Texturing triangles - c#

I am trying to texture triangle with OpenTK ES with this code
using System;
using OpenTK;
using OpenTK.Graphics.ES11;
using OpenTK.Platform.Android;
using Android.Content;
namespace TexturedTriangle
{
class GLView1 AndroidGameView
{
public GLView1(Context context) base(context)
{ }
protected override void CreateFrameBuffer()
{
base.CreateFrameBuffer();
}
Vector2[] TexCoords =
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
};
Vector2[] Vertices =
{
new Vector2(0f, 0f),
new Vector2(1f, 0f),
new Vector2(0f, 1f),
};
int[] Tex = new int[1];
int[] VBOs = new int[2];
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
GL.ClearColor(0, 0, 0, 1f);
GL.Clear((int)All.ColorBufferBit);
GL.MatrixMode(All.Projection);
GL.LoadIdentity();
GL.MatrixMode(All.Modelview);
GL.LoadIdentity();
GL.Enable(All.Texture2D);
GL.GenBuffers(2, VBOs);
GL.BindBuffer(All.ArrayBuffer, VBOs[0]);
GL.BufferData(All.ArrayBuffer,
new IntPtr(Vertices.Length Vector2.SizeInBytes),
Vertices, All.StaticDraw);
GL.BindBuffer(All.ArrayBuffer, VBOs[1]);
GL.BufferData(All.ArrayBuffer,
new IntPtr(TexCoords.Length Vector2.SizeInBytes),
TexCoords, All.StaticDraw);
int[] Data = new int[32 32];
for (int I = 0; I 32 32; I++)
{
if (I % 3 == 0) Data[I] = 255;
if (I % 3 == 1) Data[I] = 65280;
if (I % 3 == 2) Data[I] = 16711680;
}
GL.GenTextures(1, Tex);
GL.BindTexture(All.Texture2D, Tex[0]);
GL.TexParameter(All.Texture2D, All.TextureMinFilter,
(int)All.Nearest);
GL.TexParameter(All.Texture2D, All.TextureMagFilter,
(int)All.Nearest);
GL.TexImage2D(All.Texture2D, 0, 3, 32, 32, 0, All.Rgba,
All.UnsignedByte, Data);
GL.EnableClientState(All.VertexArray);
GL.EnableClientState(All.TextureCoordArray);
Run();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.BindBuffer(All.ArrayBuffer, VBOs[0]);
GL.VertexPointer(2, All.Float,
BlittableValueType.StrideOf(Vertices)
IntPtr.Zero);
GL.BindBuffer(All.ArrayBuffer, VBOs[1]);
GL.TexCoordPointer(2, All.Float,
BilittableValueType.StrideOf(TexCoords),
IntPtr.Zero);
GL.DrawArrays(All.Triangles, 0, 3);
SwapBuffers();
}
}
}
But there is only a white triangle
Textured triangle OpenGL ES
Meanwhile this code:
using System;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenTK;
namespace TexturedTriangle
{
class Program
{
static void Main()
{
GameWindow Window = new GameWindow(512, 512, GraphicsMode.Default, "Textured Triangle");
int[] Tex = new int[1];
int[] VBOs = new int[2];
Vector2[] TexCoords =
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
};
Vector2[] Vertices =
{
new Vector2(0f, 0f),
new Vector2(1f, 0f),
new Vector2(0f, 1f),
};
Window.Load += (sender, e) =>
{
GL.ClearColor(0, 0, 0, 1f);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.Enable(EnableCap.Texture2D);
GL.GenBuffers(2, VBOs);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOs[0]);
GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertices.Length * Vector2.SizeInBytes), Vertices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOs[1]);
GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(TexCoords.Length * Vector2.SizeInBytes), TexCoords, BufferUsageHint.StaticDraw);
int[] Data = new int[32 * 32];
for (int I = 0; I < 32 * 32; I++)
{
if (I % 3 == 0) Data[I] = 255;
if (I % 3 == 1) Data[I] = 65280;
if (I % 3 == 2) Data[I] = 16711680;
}
GL.GenTextures(1, Tex);
GL.BindTexture(TextureTarget.Texture2D, Tex[0]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Three, 32, 32, 0, PixelFormat.Rgba, PixelType.UnsignedByte, Data);
GL.EnableClientState(ArrayCap.VertexArray);
GL.EnableClientState(ArrayCap.TextureCoordArray);
};
Window.RenderFrame += (sender, e) =>
{
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOs[0]);
GL.VertexPointer(2, VertexPointerType.Float, BlittableValueType.StrideOf(Vertices), IntPtr.Zero);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOs[1]);
GL.TexCoordPointer(2, TexCoordPointerType.Float, BlittableValueType.StrideOf(TexCoords), IntPtr.Zero);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
Window.SwapBuffers();
};
Window.Run();
}
}
}
Works and output is
Textured triangle OpenTK
After GL.TexImage2D();
GL.GetError(); gives InvalidValue
Documentation: www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml
What the problem can be?

