LWJGL rendering nothing - java

I've looked over the following program over and over and cannot find why nothing renders to the screen when I run it:
Game.java:
public class Game {
private int fbid, fbid2;
public void start(){
DisplayManager.init();
glViewport(0, 0, DisplayManager.SCR_WIDTH, DisplayManager.SCR_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 0, DisplayManager.SCR_WIDTH, DisplayManager.SCR_HEIGHT, 1, -1);
glMatrixMode(GL_MODELVIEW);
FloatBuffer fb = BufferUtils.createFloatBuffer(6);
fb.put(100).put(100).put(100).put(200).put(200).put(200);
fb.flip();
fbid = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, fbid);
glBufferData(GL_ARRAY_BUFFER, fb, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
FloatBuffer fb2 = BufferUtils.createFloatBuffer(9);
fb2.put(1).put(1).put(1).put(1).put(1).put(1).put(1).put(1).put(1);
fb2.flip();
fbid2 = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, fbid2);
glBufferData(GL_ARRAY_BUFFER, fb2, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
while(!DisplayManager.shouldClose()){
render();
}
DisplayManager.destroy();
}
public void render(){
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
glColor3f(1, 1, 1);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, fbid);
glVertexPointer(2, GL_FLOAT, 0, 0);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, fbid2);
glColorPointer(3, GL_FLOAT, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
DisplayManager.update();
}
}
DisplayManager.java:
public class DisplayManager {
public static final int SCR_WIDTH = 640;
public static final int SCR_HEIGHT = 480;
public static final int FPS = 30;
public static void init(){
try {
Display.setDisplayMode(new DisplayMode(SCR_WIDTH, SCR_HEIGHT));
Display.setTitle("StepBattler");
Display.setResizable(false);
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
}
public static void update(){
Display.update();
Display.sync(FPS);
}
public static void destroy(){
Display.destroy();
System.exit(0);
}
public static boolean shouldClose(){
return Display.isCloseRequested();
}
public static boolean shouldResize(){
return Display.wasResized();
}
}
When I run the screen, I just get a window filled with black, and I cannot understand why a white triangle won't render to the window. I've messed around with glClearColor(), and changing its values does succeed in changing the window background color, but I can't make a white triangle appear in the window. Also, I tried using glBegin()...glEnd() to render in immediate mode, with none of the code having to do with buffers in there, and it still didn't render anything. I'm really confused about this, what am I missing?

The arguments in you glOrtho() call look to be in the wrong order:
glOrtho(0, 0, DisplayManager.SCR_WIDTH, DisplayManager.SCR_HEIGHT, 1, -1);
The signature of glOrtho(), based on the man page, is:
void glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearVal, GLdouble farVal);
Since you're passing 0 for both left and right, the result would be an invalid projection matrix.
The correct call for your case is:
glOrtho(0, DisplayManager.SCR_WIDTH, 0, DisplayManager.SCR_HEIGHT, 1, -1);

