll_events()
#screen
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
#draw functions
render_text(window,text_shaderProgram,"TRIANGLE",-50,-200,1,Characters)
render_text(window,text_shaderProgram,"A",0,180,1,Characters)
render_text(window,text_shaderProgram,"B",-160,-180,1,Characters)
render_text(window,text_shaderProgram,"C",150,-180,1,Characters)
triangle(shaderProgram,window)
triangle(shaderProgram,window,x=0.5,y=0.5)
#swap buffers
glfw.swap_buffers(window)
glfw.swap_interval(1)
glfw.terminate()
if __name__ == '__main__':
main()
The shader program is here. But I think the problems is in buffer object. I've tried to unbind VAO/VBO and delete buffers by following code. But I see no change.
#UNBIND and DELETE VAO/VBO
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDeleteBuffers(1, id(VBO))
glDeleteBuffers(1, id(VAO))
Here is the related problem where accepted answer suggested that glGenBuffers causes memory leak. The alternate function glCreateBuffers is not available in pyopengl. How can I solve this issue?
I can't see any good reason for recreating the Vertex Array Object and Array Buffer Object every time when render_text respectively triangle is called. The vertex specification and the number of vertices doesn't change, so it would be sufficient to update the content of the buffer.
Create the Vertex Array Object and the Array Buffer Object once at initialization:
def init_buffers():
global text_VAO, text_VBO, triangle_VAO, triangle_VBO
text_VAO = glGenVertexArrays(1)
glBindVertexArray(text_VAO)
text_VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, text_VBO)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
vertices = np.array(vertices, dtype=np.float32)
triangle_VAO = glGenVertexArrays(1)
glBindVertexArray(triangle_VAO)
triangle_VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, triangle_VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
glEnableVertexAttribArray(0)
Use then in the functions render_text and triangle:
def render_text(window,shaderProgram,text,x,y,scale,Characters,color=(170,250,255)):
# [...]
glBindVertexArray(text_VAO)
for c in text:
# [...]
glBindBuffer(GL_ARRAY_BUFFER, text_VBO)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
# glDeleteBuffers(1, id(VBO)) <--- DELETE
# glDeleteBuffers(1, id(VAO)) <--- DELETE
def triangle(shaderProgram,window,x=0,y=0):
glBindVertexArray(triangle_VAO)
# [...]
# glDeleteBuffers(1, id(VBO)) <--- DELETE
Invoke init_buffers before the application loop:
def main():
# [...]
init_buffers()
while not glfw.window_should_close(window):
# [...]

How to add texture to a triangle?

I'm trying to add woody texture to the triangle. Code works fine for only triangle. But raises error while I try to add texture. I think the problem is in the GLSL or in creating EBO/VBO (not sure). The whole screen remains black.
Here is the whole code. What am I doing wrong here?
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL import shaders
import glfw
import numpy as np
from PIL import Image
VERTEX_SHADER = """
#version 330
layout (location = 0) in vec4 position;
in vec2 InTexCoords;
out vec2 OutTexCoords;
void main(){
gl_Position = position;
OutTexCoords = InTexCoords;
}
"""
FRAGMENT_SHADER = """
#version 330
out vec4 FragColor;
uniform vec4 triangleColor;
in vec2 OutTexCoords;
uniform sampler2D sampleTex;
void main() {
FragColor = texture(sampleTex,OutTexCoords);
}
"""
shaderProgram = None
def initialize():
global VERTEXT_SHADER
global FRAGMENT_SHADER
global shaderProgram
#compiling shaders
vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
#creating shaderProgram
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
#vertex and indices data
#triangle #texture
vertices = [-0.5, -0.5, 0.0, 0.0,0.0,
0.5, -0.5, 0.0, 1.0,0.0,
0.0, 0.5, 0.0, 0.5,1.0]
indices = [0,1,2]
vertices = np.array(vertices, dtype=np.float32)
indices = np.array(vertices, dtype=np.float32)
#add vertices to buffer
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
#add indices to buffer
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
position = 0
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
glEnableVertexAttribArray(position)
texCoords = 1
glBindAttribLocation( shaderProgram, texCoords, 'InTexCoords')
glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glEnableVertexAttribArray(texCoords)
#creating texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
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_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
image = Image.open("wood.jpg")
img_data = np.array(list(image.getdata()), np.uint8)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
def render(window):
global shaderProgram
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(shaderProgram)
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, None)
glUseProgram(0)
glfw.swap_buffers(window)
def main():
glfw.init()
window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
glfw.make_context_current(window)
initialize()
while not glfw.window_should_close(window):
glfw.poll_events()
render(window)
glfw.terminate()
if __name__ == '__main__':
main()
I was trying to follow this tutorial learnopengl. But the tutorial is in C++. Besides, I had slightly different approach. I'm not adding color codes in vertices. But I don't think it is the problem in the way of adding the texture.
The stride argument of glVertexAttribPointer specifies the byte offset between consecutive generic vertex attributes. Your attributes consist of vertex coordinates with 3 components and texture coordinates with 2 components. Hence your stride argument has to 20 (5 * 4 bytes) rather than 24:
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))
glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))
The data type of the indices has to be integral. The type in the draw call (glDrawElements(..., ..., GL_UNSIGNED_INT, ...)) has to match this type. Use uint32 rather than float (and vertices -> indices):
indices = np.array(vertices, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
Associating a generic vertex attribute index with a named attribute variable (glBindAttribLocation) has to be done, before the program is linked (before glLinkProgram).
I recommend to set the attribute index by a Layout Qualifier:
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 InTexCoords;

Categories