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?