I find an error, InternalFormat and Format must match, else InvalidValue is given.

Related

OpenGL - Geometry shader shadow mapping pass performing terribly

I'm calculating shadows for a number of point lights using Variance Shadow Mapping. All 6 faces of the cubemap are rendered in a single pass with a geometry shader, this repeats for each light source, and the whole lot is stored in a cubemap array. This all runs fine, 16 lights at 60fps no problem.
Chasing further optimisation, I tried to move the entire process to a single geometry shader pass, only to hit the only 113 vertex output limit of my hardware. Out of curiosity I decided to render 4 lights only (72 emitted vertices) and to my surprise it dropped to 24fps.
So why is it that 16 lights with 16 render passes perform significantly better than 4 lights in a single pass?
The code is essentially identical.
#version 400 core
layout(triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform int lightID;
out vec4 frag_position;
uniform mat4 projectionMatrix;
uniform mat4 shadowTransforms[6];
void main()
{
for(int face = 0; face < 6; face++)
{
gl_Layer = face + (lightID * 6);
for(int i=0; i<3; i++)
{
frag_position = shadowTransforms[face] * gl_in[i].gl_Position;
gl_Position = projectionMatrix * shadowTransforms[face] * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
}
versus
#version 400 core
layout(triangles) in;
layout (triangle_strip, max_vertices=72) out;
out vec4 frag_position;
uniform mat4 projectionMatrix;
uniform mat4 shadowTransforms[24];
void main()
{
for (int lightSource = 0; lightSource < 4; lightSource++)
{
for(int face = 0; face < 6; face++)
{
gl_Layer = face + (lightSource * 6);
for(int i=0; i<3; i++)
{
frag_position = shadowTransforms[gl_Layer] * gl_in[i].gl_Position;
gl_Position = projectionMatrix * shadowTransforms[gl_Layer] * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
}
}
And
public void ShadowMapsPass(Shader shader)
{
// Setup
GL.UseProgram(shader.ID);
GL.Viewport(0, 0, CubeMapArray.size, CubeMapArray.size);
// Clear the cubemarray array data from the previous frame
GL.BindFramebuffer(FramebufferTarget.Framebuffer, shadowMapArray.FBO_handle);
GL.ClearColor(Color.White);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
for (int j = 0; j < lights.Count; j++)
{
// Create the light's view matrices
List<Matrix4> shadowTransforms = new List<Matrix4>();
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(-1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 1, 0), new Vector3(0, 0, 1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, -1, 0), new Vector3(0, 0, -1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, 1), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, -1), new Vector3(0, -1, 0)));
// Send uniforms to the shader
for (int i = 0; i < 6; i++)
{
Matrix4 shadowTransform = shadowTransforms[i];
GL.UniformMatrix4(shader.getUniformID("shadowTransforms[" + i + "]"), false, ref shadowTransform);
}
GL.Uniform1(shader.getUniformID("lightID"), j);
DrawScene(shader, false);
}
}
versus
public void ShadowMapsPass(Shader shader)
{
// Setup
GL.UseProgram(shader.ID);
GL.Viewport(0, 0, CubeMapArray.size, CubeMapArray.size);
// Clear the cubemarray array data from the previous frame
GL.BindFramebuffer(FramebufferTarget.Framebuffer, shadowMapArray.FBO_handle);
GL.ClearColor(Color.White);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Create the light's view matrices
List<Matrix4> shadowTransforms = new List<Matrix4>();
for (int j = 0; j < lights.Count; j++)
{
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(-1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 1, 0), new Vector3(0, 0, 1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, -1, 0), new Vector3(0, 0, -1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, 1), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, -1), new Vector3(0, -1, 0)));
}
// Send uniforms to the shader
for (int i = 0; i < shadowTransforms.Count; i++)
{
Matrix4 shadowTransform = shadowTransforms[i];
GL.UniformMatrix4(shader.getUniformID("shadowTransforms[" + i + "]"), false, ref shadowTransform);
}
DrawScene(shader, false);
}
I'd guess fewer opportunities for parallel code execution in the second form. The first version of the geometry shader generates 18 vertices and must be executed 4 times, but those 4 executions can run in parallel. The second version generates 72 vertices one after the other.

