I am attempting to use OpenGL and SDL, using SDL_ttf to render text to a texture, but the code is rendering garbage.
My "Render to texture code":
GLuint textToTexture(std::string & text, TTF_Font* font, glm::vec4 textColour, glm::vec4 bgColour)
{
if (!TTF_WasInit())
{
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r*255), (Uint8)(textColour.g*255), (Uint8)(textColour.b*255), (Uint8)(textColour.a*255) };
SDL_Color bg = { (Uint8)(bgColour.r*255), (Uint8)(bgColour.g*255), (Uint8)(bgColour.b*255), (Uint8)(bgColour.a*255) };
SDL_Surface *stringImage = NULL;
stringImage = TTF_RenderText_Blended(font, text.c_str(), colour);
if (stringImage == NULL)
{
exit(5);
}
GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH, colours);
GLuint format, internalFormat;
if (colours == 4) {
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {
// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);
// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels)
return texId;
}
The code for computing the correct dimensions for padding:
int powerofTwo(int num)
{
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}
and finally, the code that copies the bytes to a texture of the correct dimensions:
unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp)
{
dest = (unsigned char*)calloc(1, width*height*bpp);
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp),src + (srcW*i*bpp), srcW*bpp);
}
return dest;
}
The result of this code is as follows: [![Garbled Texture][1]][1]
I have confirmed and error checked that SDL_TTF is properly initialized elsewhere in the codebase, and that the font is also being loaded. I have tested with three different ttf fonts, with the same results.
Also, if I use any other TTF_rendering function (Shaded, Solid etc), A solid quad is rendered, and the "colours" variable in the textToTexture function also ends up as 1.
Additional:
As I previously stated, I tested with three ttf fonts: MavenPro-Regular,
HelveticaNeueLTStd-Th
and another I found off the internet. I was trying to render the string "Select Scenario".
The pre padded image dimensions are 138x25 pixels.
The post padded image dimensions are 256x32 pixels.
Update 1:
After fixing the bpp issue the new texture is as follows:
This image changes everytime I run the program.
Update 2:
After fixing the additional spotted errors with padding the image, and setting the pixel data to the texture itself, when I use TTF_RenderText_Blended
all I get is a black quad, and when I use TTF_RenderText_Shaded
I get:
Update 3:
I used SDL_SaveBMP
immedietly before calling the GL code and after calling SDL_RenderText_Blended
, the result was a completely white image, (given which text colour).
When I do the same using TTF_RenderText_Solid
, The saved image is as it should be, but is rendered by opengl like the images you see above.
SDL_TTF initialized fine, the fonts load without error, and the text rendering returns no errors, so I can't think what to do next.
Update 4:
I have since refactored all the ttf code into a single function and removed the padding code (as modern opengl doesn't seem to care about it). However, despite all project settings and code now being identical to a test project that is known to work on the same hardware, the problem persists.
GLuint textToTexture(const char * text, const char * font, glm::vec4 textColour, glm::vec4 bgColour, unsigned int & texID)
{
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r * 255), (Uint8)(textColour.g * 255), (Uint8)(textColour.b * 255),(Uint8)(textColour.a * 255) };
SDL_Color bg = { (Uint8)(bgColour.r * 255), (Uint8)(bgColour.g * 255), (Uint8)(bgColour.b * 255),255 };
TTF_Font* fontObj = TTF_OpenFont(font, 24);
if (!fontObj)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Texture Error",
"Cannot load font to create texture.",
NULL);
return 0;
}
SDL_Surface *image = NULL;
image = TTF_RenderText_Blended(fontObj, text, colour);
if (image == NULL)
{
exit(5);
//exitFatalError("String surface not created.");
std::cout << "String surface not created." << std::endl;
}
unsigned char* pixels = NULL;
GLuint w = image->w;
GLuint h = image->h;
GLuint colours = image->format->BytesPerPixel;
GLuint externalFormat, internalFormat;
SDL_PixelFormat *format = image->format;
if (colours == 4) {
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGBA;
else
externalFormat = GL_BGRA;
}
else {
// no alpha
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGB;
else
externalFormat = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, externalFormat, GL_UNSIGNED_BYTE, image->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0, externalFormat, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
//// SDL surface was used to generate the texture but is no longer
//// required. Release it to free memory
SDL_FreeSurface(image);
TTF_CloseFont(fontObj);
return texID;
}
I have a workaround that saves the image to bmp, then reloads it and creates a texture, but only when I use TTF_RenderText_Shaded
. If I use TTF_RenderText_Blended
, I get an single colour image which corresponds to the text colour.