Related

OpenGL transparency not working

I am trying to draw my font texture atlas to the screen using LWJGL, but OpenGL instead draws a solid white square.
A working example using my drawing code:
import java.awt.image.*;
import java.io.*;
import java.nio.*;
import javax.imageio.*;
import org.lwjgl.*;
import org.lwjgl.opengl.*;
public class OpenGLImageTest
{
private static int textureID;
public static void main(String[] args) throws Exception
{
Display.setTitle("OpenGL Image Test");
Display.setDisplayMode(new DisplayMode(640, 480));
Display.create();
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 640, 0, 480, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
textureID = bindTextureFile("textures/font.png");
while(!Display.isCloseRequested())
{
Display.sync(60);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glClearColor(0, 0, 0, 1);
GL11.glColor4f(1, 0, 0, 1);
drawFontAtlas(0, 0);
Display.update();
}
Display.destroy();
}
private static void drawFontAtlas(int x, int y)
{
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2i(0, 0);
GL11.glVertex2i(0, 256);
GL11.glVertex2i(256, 256);
GL11.glVertex2i(256, 0);
GL11.glEnd();
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glPopMatrix();
}
private static int bindTextureFile(String file)
{
try
{
BufferedImage image = ImageIO.read(new FileInputStream(file));
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4);
for(int y = 0; y < image.getWidth(); y++)
{
for(int x = 0; x < image.getHeight(); x++)
{
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte)((pixel >> 16) & 0xFF));
buffer.put((byte)((pixel >> 8) & 0xFF));
buffer.put((byte)(pixel & 0xFF));
buffer.put((byte)((pixel >> 24) & 0xFF));
}
}
buffer.flip();
int textureID = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
return textureID;
}
catch(Exception e)
{
e.printStackTrace();
}
return -1;
}
}
Can anyone tell me what I am doing wrong and how to fix it?
Edit: font.png is white on transparent white. It's the default Minecraft font for testing purposes.
Your problem can be fixed by adding texture coordinates:
{
GL11.glTexCoord2f(0, 1); // added texture coordinate
GL11.glVertex2i(0, 0);
GL11.glTexCoord2f(0, 0); // added texture coordinate
GL11.glVertex2i(0, 256);
GL11.glTexCoord2f(1, 0); // added texture coordinate
GL11.glVertex2i(256, 256);
GL11.glTexCoord2f(1, 1); // added texture coordinate
GL11.glVertex2i(256, 0);
}
I actually used slick-util.jar to load your texture, but it will work with your code just the same... you can find a working example of my code bellow... slick-util.jar can be found here
In order to get actual transparency, you also need to change this line in your code: GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer); and what needs to be changed is GL11.GL_RGB8 into GL11.GL_RGBA
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
public class OpenGLImageTest {
private static Texture tex; //private static int textureID;
public static void main(String[] args) throws Exception {
Display.setTitle("OpenGL Image Test");
Display.setDisplayMode(new DisplayMode(640, 480));
Display.create();
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 640, 0, 480, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
tex = loadTexture("textures/font.png"); //textureID = bindTextureFile("textures/font.png");
while (!Display.isCloseRequested()) {
Display.sync(60);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glClearColor(0, 0, 0, 1);
GL11.glColor4f(1, 1, 1, 1);
drawFontAtlas(0, 0);
Display.update();
}
Display.destroy();
}
private static void drawFontAtlas(int x, int y) {
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
tex.bind(); //GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glTexCoord2f(0, 1); // added texture coordinate
GL11.glVertex2i(0, 0);
GL11.glTexCoord2f(0, 0); // added texture coordinate
GL11.glVertex2i(0, 256);
GL11.glTexCoord2f(1, 0); // added texture coordinate
GL11.glVertex2i(256, 256);
GL11.glTexCoord2f(1, 1); // added texture coordinate
GL11.glVertex2i(256, 0);
}
GL11.glEnd();
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glPopMatrix();
}
public static Texture loadTexture(String texturePath) {
try {
return TextureLoader.getTexture("png", new FileInputStream(new File(texturePath)));
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
}

LWJGL Cannot use offsets when Array Buffer Object is disabled [duplicate]

