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.