LWJGL draw rect over texture - java

I use the following to draw the texture quads
tex.bind();
glTranslatef(x, y, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(width, 0);
glTexCoord2f(1, 1);
glVertex2f(width, height);
glTexCoord2f(0, 1);
glVertex2f(0, height);
glEnd();
glLoadIdentity();
with these configurations:
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
GL11.glEnable(GL11.GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1);
however now i want to add a menu to the game by drawing a rect over the screen but when i do so, everything turns red (if i set red as color)
case MENU:
GL11.glColor3f(1.0f, 0.0f, 0.0f);
glRectf(50, 50, 50, 50);

Two things:
Whenever you draw using color instead of textures, make sure to disable GL_TEXTURE_2D by calling glDisable(GL_TEXTURE_2D); before the rendering call (in your case before case MENU:). But don't forget to enable it again as soon as you're finished and ready to draw the texture once again (in your case, call glEnable(GL_TEXTURE_2D); after glRectf()). This might not be the reason for the problem that you're experiencing, but it will become a problem later.
The reason as to why everything turns red, is because whenever you render a texture, the currently bound color affects what color components are rendered from the texture. Every pixel in the texture that you're drawing is composed of 3 or 4 values. Red, Green, Blue and possibly an Alpha channel. Since you bind the color to red, and you do not change it before you draw the texture, OpenGL only draws the red component of each pixel within your texture. Thus, the Red component will be ranging from 0-1 in your texture, and the Green and Blue values will be staying at a constant 0.
To fix this, simply call glColor3f(1, 1, 1); After rendering the red rectangle. This will set the rendering color back to white (default) and therefore OpenGL will successfully draw all 3 color components of your texture pixels.
I hope that I've been clear and that this helps.
Good luck! :)
//SK

Related

OpenGL GlOrtho no primitives appearing

I am drawing on a texture and then rendering this texture to the screen using GL_QUADS. There is no problem drawing the texture on screen, but while drawing to the texture the only operation that has any effect is glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - this sets the whole texture to the colour I want. It is however impossible to draw any primitives.
The following code should absolutely cover the whole texture with black, right?
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texRenderer.framebufferID); // switch to the texture framebuffer
glClearColor(1.0f,0.5f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, texRenderer.pixelsWidth, 0, texRenderer.pixelsHeight, 1, -1);
// switch to modelview matrix before rendering objects
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(0,0,0,1);
glBegin(GL_QUADS);
glVertex2f(-100, -100);
glVertex2f(-100, 100);
glVertex2f(100, 100);
glVertex2f(100, -100);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//RenderScene(sim, stateMachine, viewSettings, commandMgr, font, texRenderer.pixelsWidth, texRenderer.pixelsHeight, isMainView, drawText);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch back to normal framebuffer
Instead it is orange.
pixelsWidth and pixelsHeight are both equal to 64. I've made sure the viewport is set up correctly. Also glGetError() returns 0.
What have I missed?
Took me 6 hours but the problem is solved. I was wrong. The viewport was not properly set. Before rendering to a texture, be sure to add the following line:
glViewport(0, 0, textureWidth, textureHeight);
And also unbind any currently bound textures using
glBindTexture(GL_TEXTURE_2D, 0);

Moved renderer in lwjgl rendering

I have made a simple application in lwjgl and created simple gui. For now I have frame and panel. But there is a problem.
Because (Display 800x600) when I make panel on Panel(x,y,w,h) (0,0,64,64) everything works fine, but when I create it on other position (x,y where point 0,0 is in left upeper corner) it render moved panel.
The white space is my panel which should change color when I drag mouse on it. It is created on (417,417,64,64), but it's rendered on somethink like (90,90).
I have rendered fonts to show all of itss positions. The blue box I draw on this image is where it should be and it looks like there the panel is, because the white space is changing color when I drag mouse there, but this white space should be there.
My code looks like that:
I am adding all components to HashMap like Panels.
glColor3f(backgroundColor.getRed(), backgroundColor.getGreen(),
backgroundColor.getBlue());
if (hasFocus()) {
glColor3f(1f, 0f, 0f);
}
glPushMatrix();
glRecti(getX(), getY(), getWidth(), getHeight());
glPopMatrix();
And initGL method:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(1.0f, 1.0f, 1.0f);
glOrtho(0, 800, 600, 0, 1, -1);
glFrustum(-1, 1, -1, 1, 0.0, 40.0);
glViewport(0, 0, Display.getWidth(), Display.getHeight());
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glRecti doesn't work that way it expects the coordinates of the corners
so instead you should do:
glRecti(getX(), getY(), getX()+getWidth(), getY()+getHeight());