OpenGL doesn't render to Framebuffer but to Window

My problem is that OpenGL renders to the Main-Window, although I bound the Framebuffer I want to use.
This is my Main Rendering-Method
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
renderer.BeginFrame();
renderer.RenderEntity(testEntity);
renderer.EndFrame();
SwapBuffers();
}
This is my Renderer
class Renderer
{
List<Vertex> screenQuadVertecies = new List<Vertex>
{
new Vertex(new Vector3(-1, 1, 0), new Vector3()),
new Vertex(new Vector3(1, 1, 0), new Vector3()),
new Vertex(new Vector3(-1, -1, 0), new Vector3()),
new Vertex(new Vector3(1, -1, 0), new Vector3())
};
List<int> screenQuadIndices = new List<int>
{
0, 1, 2,
1, 2, 3
};
List<Vector2> screenQuadUVs = new List<Vector2>
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
TexturedMesh screenQuad;
Framebuffer mainPassFramebuffer;
Camera activeCamera;
Shader ModelShader;
Shader PostProcessingShader;
int width, height;
public Renderer(int width, int height)
{
this.width = width;
this.height = height;
ModelShader = new MainShader();
PostProcessingShader = new PostProcessingShader();
mainPassFramebuffer = new Framebuffer(width, height);
screenQuad = new TexturedMesh(screenQuadVertecies, screenQuadIndices, screenQuadUVs);
}
public void BeginFrame()
{
mainPassFramebuffer.EndRendering();
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
mainPassFramebuffer.ClearBuffer();
mainPassFramebuffer.BeginRendering();
}
public void EndFrame()
{
mainPassFramebuffer.EndRendering();
mainPassFramebuffer.BindTexture();
PostProcessingShader.UseShader();
screenQuad.PrepareRendering();
GL.DrawElements(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, 0);
screenQuad.EndRendering();
PostProcessingShader.UnuseShader();
}
public void RenderEntity(Entity e)
{
e.Mesh.PrepareRendering();
ModelShader.UseShader();
ModelShader.LoadCamera(activeCamera);
ModelShader.LoadModel(e.GetModelMatrix());
GL.DrawElements(PrimitiveType.Triangles, e.Mesh.GetSize(), DrawElementsType.UnsignedInt, 0);
ModelShader.UnuseShader();
}
public void RenderTerrain(Terrain t)
{
foreach (var chunk in t.chunks)
{
RenderEntity(chunk.GetEntity());
}
}
public void SetActiveCamera(Camera camera)
{
activeCamera = camera;
}
}
And this is my Framebuffer Class
class Framebuffer
{
int frameBufferID;
int textureID;
int width, height;
public Framebuffer(int width, int height)
{
this.width = width;
this.height = height;
frameBufferID = GL.GenRenderbuffer();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferID);
textureID = CreateTexture();
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, textureID, 0);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
protected int CreateTexture()
{
int returnID;
returnID = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, returnID);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, width, height, 0, PixelFormat.Rgb, PixelType.UnsignedByte, (IntPtr)0);
int nearest = (int)TextureMagFilter.Nearest;
GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ref nearest);
GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ref nearest);
return returnID;
}
public void BeginRendering()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferID);
GL.Viewport(new System.Drawing.Point(0, 0), new System.Drawing.Size(width, height));
}
public void EndRendering()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
public void BindTexture()
{
GL.BindTexture(TextureTarget.Texture2D, textureID);
}
public void ClearBuffer()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferID);
GL.Viewport(new System.Drawing.Point(0, 0), new System.Drawing.Size(width, height));
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
}
The expected result is a black quad because I have been implementing Texturing when I discovered that my Model still renders to the screen. I found that out when I commentend out the GL.DrawElements call in EndRendering() which should render the quad to the screen. When I now don't draw that quad the image still appears.