This question already has answers here:
OpenGLException: Cannot use offsets when Array Buffer Object is disabled.. On a line after calling glEnable(GL_ARRAY_BUFFER)?
(2 answers)
Closed 8 years ago.
I have looked at a lot of posts, and cannot find what is wrong with my code.
I have bound my VBO however it doesn't work and gives me this error:
Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use
offsets when Array Buffer Object is disabled
at org.lwjgl.opengl.GLChecks.ensureArrayVBOenabled(GLChecks.java:77)
at org.lwjgl.opengl.GL20.glVertexAttribPointer(GL20.java:892)
at glsl.Main.main(Main.java:117)
I don't understand what is wrong here. I have looked everywhere and can't work out what is wrong with this. I have tried it with and without glEnable(GL_ARRAY_BUFFER_BINDING);
package glsl;
import java.nio.FloatBuffer;
import java.util.Scanner;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
public class Main
{
private static int initShaderProgram()
{
int shaderProgram = glCreateProgram();
int vertexShader = getShader(GL_VERTEX_SHADER, "/shader.vert");
glAttachShader(shaderProgram, vertexShader);
int fragmentShader = getShader(GL_FRAGMENT_SHADER, "/shader.frag");
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
checkError(shaderProgram, GL_LINK_STATUS, true);
glValidateProgram(shaderProgram);
checkError(shaderProgram, GL_VALIDATE_STATUS, true);
return shaderProgram;
}
private static int getShader(int shaderType, String shaderName)
{
int shader = glCreateShader(shaderType);
String shaderText = "";
Scanner scan = new Scanner(Main.class.getResourceAsStream(shaderName));
while(scan.hasNextLine())
shaderText = shaderText.concat(scan.nextLine().concat("\n"));
scan.close();
System.out.println("\n");
System.out.println(shaderName+" source: --------------------------------------------");
System.out.println("\n"+shaderText);
System.out.println("\n");
glShaderSource(shader, shaderText);
glCompileShader(shader);
checkError(shader, GL_COMPILE_STATUS, false);
return shader;
}
private static void checkError(int shader, int status, boolean isProgram)
{
if(!isProgram)
{
if(glGetShaderi(shader, status) == org.lwjgl.opengl.GL11.GL_FALSE)
{
System.err.println("Shader broken: " + glGetShaderInfoLog(shader, GL_INFO_LOG_LENGTH));
System.exit(1);
}
}else
{
if(glGetProgrami(shader, status) == org.lwjgl.opengl.GL11.GL_FALSE)
{
System.err.println("Shader broken: " + glGetProgramInfoLog(shader, GL_INFO_LOG_LENGTH));
System.exit(1);
}
}
}
public static void main(String[] args)
{
try
{
Display.setDisplayMode(new DisplayMode(800, 600));
Display.create();
}catch(org.lwjgl.LWJGLException e)
{
System.exit(1);
}
glEnable(GL_ARRAY_BUFFER_BINDING);
int shaderProgram = initShaderProgram();
String attribute_name = "coord2d";
int attribute_coord2d = glGetAttribLocation(shaderProgram, attribute_name);
int vboTriangle;
float[] triangleVerticesArray =
{
-1, -1,
0, 1f,
1, -1
};
FloatBuffer triangleVertices = (FloatBuffer) BufferUtils.createFloatBuffer(triangleVerticesArray.length).put(triangleVerticesArray).flip();
vboTriangle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboTriangle);
glBufferData(GL_ARRAY_BUFFER, triangleVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
while(!Display.isCloseRequested())
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glEnableVertexAttribArray(attribute_coord2d);
glBindBuffer(GL_VERTEX_ARRAY, vboTriangle);
glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, false, 0, 0l);
glBindBuffer(GL_VERTEX_ARRAY, 0);
glDisableVertexAttribArray(attribute_coord2d);
glUseProgram(0);
Display.update();
Display.sync(60);
}
cleanup(shaderProgram, new int[]{vboTriangle});
}
private static void cleanup(int shaderProgram, int[] vbos)
{
for(int i = 0; i < vbos.length; i++)
glDeleteBuffers(vbos[i]);
glDeleteProgram(shaderProgram);
Display.destroy();
}
}
You need to set up the pointers with a VAO, a Vertex Array Object.
int vaoID = glGenVertexArrays();
Then you need to bind it, and set up the pointers with the VBOs, Vertex Array Objects.
glBindVertexArray(vaoID);
glEnableVertexAttribArray(indexLocation);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glVertexAttribPointer(indexLocation, 2, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
Then everytime you render, bind the VAO, and issue a draw command.
glBindVertexArray(vaoID);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
Then finally, you need to dispose the VAO object.
glBindVertexArray(0);
glDeleteVertexArrays(vaoID);
Hope this helps.

Java LWJGL Textures Don't draw on mesh

I'm having pretty common problem by trying to texture simple Triangle with image. Here is the code:
Setup openGL:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70,(float)width/(float)height, 0.3f, view);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
Mesh Class:
public class Mesh {
protected int TextureID=0;
protected int VertID=-1,TrisID=-1,TexID=-1;
protected Vector3 position,rotation,scale;
protected ArrayList<Vector3> verts;
protected ArrayList<Vector3> tris;
protected ArrayList<Vector3> uvs;
public Mesh(Vector3 position,Vector3 rotation,Vector3 scale){
verts= new ArrayList<Vector3>();
tris= new ArrayList<Vector3>();
uvs= new ArrayList<Vector3>();
this.position = position;
this.rotation=rotation;
this.scale=scale;
}
public void draw(){
glPushMatrix();{
// Translate Submatrix
glScalef(scale.X, scale.Y, scale.Z);
glRotatef(rotation.X,1,0,0);
glRotatef(rotation.Y,0,1,0);
glRotatef(rotation.Z,0,0,1);
glTranslatef(position.X, position.Y, position.Z);
//bind and pointer buffers and textures
TextureLoader.textureList.get(TextureID).bind();
glBindTexture(GL_TEXTURE_2D,TextureID);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, TexID);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VertID);
glVertexPointer(3, GL_FLOAT, 0, 0);
int mode = GL_TRIANGLES;
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, TrisID);
//draw
glDrawElements(mode,tris.size()*3, GL_UNSIGNED_INT, 0);
}glPopMatrix();
}
public Mesh generate(){
updateVertBuffer();
updateTrisBuffer();
updateUvBuffer();
return this;
}
public void updateVertBuffer(){
if(VertID==-1)VertID= GL15.glGenBuffers();
FloatBuffer buffer = BufferUtils.createFloatBuffer(verts.size()*3);
for(int i=0;i<verts.size();i++){
buffer.put(verts.get(i).X);
buffer.put(verts.get(i).Y);
buffer.put(verts.get(i).Z);
}
buffer.flip();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER,VertID);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
}
public void updateTrisBuffer(){
if(TrisID==-1)TrisID = GL15.glGenBuffers();
IntBuffer buffer = BufferUtils.createIntBuffer(tris.size()*3);
for(int i=0;i<tris.size();i++){
buffer.put((int)tris.get(i).X);
buffer.put((int)tris.get(i).Y);
buffer.put((int)tris.get(i).Z);
}
buffer.flip();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, TrisID);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer,GL15.GL_STATIC_DRAW);
}
public void updateUvBuffer(){
if(TexID==-1)TexID= GL15.glGenBuffers();
FloatBuffer buffer = BufferUtils.createFloatBuffer(uvs.size()*2);
for(int i=0;i<uvs.size();i++){
buffer.put(uvs.get(i).Y);
buffer.put(uvs.get(i).Z);
}
buffer.flip();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, TexID);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
}
Drawing Meshes:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(rot.X,1,0,0);
glRotatef(rot.Y,0,1,0);
glRotatef(rot.Z,0,0,1);
glTranslatef(pos.X,pos.Y,pos.Z);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
for(Mesh a : MHandler)a.draw(); // Simply drawing all meshes
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Display.update();
Sample Mesh that works, but without textures on it:
Mesh m = new Mesh(new Vector3(0,0,0),new Vector3(0,0,0),new Vector3(10,10,10));
m.addVert(new Vector3(0,0,0),new Vector3(0,0,0));
m.addVert(new Vector3(0,1,0),new Vector3(0,1,0));
m.addVert(new Vector3(0,1,1),new Vector3(0,1,1));
m.addTriangle(new Vector3(0,1,2));
MHandler.add(m);
I know there's a bit too much code, but I don't really know where is excactly the problem. Since I'm new with openGL, any critics about the code would be helpful.
I load Textures using Slick if thats helpful.

