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babaliaris

OpenGL OpenGL Transformation Is Not Working As I Expected!!

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Posted (edited)

Hello Everyone!

I'm learning openGL, and currently i'm making a simple 2D game engine to test what I've learn so far.  In order to not say to much, i made a video in which i'm showing you the behavior of the rendering.

Video: 

 

What i was expecting to happen, was the player moving around. When i render only the player, he moves as i would expect. When i add a second Sprite object, instead of the Player, this new sprite object is moving and finally if i add a third Sprite object the third one is moving. And the weird think is that i'm transforming the Vertices of the Player so why the transformation is being applied somewhere else?

 

Take a look at my code:

Sprite Class

(You mostly need to see the Constructor, the Render Method and the Move Method)

#include "Brain.h"
#include <glm/gtc/matrix_transform.hpp>
#include <vector>


struct Sprite::Implementation
{

	//Position.
	struct pos pos;

	//Tag.
	std::string tag;

	//Texture.
	Texture *texture;

	//Model matrix.
	glm::mat4 model;

	//Vertex Array Object.
	VertexArray *vao;

	//Vertex Buffer Object.
	VertexBuffer *vbo;

	//Layout.
	VertexBufferLayout *layout;

	//Index Buffer Object.
	IndexBuffer *ibo;

	//Shader.
	Shader *program;

	//Brains.
	std::vector<Brain *> brains;


	//Deconstructor.
	~Implementation();

};






Sprite::Sprite(std::string image_path, std::string tag, float x, float y)
{
	//Create Pointer To Implementaion.
	m_Impl = new Implementation();

	//Set the Position of the Sprite object.
	m_Impl->pos.x = x;
	m_Impl->pos.y = y;

	//Set the tag.
	m_Impl->tag = tag;

	//Create The Texture.
	m_Impl->texture = new Texture(image_path);

	//Initialize the model Matrix.
	m_Impl->model = glm::mat4(1.0f);

	//Get the Width and the Height of the Texture.
	int width  = m_Impl->texture->GetWidth();
	int height = m_Impl->texture->GetHeight();


	//Create the Verticies.
	float verticies[] =
	{

		//Positions                //Texture Coordinates.
		x, y,                      0.0f, 0.0f,
		x + width, y,              1.0f, 0.0f,
		x + width, y + height,     1.0f, 1.0f,
		x, y + height,             0.0f, 1.0f
	};



	//Create the Indicies.
	unsigned int indicies[] =
	{
		0, 1, 2,
		2, 3, 0
	};


	//Create Vertex Array.
	m_Impl->vao = new VertexArray();


	//Create the Vertex Buffer.
	m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies));


	//Create The Layout.
	m_Impl->layout = new VertexBufferLayout();
	m_Impl->layout->PushFloat(2);
	m_Impl->layout->PushFloat(2);
	m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout);


	//Create the Index Buffer.
	m_Impl->ibo = new IndexBuffer(indicies, 6);


	//Create the new shader.
	m_Impl->program = new Shader("Shaders/SpriteShader.shader");
}






//Render.
void Sprite::Render(Window * window)
{

	//Create the projection Matrix based on the current window width and height.
	glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f);


	//Set the MVP Uniform.
	m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model);

	
	//Run All The Brains (Scripts) of this game object (sprite).
	for (unsigned int i = 0; i < m_Impl->brains.size(); i++)
	{

		//Get Current Brain.
		Brain *brain = m_Impl->brains[i];

		//Call the start function only once!
		if (brain->GetStart())
		{
			brain->SetStart(false);
			brain->Start();
		}

		//Call the update function every frame.
		brain->Update();
	}


	//Render.
	window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program);
}





void Sprite::Move(float speed, bool left, bool right, bool up, bool down)
{
	if (left)
	{
		m_Impl->pos.x -= speed;
		m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0));
	}

	if (right)
	{
		m_Impl->pos.x += speed;
		m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0));
	}

	if (up)
	{
		m_Impl->pos.y += speed;
		m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0));
	}

	if (down)
	{
		m_Impl->pos.y -= speed;
		m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0));
	}
}






void Sprite::AddBrain(Brain * brain)
{

	//Push back the brain object.
	m_Impl->brains.push_back(brain);
}





pos *Sprite::GetPos()
{
	return &m_Impl->pos;
}






std::string Sprite::GetTag()
{
	return m_Impl->tag;
}






int Sprite::GetWidth()
{
	return m_Impl->texture->GetWidth();
}






int Sprite::GetHeight()
{
	return m_Impl->texture->GetHeight();
}





Sprite::~Sprite()
{
	delete m_Impl;
}





//Implementation Deconstructor.
Sprite::Implementation::~Implementation()
{
	delete texture;
	delete vao;
	delete vbo;
	delete layout;
	delete ibo;
	delete program;
}