What am I doing wrong?
A render buffer is not a framebuffer object:
frameBufferID = GL.GenRenderbuffer();
When you try to bind an ID you got from glGenRenderbuffers as a framebuffer, you will get an GL_INVALID_OPERATION error from glBindFramebuffer(), and the command will have no further effect (leaving the default framebuffer bound).
New FBO names are generated via glGenFramebuffers, so you should use that.

OpenTK - VertexBufferObject doesn't draw anything

I'm trying to learn how to draw with VBOs in C# OpenTK - following examples like http://www.opentk.com/node/2292 and VBOs Using Interleaved Vertices in C#.
I'm pretty sure I want the interleaved single array method like this, with a neat struct for each vertex. I got the code to compile with no errors, but it simply draws a blank brown screen, no white triangle. I'm sure I've made a stupid error, please help me learn from it!
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using System.Drawing;
using System.Runtime.InteropServices;
namespace VBOTest2
{
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public Vector3 Position;
public byte[] Colour;
public Vertex(byte[] colour, Vector3 position)
{
Colour = colour;
Position = position;
}
public static readonly int Stride = Marshal.SizeOf(default(Vertex));
}
public class VBOTest2 : GameWindow
{
uint vbo;
public VBOTest2() :
base(1, 1, new GraphicsMode(32, 24, 8, 0), "Test")
{
Width = 1500;
Height = 800;
VSync = VSyncMode.On;
ClientSize = new Size(1500, 800);
this.Location = new System.Drawing.Point(100, 300);
GL.Viewport(0, 0, Width, Height);
}
void CreateVertexBuffer()
{
Vertex[] vertices = new Vertex[3];
vertices[0] = new Vertex(new byte[]{255,255,255,255}, new Vector3(-1f, -1f, 0f));
vertices[1] = new Vertex(new byte[] { 255, 255, 255, 255 }, new Vector3(1f, -1f, 0f));
vertices[2] = new Vertex(new byte[] { 255, 255, 255, 255 }, new Vector3(0f, 1f, 0f));
GL.GenBuffers(1, out vbo);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.BufferData<Vertex>(BufferTarget.ArrayBuffer, (IntPtr)Vertex.Stride, vertices, BufferUsageHint.StaticDraw);
}
protected override void OnLoad(EventArgs e)
{
GL.ClearColor(Color.Brown);
CreateVertexBuffer();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.EnableClientState(ArrayCap.VertexArray);
GL.EnableClientState(ArrayCap.ColorArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, (IntPtr)(0));
GL.ColorPointer(4, ColorPointerType.UnsignedByte, Vertex.Stride, (IntPtr)(3 * sizeof(float)));
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
//release buffer
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.ColorArray);
SwapBuffers();
}
}
}

Use more than 1 shader on display

This question is based on the Giawa tutorials on OpenGL. I have completed tut6 & tut9 separately, but now I want to combine the two. I.e. I want that cube spinning while a bunch of stars is floating around. However, I'm pretty new two OpenGL but it looks like they use different types of shaders. So I wrote two shaders, but now when I try to run it my cube is transparent and the stars does not display. Is it possible to display both on screen at the same time correctly? Below is my code.
