You missed to install the shader program by glUseProgram
:
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
glUseProgram(shaderProgram) # <---
The 2nd argument to glBufferData
and the 3rd argument of glBufferSubData
is the size in bytes:
glBufferData(GL_ARRAY_BUFFER, 6 * 4, None, GL_DYNAMIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_DYNAMIC_DRAW)
glBufferSubData(GL_ARRAY_BUFFER, 0, len(vertices), vertices)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
The vertex attribute consist of a 2 dimension vertex coordinate (x, y) and a 2 dimensional texture coordinate. Remove the wird zfix
from the array of vertex attribute data. Furthermore you have to flip the 2nd component of the texture coordinates (otherwise the text is upside down)
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos - h, 0, 0,
xpos, ypos, 0, 1,
xpos + w, ypos, 1, 1,
xpos, ypos - h, 0, 0,
xpos + w, ypos, 1, 1,
xpos + w, ypos - h, 1, 0
], np.float32)
The stride argument of glVertexAttribIPointer
has to be specified in bytes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. Hence in your case stride has to be 16 or 0:
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4, 0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
face.load_char(chr(i))
generates a image with on color channel (1 byte per pixel). Use the internal format and format GL_RED
rather than GL_RGB
for generating the 2 dimensional texture image:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, glyph.bitmap.width, glyph.bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, glyph.bitmap.buffer)
You have to bind the vertex array, before drawing the text:
glBindVertexArray(VAO)
for c in text:
# [...]
glDrawArrays(GL_TRIANGLES, 0, 6)
There is typo when you increment x
, you have to use the >>
-operator rather than the +
-operator:
x += (ch.advance+6)*scale
x += (ch.advance>>6)*scale
and another typo when you compute h
:
h = w*scale
h = h*scale
You have to enable alpha blending:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
In NDC (normalized device coordinates) the left bottom is (-1, -1) and the right top is (1, 1). Set the orthographic projection in that way, that the top left of the window is at (0, 0):
projection = glm.ortho(0.0,640,0.0,640)
projection = glm.ortho(0, 640, 640, 0)
The reference point of the text is at the bottom. Hence you have to set a x coordinate greater than the text height:
render_text(window,'hello',1,1,1,(100,100,100))
render_text(window,'hello', 20, 50, 1, (255, 100, 100))
See the complete example (I've used a different font):
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL import shaders
import glfw
import freetype
import glm
import numpy as np
from PIL import Image
import math
import time
fontfile = "Vera.ttf"
#fontfile = r'C:source
esourcefontsgnu-freefont_freesansfreesans.ttf'
class CharacterSlot:
def __init__(self, texture, glyph):
self.texture = texture
self.textureSize = (glyph.bitmap.width, glyph.bitmap.rows)
if isinstance(glyph, freetype.GlyphSlot):
self.bearing = (glyph.bitmap_left, glyph.bitmap_top)
self.advance = glyph.advance.x
elif isinstance(glyph, freetype.BitmapGlyph):
self.bearing = (glyph.left, glyph.top)
self.advance = None
else:
raise RuntimeError('unknown glyph type')
def _get_rendering_buffer(xpos, ypos, w, h, zfix=0.0):
return np.asarray([
xpos, ypos - h, 0, 0,
xpos, ypos, 0, 1,
xpos + w, ypos, 1, 1,
xpos, ypos - h, 0, 0,
xpos + w, ypos, 1, 1,
xpos + w, ypos - h, 1, 0
], np.float32)
VERTEX_SHADER = """
#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
"""
FRAGMENT_SHADER = """
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}
"""
shaderProgram = None
Characters = dict()
VBO = None
VAO = None
def initliaze():
global VERTEXT_SHADER
global FRAGMENT_SHADER
global shaderProgram
global Characters
global VBO
global VAO
#compiling shaders
vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
#creating shaderProgram
shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)
glUseProgram(shaderProgram)
#get projection
#problem
shader_projection = glGetUniformLocation(shaderProgram, "projection")
projection = glm.ortho(0, 640, 640, 0)
glUniformMatrix4fv(shader_projection, 1, GL_FALSE, glm.value_ptr(projection))
#disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
face = freetype.Face(fontfile)
face.set_char_size( 48*64 )
#load first 128 characters of ASCII set
for i in range(0,128):
face.load_char(chr(i))
glyph = face.glyph
#generate texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, glyph.bitmap.width, glyph.bitmap.rows, 0,
GL_RED, GL_UNSIGNED_BYTE, glyph.bitmap.buffer)
#texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
#now store character for later use
Characters[chr(i)] = CharacterSlot(texture,glyph)
glBindTexture(GL_TEXTURE_2D, 0)
#configure VAO/VBO for texture quads
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 4, None, GL_DYNAMIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def render_text(window,text,x,y,scale,color):
global shaderProgram
global Characters
global VBO
global VAO
face = freetype.Face(fontfile)
face.set_char_size(48*64)
glUniform3f(glGetUniformLocation(shaderProgram, "textColor"),
color[0]/255,color[1]/255,color[2]/255)
glActiveTexture(GL_TEXTURE0)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glBindVertexArray(VAO)
for c in text:
ch = Characters[c]
w, h = ch.textureSize
w = w*scale
h = h*scale
vertices = _get_rendering_buffer(x,y,w,h)
#render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.texture)
#update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)
glBindBuffer(GL_ARRAY_BUFFER, 0)
#render quad
glDrawArrays(GL_TRIANGLES, 0, 6)
#now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.advance>>6)*scale
glBindVertexArray(0)
glBindTexture(GL_TEXTURE_2D, 0)
glfw.swap_buffers(window)
glfw.poll_events()
def main():
glfw.init()
window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
glfw.make_context_current(window)
initliaze()
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0,0,0,1)
glClear(GL_COLOR_BUFFER_BIT)
render_text(window,'hello', 20, 50, 1, (255, 100, 100))
glfw.terminate()
if __name__ == '__main__':
main()
See also FreeType / OpenGL text rendering