 

Renderer Class

#include "Renderer.h"
#include "Error.h"



Renderer::Renderer()
{
}


Renderer::~Renderer()
{
}

void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program)
{
	vao->Bind();
	ibo->Bind();
	program->Bind();

	if (texture != NULL)
		texture->Bind();

	GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL));
}

void Renderer::Clear(float r, float g, float b)
{
	GLCall(glClearColor(r, g, b, 1.0));
	GLCall(glClear(GL_COLOR_BUFFER_BIT));
}

void Renderer::Update(GLFWwindow *window)
{
	/* Swap front and back buffers */
	glfwSwapBuffers(window);

	/* Poll for and process events */
	glfwPollEvents();
}

 

Shader Code

#shader vertex
#version 330 core

layout(location = 0) in vec4 aPos;
layout(location = 1) in vec2 aTexCoord;

out vec2 t_TexCoord;

uniform mat4 u_MVP;

void main()
{
	gl_Position = u_MVP * aPos;
	t_TexCoord = aTexCoord;
}




#shader fragment
#version 330 core

out vec4 aColor;
in vec2 t_TexCoord;

uniform sampler2D u_Texture;

void main()
{
	aColor = texture(u_Texture, t_TexCoord);
}

Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.

 

Window Class:

#include "Window.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include "Error.h"
#include "Renderer.h"

#include "Scene.h"
#include "Input.h"



//Global Variables.
int screen_width, screen_height;




//On Window Resize.
void OnWindowResize(GLFWwindow *window, int width, int height);





//Implementation Structure.
struct Window::Implementation
{

	//GLFW Window.
	GLFWwindow *GLFW_window;

	//Renderer.
	Renderer *renderer;

	//Delta Time.
	double delta_time;

	//Frames Per Second.
	int fps;

	//Scene.
	Scene *scnene;

	//Input.
	Input *input;




	//Deconstructor.
	~Implementation();
};





//Window Constructor.
Window::Window(std::string title, int width, int height)
{

	//Initializing width and height.
	screen_width  = width;
	screen_height = height;

	//Create Pointer To Implementation.
	m_Impl = new Implementation();

	//Try initializing GLFW.
	if (!glfwInit())
	{
		std::cout << "GLFW could not be initialized!" << std::endl;
		std::cout << "Press ENTER to exit..." << std::endl;
		std::cin.get();
		exit(-1);
	}


	//Setting up OpenGL Version 3.3 Core Profile.
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	/* Create a windowed mode window and its OpenGL context */
	m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL);
	if (!m_Impl->GLFW_window)
	{
		std::cout << "GLFW could not create a window!" << std::endl;
		std::cout << "Press ENTER to exit..." << std::endl;
		std::cin.get();
		glfwTerminate();
		exit(-1);
	}

	/* Make the window's context current */
	glfwMakeContextCurrent(m_Impl->GLFW_window);

	
	//Initialize GLEW.
	if(glewInit() != GLEW_OK)
	{
		std::cout << "GLEW could not be initialized!" << std::endl;
		std::cout << "Press ENTER to exit..." << std::endl;
		std::cin.get();
		glfwTerminate();
		exit(-1);
	}


	//Enabling Blending.
	GLCall(glEnable(GL_BLEND));
	GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));


	//Setting the ViewPort.
	GLCall(glViewport(0, 0, width, height));


	//**********Initializing Implementation**********//
	m_Impl->renderer   = new Renderer();
	m_Impl->delta_time = 0.0;
	m_Impl->fps		   = 0;
	m_Impl->input      = new Input(this);
	//**********Initializing Implementation**********//




	//Set Frame Buffer Size Callback.
	glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize);
}





//Window Deconstructor.
Window::~Window()
{
	delete m_Impl;
}





//Window Main Loop.
void Window::MainLoop()
{

	//Time Variables.
	double start_time = 0, end_time = 0, old_time = 0, total_time = 0;

	//Frames Counter.
	int frames = 0;

	/* Loop until the user closes the window */
	while (!glfwWindowShouldClose(m_Impl->GLFW_window))
	{

		old_time   = start_time;    //Total time of previous frame.
		start_time = glfwGetTime(); //Current frame start time.