using System;
using Tao.FreeGlut;
using OpenGL;
using System.Windows;
using System.Windows.Forms;
using System.Collections.Generic;
namespace OpenGLTutorial6
{
class Program
{
private static int width = 1280, height = 720;
private static ShaderProgram program, program_2;
private static VBO<Vector3> cube, top_pyramid, bottom_pyramid, cubeNormals, bottom_pyramidNormals, top_pyramidNormals, star;
private static VBO<Vector2> cubeUV, top_pyramidUV, bottom_pyramidUV, starUV;
private static VBO<int> cubeQuads, top_pyramidTrianlges, bottom_pyramidTrianlges, starQuads;
private static bool fullscreen = false;
private static bool left, right, up, down;
private static List<Star> stars = new List<Star>();
private static Random generator = new Random(Environment.TickCount);
private static float theta = (float)Math.PI / 2, phi = (float)Math.PI / 2;
private static Texture crateTexture,
brickTexture,
cracked_glassTexture,
desert_surfaceTexture,
numbersTexture,
ziggyTexture,
starTexture;
private static System.Diagnostics.Stopwatch watch;
private static float angle;
private static int rotate = 1;
private static bool lighting = true;
private class Star
{
public float angle;
public float dist;
public Vector3 color;
public Star(float Angle, float Distance, Vector3 Color)
{
this.angle = Angle;
this.dist = Distance;
this.color = Color;
}
}
static void Main(string[] args)
{
// create an OpenGL window
Glut.glutInit();
Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
Glut.glutInitWindowSize(width, height);
Glut.glutCreateWindow("SCREENSAVER");
// provide the Glut callbacks that are necessary for running this tutorial
Glut.glutIdleFunc(OnRenderFrame);
//Glut.glutIdleFunc(OnRenderFrame_2);
Glut.glutDisplayFunc(OnDisplay);
//<<<<<<<<<<<<< KEYBOARD FUNCTIONS
Glut.glutSpecialFunc(new Glut.SpecialCallback(OnKeyPress));
Glut.glutKeyboardFunc(OnKeyboardDown);
Glut.glutKeyboardUpFunc(OnKeyboardUp);
//<<<<<<<<<<<<< DISPOSE
Glut.glutCloseFunc(OnClose);
// enable depth testing to ensure correct z-ordering of our fragments
Gl.Enable(EnableCap.DepthTest);
Gl.Disable(EnableCap.DepthTest);
Gl.Enable(EnableCap.Blend);
Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
//<<<<<<<<<<< COMPILE SHADER PROGRAMS
program = new ShaderProgram(VertexShader, FragmentShader);
program_2 = new ShaderProgram(VertexShader_2, FragmentShader_2);
//set the view and projection matrix, which are static throughout this tutorial
program.Use();
program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up));
program["light_direction"].SetValue(new Vector3(1, 1, 1));
program["enable_lighting"].SetValue(lighting);
program_2.Use();
program_2["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
program_2["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up));
//<<<<<<<<< LOAD TEXTURES
crateTexture = new Texture("crate.jpg");
brickTexture = new Texture("bricks.jpg");
cracked_glassTexture = new Texture("crack.jpg");
desert_surfaceTexture = new Texture("desert.jpg");
numbersTexture = new Texture("numbers.jpg");
ziggyTexture = new Texture("ziggy.jpg");
starTexture = new Texture("star.bmp");
// each star is simply a quad
star = new VBO<Vector3>(new Vector3[] { new Vector3(-1, -1, 0), new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0) });
starUV = new VBO<Vector2>(new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) });
starQuads = new VBO<int>(new int[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer);
// create 50 stars for this tutorial
int numStars = 50;
for (int i = 0; i < numStars; i++)
{
stars.Add(new Star(0, (float)i / numStars * 4f, new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble())));
}
// create a crate with vertices and UV coordinates
cube = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(-0.5, 1, 0.5), new Vector3(-1.5, 0, 0.5),
new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0.5, 1, 0.5), new Vector3(-0.5, 1, 0.5),
new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, 1, 0.5),
new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5),
new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5),
new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(-1.5, 0, -0.5)
});
cubeUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) });
top_pyramid = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(0, 0, -1.5),
new Vector3(1.5, 0, -0.5), new Vector3(0.5, -1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(-0.5, -1, -0.5), new Vector3(-1.5, 0, -0.5), new Vector3(0, 0, -1.5)
});