opengl textures not rendering correctly

The problem i am encountering is that i cannot get my texture to render in the correct proportions and for some reason the texture is also repeating itself with a space inbetween.
this is the texture im using(i am trzing to fill the screen with this texture):
When rendered it looks like this(red outline is the entire screen and texture is rendered with a 1 px border):
and here is the code:
package game;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.Timer;
import org.lwjgl.util.glu.GLU;
import org.newdawn.slick.opengl.TextureLoader;
public class WarZone {
private boolean done = false;
private String windowTitle = "War Zone";
private DisplayMode displayMode;
private Timer timer;
private float dt;
public static void main(String[] args) {
new WarZone().run(false);
}
public void run(boolean fullscreen) {
try {
init();
switchToOrtho();
while (!done) {
timer.tick();
update();
render();
Display.update();
}
cleanup();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void update() {
// Exit if Escape is pressed or window is closed
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) || Display.isCloseRequested()) {
done = true;
return;
}
}
private boolean render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer
GL11.glLoadIdentity(); // Reset the current modelview matrix
int w = displayMode.getWidth();
int h = displayMode.getHeight();
GL11.glColor3f(1, 0, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2i(0, 0);
GL11.glVertex2i(w, 0);
GL11.glVertex2i(w, h);
GL11.glVertex2i(0, h);
GL11.glEnd();
//if(true)return false;
GL11.glColor3f(0, 1, 1);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2i(1, 1);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2i(w - 1, 1);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2i(w - 1, h - 1);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2i(1, h - 1);
GL11.glEnd();
return true; // Rendered correctly
}
public static void switchToOrtho() {
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight(), -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
public static void switchToFrustum() {
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
private void init() throws Exception {
createWindow();
initGL();
load();
}
private void load() throws FileNotFoundException, IOException {
TextureLoader.getTexture("BMP", new FileInputStream("res/temp/Main_Menu_Play_Button.bmp"), true).getTextureID();
}
private void createWindow() throws Exception {
DisplayMode availibleDisplayModes[] = Display.getAvailableDisplayModes();
for (DisplayMode d:availibleDisplayModes) {
if (d.getWidth() == 640 && d.getHeight() == 480 && d.getBitsPerPixel() == 32) {
displayMode = d;
break;
}
}
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
Display.create();
}
private void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable texture mapping
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable smooth shading
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black background
GL11.glClearDepth(1.0f); // Depth buffer setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables depth testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // Type of depth testing
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select 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, 100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);// Select the modelview matrix
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);// Most precise perspective calculations
}
public void requestFinish() {
done = true;
}
private void cleanup() {
Display.destroy();
}
}
I would reallz appreciate it if someone could tell me what i had done wrong.
First, I don't know what TextureLoader or newdawn.slick.opengl are, so there is only limited information I can give about this.
However, it is very possible that your texture loading code does not know how to handle non-power-of-two textures. Which means it is likely padding the texture's size out to the nearest power of two.
More importantly is this:
GL11.glColor3f(0, 1, 1);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2i(1, 1);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2i(w - 1, 1);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2i(w - 1, h - 1);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2i(1, h - 1);
GL11.glEnd();
This will draw a screen-sized quad (assuming that w and h are screen sizes). This quad maps the entire area of the texture to this quad. OpenGL is only doing what you told it to do: take the texture and map it to the quad.
If you want to draw a texture with pixel accuracy (1:1 texel to pixel), then you need to provide a width and height to the vertex positions that is equal to the texture's size, not the screen size.
Also, you set the color to (0, 1, 1). The default texture environment will multiply the per-vertex color by the texel values fetched from the texture. So you should either set the color to white, or change the texture environment.
OpenGL Doesn't like textures that are not powers of two if I recall. Is your texture a power of 2 for both height and width?
http://www.gamedev.net/topic/466904-opengl-textures-only-power-of-two/