		//Calculate the Delta Time.
		m_Impl->delta_time = start_time - old_time;

		//Get Frames Per Second.
		if (total_time >= 1)
		{
			m_Impl->fps = frames;
			total_time  = 0;
			frames      = 0;
		}

		//Clearing The Screen.
		m_Impl->renderer->Clear(0, 0, 0);


		//Render The Scene.
		if (m_Impl->scnene != NULL)
			m_Impl->scnene->Render(this);

		//Updating the Screen.
		m_Impl->renderer->Update(m_Impl->GLFW_window);


		//Increasing frames counter.
		frames++;

		//End Time.
		end_time = glfwGetTime();

		//Total time after the frame completed.
		total_time += end_time - start_time;
	}

	//Terminate GLFW.
	glfwTerminate();
}






//Load Scene.
void Window::LoadScene(Scene * scene)
{

	//Set the scene.
	m_Impl->scnene = scene;
}






//Get Delta Time.
double Window::GetDeltaTime()
{
	return m_Impl->delta_time;
}






//Get FPS.
int Window::GetFPS()
{
	return m_Impl->fps;
}






//Get Width.
int Window::GetWidth()
{
	return screen_width;
}






//Get Height.
int Window::GetHeight()
{
	return screen_height;
}






//Get Input.
Input * Window::GetInput()
{
	return m_Impl->input;
}






Renderer * Window::GetRenderer()
{
	return m_Impl->renderer;
}






GLFWwindow * Window::GetGLFWindow()
{
	return m_Impl->GLFW_window;
}





//Implementation Deconstructor.
Window::Implementation::~Implementation()
{
	delete renderer;
	delete input;
}






//OnWindowResize
void OnWindowResize(GLFWwindow *window, int width, int height)
{
	screen_width  = width;
	screen_height = height;

	//Updating the ViewPort.
	GLCall(glViewport(0, 0, width, height));
}

 

Brain Class

#include "Brain.h"
#include "Sprite.h"
#include "Window.h"


struct Brain::Implementation
{

	//Just A Flag.
	bool started;

	//Window Pointer.
	Window *window;

	//Sprite Pointer.
	Sprite *sprite;
};






Brain::Brain(Window *window, Sprite *sprite)
{

	//Create Pointer To Implementation.
	m_Impl = new Implementation();

	//Initialize Implementation.
	m_Impl->started = true;
	m_Impl->window  = window;
	m_Impl->sprite  = sprite;
}






Brain::~Brain()
{

	//Delete Pointer To Implementation.
	delete m_Impl;
}






void Brain::Start()
{
}






void Brain::Update()
{
}






Window * Brain::GetWindow()
{
	return m_Impl->window;
}






Sprite * Brain::GetSprite()
{
	return m_Impl->sprite;
}





bool Brain::GetStart()
{
	return m_Impl->started;
}





void Brain::SetStart(bool value)
{
	m_Impl->started = value;
}

Script Class (Its a Brain Subclass!!!)

#include "Script.h"



Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite)
{
}






Script::~Script()
{
}






void Script::Start()
{
	std::cout << "Game Started!" << std::endl;
}






void Script::Update()
{

	Input *input = this->GetWindow()->GetInput();
	Sprite *sp   = this->GetSprite();

	//Move this sprite.
	this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), 
							 input->GetKeyDown("left"),
							 input->GetKeyDown("right"), 
							 input->GetKeyDown("up"), 
							 input->GetKeyDown("down"));

	std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl;
}

 

Main:

#include "SpaceShooterEngine.h"
#include "Script.h"

int main()
{
	Window w("title", 600,600);

	Scene *scene = new Scene();

	Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100);
	Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100);
	Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400);

	Brain *brain = new Script(&w, player);
	player->AddBrain(brain);



	scene->AddSprite(player);
	scene->AddSprite(other);
	scene->AddSprite(other2);
	w.LoadScene(scene);
	w.MainLoop();

	return 0;
}

 

 

I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.