top_pyramidUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1)});
bottom_pyramid = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, 0.5), new Vector3(-0.5, 1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(-0.5, 1, 0.5), new Vector3(0.5, 1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(0.5, 1, 0.5), new Vector3(1.5, 0, 0.5), new Vector3(0, 0, 1.5),
new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(0.5, -1, 0.5), new Vector3(-0.5, -1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(0, 0, 1.5)
});
bottom_pyramidUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1)});
cubeNormals = new VBO<Vector3>(new Vector3[] {
new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
top_pyramidNormals = new VBO<Vector3>(new Vector3[]{
new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
bottom_pyramidNormals = new VBO<Vector3>(new Vector3[]{
new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
cubeQuads = new VBO<int>(new int[] { 0, 1, 2, 3,
4, 5, 6, 7,
8, 9, 10, 11,
12, 13, 14, 15,
16, 17, 18, 19,
20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer);
top_pyramidTrianlges = new VBO<int>(new int[] {
0,1,2,
3,4,5,
6,7,8,
9,10,11,
12,13,14,
15,16,17}, BufferTarget.ElementArrayBuffer);
bottom_pyramidTrianlges = new VBO<int>(new int[] {
0,1,2,
3,4,5,
6,7,8,
9,10,11,
12,13,14,
15,16,17}, BufferTarget.ElementArrayBuffer);
watch = System.Diagnostics.Stopwatch.StartNew();
Gl.BindTexture(desert_surfaceTexture);
Glut.glutMainLoop();
}
private static void OnClose()
{
// dispose of all of the resources that were created
//must still update
cube.Dispose();
cubeUV.Dispose();
top_pyramid.Dispose();
top_pyramidTrianlges.Dispose();
cubeQuads.Dispose();
crateTexture.Dispose();
program.DisposeChildren = true;
program.Dispose();
}
private static void OnDisplay()
{
}
private static void OnRenderFrame()
{
// calculate how much time has elapsed since the last frame
watch.Stop();
float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
watch.Restart();
// use the deltaTime to adjust the angle of the cube
angle += deltaTime;
// set up the OpenGL viewport and clear both the color and depth bits
Gl.Viewport(0, 0, width, height);
Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// use our shader program and bind the crate texture
Gl.UseProgram(program);
//<<<<<<<<<<<< TOP PYRAMID
// set the transformation of the top_pyramid
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV");
Gl.BindBuffer(top_pyramidTrianlges);
// draw the textured top_pyramid
Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
//<<<<<<<<<< CUBE
// set the transformation of the cube
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle *rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV");
Gl.BindBuffer(cubeQuads);
// draw the textured cube
Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
//<<<<<<<<<<<< BOTTOM PYRAMID
// set the transformation of the bottom_pyramid
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV");
Gl.BindBuffer(bottom_pyramidTrianlges);
// draw the textured bottom_pyramid
Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
Glut.glutSwapBuffers();
}
private static void OnRenderFrame_2()
{
watch.Stop();
float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
watch.Restart();
// perform rotation of the scene depending on keyboard input
if (right) phi += deltaTime;
if (left) phi -= deltaTime;
if (up) theta += deltaTime;
if (down) theta -= deltaTime;
if (theta < 0) theta += (float)Math.PI * 2;
// set up the OpenGL viewport and clear both the color and depth bits
Gl.Viewport(0, 0, width, height);
Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
//<<<<<<<<< STARS
// make sure the shader program and texture are being used
Gl.UseProgram(program_2);
Gl.BindTexture(starTexture);
// calculate the camera position using some fancy polar co-ordinates
Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta));
Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down;
program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector));
// loop through the stars, drawing each one
for (int i = 0; i < stars.Count; i++)
{
// set the position and color of this star
program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle));
program_2["color"].SetValue(stars[i].color);
Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition");
Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV");
Gl.BindBuffer(starQuads);
Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
// update the position of the star