2D overlay over 3D scene not working

I am attempting to create a 2D overlay over a 3D scene! I have tried all the solutions I can find on GameDev and StackOverflow, however they have not seemed to work!
My current code:
static void ready3D()
{
glViewport(0, 0, Display.getWidth(),Display.getHeight());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLU.gluPerspective(45, (float) Display.getWidth()/Display.getHeight(), 0.1f, 5000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
}
static void ready2D()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLU.gluOrtho2D(0.0f, Display.getWidth(), Display.getHeight(), 0.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0.0f);
glDisable(GL_DEPTH_TEST);
}
And,
glPushMatrix();
//Overlay start - This is in my render method BTW.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ready2D();
glBegin(GL_QUADS);
glColor3f(1, 1, 1);
glVertex2f(0, 0); // bottom-left
glVertex2f(0, 1); // top-left
glVertex2f(1, 1); // top-right
glVertex2f(1, 0); // bottom-right
glEnd();
glPopMatrix();
ready3D();
However the 2D box thing that I am trying to draw does not draw! Obviously I eventually hope to have complicated objects/icons on an overlay, but first things first.
The 3D world still draws totally fine.
Is anyone able to tell me what I am doing wrong?
The order of the vertices in the 2D quad look a bit suspicious to me, if I'm reading that rightly it's going: bottom-left, top-right, bottom-right, top-left, which results in a sort of cross rather than a quad.
Try this:
glVertex2f(0, 0); // bottom-left
glVertex2f(0, 1); // top-left
glVertex2f(1, 1); // top-right
glVertex2f(1, 0); // bottom-right
Note the clockwise ordering which I believe OpenGL is expecting by default for front-facing quads.

OpenGL Image not loading correctly?

My Image is 1280x740 aswell as my game Canvas.
here is my code
// Initialize code OpenGL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1280, 720, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
// end initializiation
glClear(GL_COLOR_BUFFER_BIT);
getResources().backgroundImage.bind();
glBegin(GL_QUADS);
glTexCoord2f(0,0); // Upper left
glVertex2f(1280,0);
glTexCoord2f(1,0); // Upper Right
glVertex2f(0,0);
glTexCoord2f(1,1); // Bottom Right
glVertex2f(0,740);
glTexCoord2f(0,1); // Bottom Left
glVertex2f(1280,740);
glEnd();
Here is the problem I'm getting, while trying to make this a full-screen texture... the image is actually being scaled down?
Image showing
http://i48.tinypic.com/inrbeu.png
Vertex position is transformed to viewport coordinates by either fixed function pipeline or a vertex shader. Without specifying those, the outcome is probably not what you want.
You need to either setup a projection·modelview or a shader matching your needs.

Problem texture mapping a quad in OpenGL with Ortho2D

The following code produces the image that follows. The image I am using for the background is 640 x 480, as is the displayMode. The texture background is a .bmp and is loaded with the Slick texture loader. I am confuse to why it is not filling the Quad and why it is reflected.
EDIT: The background of my OpenGL scene is pink, the black you see is from the Quad created. The background image is the green block with a 2px light blue border with "test" plastered on it.
private void renderBackground(){
float w = displayMode.getHeight()/2;
float h = displayMode.getWidth()/2;
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GLU.gluOrtho2D(-w, w, -h, h);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glDisable(GL11.GL_DEPTH_TEST);
if(useTextures)background.bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex2f(-w,-h);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex2f(w,-h);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex2f(w, h);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex2f(-w, h);
GL11.glEnd();
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
}
Now when I add GL11.glTranslatef(20.0f, 20.0f, 0.0f); you will notice that the pink appears, which is the colour created int my "initGL" method:
GL11.glClearColor(1.0f, 0.75f, 0.796f, 0.0f);
My GL_PROJECTION contains the following before pushing it, my GL_MODELVIEW is unmodified when renderBackground() is called.
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 25.0f);
//position camera
GLU.gluLookAt(5.0f, 3.0f, -5.0f, 0.0f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
I need more information to determine the problem, but here is a list with some possibilities.
1) You are using an older video card, which does not support texture non-power of 2, since you are using a library to load the texture, maybe it is detecting it, creating a power of two image, and filling it with black.
2) You (or some library you are using) changed the matrix of the texture matrix stack, and it is changing the texture coordinates.
3) You are doing something wrong when you load the texture (or call the library to do so).
The first thing I would check is if your video card supports texture non-power of 2 extension. You can check it at runtime, see how to detect if openGL/card supports non power of 2?
What I see first, is that you compute
float w = displayMode.getHeight()/2;
float h = displayMode.getWidth()/2;
switched?
Second, the texture could be flipped because the loader flipped it (when I remember right this happened to me, too especially with BMPs).

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