Brain.cpp

Error.cpp

IndexBuffer.cpp

Input.cpp

Renderer.cpp

Scene.cpp

Shader.cpp

Sprite.cpp

Texture.cpp

VertexArray.cpp

VertexBuffer.cpp

VertexBufferLayout.cpp

Window.cpp

Brain.h

Error.h

IndexBuffer.h

Input.h

Renderer.h

Scene.h

Shader.h

SpaceShooterEngine.h

Sprite.h

Texture.h

VertexArray.h

VertexBuffer.h

VertexBufferLayout.h

Window.h

Edited by frob
Please do not relabel discussions as "solved". This is not a Q&A site, more discussion may follow.

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I think there's some code missing. I can't see where Sprite::Move is called, nor where Input::GetKeyDown is called. The problem looks like it is wherever those two get tied together; I'm betting you're calling Move on the last Sprite created, not the designated Player sprite.

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8 minutes ago, Wyrframe said:

I think there's some code missing. I can't see where Sprite::Move is called, nor where Input::GetKeyDown is called. The problem looks like it is wherever those two get tied together; I'm betting you're calling Move on the last Sprite created, not the designated Player sprite.

I updated my Post and i added all the Classes. I think i'm sure i'm calling move on the right sprite object.

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Posted (edited)

'k, seems like you're attaching the control binding script to the right sprite. Time to crack open a debugger and confirm that the guts of each Sprite are what you expect them to be. I'm guessing something's going wrong with the private implementation management. Try instantiating your sprites in a different order, and seeing if that gives different results; that would suggest there is some data sharing going on which you're not expecting.

Edited by Wyrframe

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2 minutes ago, Wyrframe said:

'k, seems like you're attaching the control binding script to the right sprite. Time to crack open a debugger and confirm that the guts of each Sprite are what you expect them to be. I'm guessing something's going wrong with the private implementation management. Try instantiating your sprites in a different order, and seeing if that gives different results; that would suggest there is some data sharing going on which you're not expecting.

You are right. When I change the order of the sprite objects instantiation, I see another sprite moving. 

But I can't understand why they could exchange data with each other. If you see the sprite constructor, it creates a new Implementation object, so each sprite object should have it's own.

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Your Brain destructor needs to be virtual. I don't think that should be causing this issue, but it may not be helping if the issue is being caused by copying of Brains and Sprites by the Vectors which contain them.

Beyond that, I can't see the issue either. You'll have to just run it in a debugger and see if you can spot when it goes wrong.

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Posted (edited)
28 minutes ago, Wyrframe said:

Your Brain destructor needs to be virtual. I don't think that should be causing this issue, but it may not be helping if the issue is being caused by copying of Brains and Sprites by the Vectors which contain them.

Beyond that, I can't see the issue either. You'll have to just run it in a debugger and see if you can spot when it goes wrong.

Ok I'll check it. The problem is that I'm creating the game engine in a different project and compiling it as a dynamic library. Then I'm linking it with the actual game project in where I have the Main.cpp file. If I put a break point into Main, it won't jump inside methods which are coming from the dynamic library. Is there something I can do about that, or I must create the whole game as one project which compiles into an executable????

Edited by babaliaris

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4 minutes ago, babaliaris said:

Is there something I can do about that, or I must create the whole game as one project which compiles into an executable????

That one's outside my realm of experience, sorry. My C++ development environment never gets more complex than a single Makefile and vim. If it was a Java program, I might be able to help you out there. :)

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Posted (edited)

I have news!

I debugged the application and i noticed the followings:

The Model Matrix of the Player is being updating as i expected.

The Model Matrices of the other two sprite objects are not being updated as i expected (They remain as identity matrices)

So the problem is not there. What else do you think might cause this???

Could be the Renderer? But inside the renderer i'm binding the vao, ibo, texture and shader of the current sprite object, and each sprite has it's own unique vao, vbo, ibo, and shader and since i saw that indeed the Player's model Matrix is being updating correctly, i can't understand why it's not the Player's Vertices which are being transformed. It's like the MVP Matrix does not affect the Player's vertices but only the last object which i instantiate. According to what i said above this is impossible!!!