stars[i].angle += (float)i / stars.Count * deltaTime * 2;
stars[i].dist -= 0.2f * deltaTime;
// if we've reached the center then move this star outwards and give it a new color
if (stars[i].dist < 0f)
{
stars[i].dist += 5f;
stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble());
}
}
Glut.glutSwapBuffers();
}
public static void OnKeyPress(int theKey, int x, int y)
{
switch (theKey)
{
//<<<<<<< ROTATE
case Glut.GLUT_KEY_F5:
{
rotate += 1;
Console.WriteLine("Hallo!");
}
break;
case Glut.GLUT_KEY_F6:
{
rotate -= 1;
}
break;
//<<<<<<<<<< TEXTURES
case Glut.GLUT_KEY_F7:
{
Gl.BindTexture(cracked_glassTexture);
}
break;
case Glut.GLUT_KEY_F8:
{
Gl.BindTexture(desert_surfaceTexture);
}
break;
case Glut.GLUT_KEY_F9:
{
Gl.BindTexture(brickTexture);
}
break;
case Glut.GLUT_KEY_F10:
{
Gl.BindTexture(ziggyTexture);
}
break;
case Glut.GLUT_KEY_F11:
{
Gl.BindTexture(numbersTexture);
}
break;
}
Glut.glutPostRedisplay();
}
private static void OnKeyboardDown(byte key, int x, int y)
{
if (key == 'w') up = true;
else if (key == 's') down = true;
else if (key == 'd') right = true;
else if (key == 'a') left = true;
else if (key == 27) Glut.glutLeaveMainLoop();
}
private static void OnKeyboardUp(byte key, int x, int y)
{
if (key == 'w') up = false;
else if (key == 's') down = false;
else if (key == 'd') right = false;
else if (key == 'a') left = false;
else if (key == 'f')
{
fullscreen = !fullscreen;
if (fullscreen) Glut.glutFullScreen();
else
{
Glut.glutPositionWindow(0, 0);
Glut.glutReshapeWindow(1280, 720);
}
}
}
public static string VertexShader = #"
#version 130
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexUV;
out vec3 normal;
out vec2 uv;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
void main(void)
{
normal = normalize((model_matrix * vec4(floor(vertexNormal), 0)).xyz);
uv = vertexUV;
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
}
";
public static string FragmentShader = #"
#version 130
uniform sampler2D texture;
uniform vec3 light_direction;
uniform bool enable_lighting;
in vec3 normal;
in vec2 uv;
out vec4 fragment;
void main(void)
{
float diffuse = max(dot(normal, light_direction), 0);
float ambient = 0.2;
float lighting = (enable_lighting ? max(diffuse, ambient) : 1);
fragment = lighting * texture2D(texture, uv);
}
";
public static string VertexShader_2 = #"
#version 130
in vec3 vertexPosition;
in vec2 vertexUV;
out vec2 uv;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
void main(void)
{
uv = vertexUV;
gl_Position = projection_matrix * (view_matrix * model_matrix * vec4(0, 0, 0, 1) + vec4(vertexPosition.x, vertexPosition.y, vertexPosition.z, 0));
//gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
}
";
public static string FragmentShader_2 = #"
#version 130
uniform sampler2D texture;
uniform vec3 color;
in vec2 uv;
out vec4 fragment;
void main(void)
{
fragment = vec4(color * texture2D(texture, uv).xyz, 1);
}
";
}
}
Also I've added some other textures that is not in the original tutorials
From scanning through your code, it looks like you have most of what you need. To render both items at the same time, you basically have to add the rendering code that you currently have in OnRenderFrame_2() to OnRenderFrame(). Make sure that you only have one glClear() at the start, and one glutSwapBuffers() at the end.
If the outline of your code currently looks like this:
OnRenderFrame
prepare rendering of Item 1
glViewport
glClear
glUseProgram(program1)
render Item 1
glutSwapBuffers
OnRenderFrame_2
prepare rendering of Item 2
glViewport
glClear
glUseProgram(program2)
render Item 2
glutSwapBuffers
Rearrange it like this:
OnRenderFrame
prepare rendering of Item 1
prepare rendering of Item 2
glViewport
glClear
glUseProgram(program1)
render Item 1
glUseProgram(program2)
render Item 2
glutSwapBuffers

Beginner troubles with 2D projection and textures in OpenGL

Lately I have been trying to learn/use OpenGL 3+. I have looked through tutorials and examples but I've run into a wall trying to get textures and 2D projection to work without problems.
The goal for now is to have a function which can draw a textured quad to the screen with it's position specified by pixels (not [-1,1]).
For readability and testing I made a new barebones program with the knowledge I currently have, and it exhibits nearly the same problems. Help would be appreciated since i'm starting to go bald over this :(..
The current code shows a garbled texture instead of the image itself (texture is 128x128px).