Java Open GL lighting problem

I'm just starting to learn Open GL and I've hit a road block. For some reason rotating objects even with pushed and popped matrices seems to transform the lighting. Does anyone know what I'm doing wrong?
Here's my code:
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class DisplayExample {
int cube;
private FloatBuffer pos;
private int cube2;
public void start() {
int width=800;
int height=600;
try {
Display.setDisplayMode(new DisplayMode(width, height));
Display.setTitle("Abarrow");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
//setup colors
FloatBuffer red= BufferUtils.createFloatBuffer(4).put(new float[] { 1, 0, 0, 1});
FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0, 1, 0, 1});
FloatBuffer blue= BufferUtils.createFloatBuffer(4).put(new float[] { 0, 0, 1, 1});
FloatBuffer yellow= BufferUtils.createFloatBuffer(4).put(new float[] { 1, 1, 0, 1});
red.flip();
green.flip();
blue.flip();
yellow.flip();
//setup positions
pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
pos.flip();
//projection
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glFrustum(-4, 4, -3, 3, 5, 60);
//model view
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glTranslatef(0, 0, -10);
//light source
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
//lighting
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
//other
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_NORMALIZE);
cube=GL11.glGenLists(1);
GL11.glNewList(cube, GL11.GL_COMPILE);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE, green);
createCube();
GL11.glEndList();
cube2=GL11.glGenLists(1);
GL11.glNewList(cube2, GL11.GL_COMPILE);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE, red);
createCube();
GL11.glEndList();
loop();
}
private void createCube() {
GL11.glBegin(GL11.GL_QUADS);
//front
GL11.glVertex3f(-1,-1,-1);
GL11.glVertex3f(-1,1,-1);
GL11.glVertex3f(1,1,-1);
GL11.glVertex3f(1,-1,-1);
//back
GL11.glVertex3f(-1,-1,1);
GL11.glVertex3f(-1,1,1);
GL11.glVertex3f(1,1,1);
GL11.glVertex3f(1,-1,1);
//left
GL11.glVertex3f(-1,-1,-1);
GL11.glVertex3f(-1,1,-1);
GL11.glVertex3f(-1,1,1);
GL11.glVertex3f(-1,-1,1);
//right
GL11.glVertex3f(1,-1,-1);
GL11.glVertex3f(1,1,-1);
GL11.glVertex3f(1,1,1);
GL11.glVertex3f(1,-1,1);
GL11.glEnd();
}
private void loop() {
float spot=0;
while (!Display.isCloseRequested()) {
spot+=1;
// Clear the screen and depth buffer
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
//reset model view
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glTranslatef(0, 0, -10);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
//cube
GL11.glPushMatrix();
GL11.glTranslatef(-2, 0, 0);
GL11.glRotatef(spot, 0, 1, 0);
//render cube
GL11.glCallList(cube);
//undo transform
GL11.glPopMatrix();
//cube2
GL11.glPushMatrix();
GL11.glTranslatef(2, 0, 0);
GL11.glRotatef(-spot, 0, 1, 0);
//render cube
GL11.glCallList(cube2);
//undo transform
GL11.glPopMatrix();
//render the graphics
Display.update();
//cap at 60 fps
Display.sync(60);
}
Display.destroy();
}
public static void main(String[] argv) {
DisplayExample displayExample = new DisplayExample();
displayExample.start();
}
}
Try adding some polygon normals via glNormal3f().
I think you're seeing the default normal of (0, 0, 1).

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