Edited by babaliaris

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Posted (edited)

I also noticed this (Check out the image i attached):

Player's VAO, VBO and program (shader) have exactly the same id. Is this reasonably? Does openGL assign different ids for each of these components, so a vao and a vbo can have the same id for example?

Also i checked the ids of the other two sprite object and each sprite object has a unique id for vao, vbo, ibo and program and also when i'm binding all these inside the Renderer i'm sure i'm binding the correct ones for the correct corresponding sprite object.

And at the end we will probably find a bug so stupid and we all are going to laugh 😛 

Capture.PNG

Edited by babaliaris

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      GLuint Cluster::loadPngFromPath(const char *file_name, int *width, int *height) { png_byte header[8]; FILE *fp = fopen(file_name, "rb"); if (fp == 0) { return 0; } fread(header, 1, 8, fp); if (png_sig_cmp(header, 0, 8)) { fclose(fp); return 0; } png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return 0; } png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL); fclose(fp); return 0; } png_infop end_info = png_create_info_struct(png_ptr); if (!end_info) { png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL); fclose(fp); return 0; } if (setjmp(png_jmpbuf(png_ptr))) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_init_io(png_ptr, fp); png_set_sig_bytes(png_ptr, 8); png_read_info(png_ptr, info_ptr); int bit_depth, color_type; png_uint_32 temp_width, temp_height; png_get_IHDR(png_ptr, info_ptr, &temp_width, &temp_height, &bit_depth, &color_type, NULL, NULL, NULL); if (width) { *width = temp_width; } if (height) { *height = temp_height; } png_read_update_info(png_ptr, info_ptr); int rowbytes = png_get_rowbytes(png_ptr, info_ptr); rowbytes += 3 - ((rowbytes-1) % 4); png_byte * image_data; image_data = (png_byte *) malloc(rowbytes * temp_height * sizeof(png_byte)+15); if (image_data == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_bytep * row_pointers = (png_bytep *) malloc(temp_height * sizeof(png_bytep)); if (row_pointers == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); fclose(fp); return 0; } int i; for (i = 0; i < temp_height; i++) { row_pointers[temp_height - 1 - i] = image_data + i * rowbytes; } png_read_image(png_ptr, row_pointers); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGB, temp_width, temp_height, GL_ZERO, GL_RGB, GL_UNSIGNED_BYTE, image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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_WRAP_R, GL_CLAMP_TO_EDGE); png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); free(row_pointers); fclose(fp); return texture; } This code just generates the texture and I store the id on memory
      And then I want to display my texture on any position (X, Y) of my screen so I did the following (That's works, at least the positioning).
      //MY TEXTURE IS 32x32 pixels ! void Cluster::printTexture(GLuint idTexture, GLfloat x, GLfloat y) { glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); GLfloat vertices[6][4] = { { x, y + 32, 0.0, 0.0 }, { x, y, 0.0, 1.0 }, { x + 32, y, 1.0, 1.0 }, { x, y + 32, 0.0, 0.0 }, { x + 32, y, 1.0, 1.0 }, { x + 32, y + 32, 1.0, 0.0 } }; glBindTexture(GL_TEXTURE_2D, idTexture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO); glUniform1i(this->mTextShaderHandle, GL_ZERO); glDrawArrays(GL_TRIANGLE_STRIP, GL_ZERO, 6); } My .png is a blue square.
      The result is that my texture is not loaded correctly. It is not complete and there are many small black spots. I don't know what's going on ? It could be the vertices or the load ? Or maybe I need to add something on the shader. I don't know, I really need help.
      Thanks !
    • By Gnollrunner
      Hi again,  After some looking around I have decided to base my game directly on Direct X rather than using an existing game engine.  Because of the nature of the stuff I'm doing it just didn't seem to fit very well and I kept running into road blocks.  At this point I have a big blob of code for doing fractal world generation and some collision code,  and I'm trying to put it into some form that resembles a game engine.  Since I've never used one before It's a bit alien to me ..... so can someone direct me to a book, website, article, whatever... that covers this?  I'm mainly looking for stuff that covers C++ library design. I'm not adverse to using 3rd party tools for stuff I can used them for.
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