[Program.cs]
namespace OpenGLTester
{
static class Program
{
public static GameWindow window;
public static String programDirectory = Directory.GetCurrentDirectory();
public static int testTexture;
public static int uniform_fragment_texture;
public static int shaderProgram;
[STAThread]
static void Main()
{
window = new GameWindow(1024, 768, new GraphicsMode(new ColorFormat(8, 8, 8, 8), 0, 8), "OpenGLTester", GameWindowFlags.Default, DisplayDevice.Default, 3, 1, GraphicsContextFlags.Default);
GL.Viewport(new Size(1024,768));
shaderProgram = GL.CreateProgram();
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(vertexShader, File.ReadAllText(programDirectory + #"\vertex.vert"));
GL.ShaderSource(fragmentShader, File.ReadAllText(programDirectory + #"\fragment.frag"));
GL.CompileShader(vertexShader);
GL.CompileShader(fragmentShader);
GL.AttachShader(shaderProgram, vertexShader);
GL.AttachShader(shaderProgram, fragmentShader);
GL.LinkProgram(shaderProgram);
if (GL.GetError() != ErrorCode.NoError) { System.Diagnostics.Debugger.Break(); }
Console.WriteLine(GL.GetProgramInfoLog(shaderProgram));
GL.UseProgram(shaderProgram);
Matrix4 projectionMatrix = Matrix4.CreateOrthographic(1024, 768, 0, 1);
GL.UniformMatrix4(GL.GetUniformLocation(shaderProgram, "vertex_projection"), false, ref projectionMatrix);
uniform_fragment_texture = GL.GetUniformLocation(shaderProgram, "fragment_texture");
testTexture = loadTexture(programDirectory + #"\test.png");
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.Lighting);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
window.UpdateFrame += window_UpdateFrame;
window.RenderFrame += window_RenderFrame;
window.Resize += window_Resize;
window.TargetRenderFrequency = 60;
window.Run();
}
static void window_Resize(object sender, EventArgs e)
{
//Don't allow resizing for now.
window.Size = new Size(1024, 768);
}
static void window_UpdateFrame(object sender, FrameEventArgs e)
{
ErrorCode currentError = GL.GetError();
if (currentError != ErrorCode.NoError)
{
Console.WriteLine(Enum.GetName(typeof(ErrorCode), currentError));
System.Diagnostics.Debugger.Break();
}
}
static void window_RenderFrame(object sender, FrameEventArgs e)
{
GL.ClearColor(0, 0, 0, 0);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.StencilBufferBit);
//test texture is 128x128pixels.
drawTexRect(100, 228, 100, 228, testTexture);
window.SwapBuffers();
}
static int loadTexture(String filePath)
{
GL.Enable(EnableCap.Texture2D);
int id = GL.GenTexture();
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, id);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBaseLevel, 0);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMaxLevel, 0);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
Bitmap bmp = new Bitmap(filePath);
BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, bmp_data.Scan0);
bmp.UnlockBits(bmp_data);
bmp.Dispose();
return id;
}
static void drawTexRect(float top, float bottom, float left, float right, int texture)
{
//topLeft,bottomLeft,bottomRight,topRight
float[] vertices = new float[] {
left, top, 0, 0,
left, bottom, 0, 1,
right, bottom, 1, 1,
right, top, 1, 0,
};
int buffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData<float>(BufferTarget.ArrayBuffer, new IntPtr(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StaticDraw);
//vec2 - screen position
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4, 0);
//vec2 - texture coordinates
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4, 2 * sizeof(float));
GL.Enable(EnableCap.Texture2D);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, texture);
GL.Uniform1(uniform_fragment_texture, 0);
GL.DrawArrays(PrimitiveType.Quads, 0, 4);
GL.DeleteBuffer(buffer);
}
}
}
[vertex.vert]
#version 330
in vec2 vertex_position;
in vec2 vertex_texturePosition;
uniform mat4 vertex_projection;
out vec2 fragment_texturePosition;
void main()
{
gl_Position = vec4(vertex_position,0.0,1.0) * vertex_projection;
fragment_texturePosition = vertex_texturePosition;
}
[fragment.frag]
#version 330
in vec2 fragment_texturePosition;
uniform sampler2D fragment_texture;
out vec4 output_color;
void main()
{
output_color = texture(fragment_texture,fragment_texturePosition);
}
After changes suggested by #j-p one problem remains:
After texture position change suggested by #j-p:
The projection is also wrong given the position i expect it to be 100 px from the left and 100 px from the top, don't see how i can fix this..
The stride parameter is in byte:
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), 0);
//vec2 - texture coordinates
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), 2 * sizeof(float));
Also,the corresponding opengl pixel format for windows argb bitmap is BGRA. (link)
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,**OpenTK.Graphics.OpenGL.PixelFormat.Bgra**, PixelType.UnsignedByte, data.Scan0);
And finally, your texture coordinates should be adjusted as follow:
float[] vertices = new float[] {
left, top, 0, 1,
left, bottom, 0, 0,
right, bottom, 1, 0,
right, top, 1, 1
};

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