SDL_TTF draws garbage

5

I asked a question the other day, about rendering TTF fonts using SDL, and was pointed towards SDL_TTFL I've tried using the SDL_TTF library, but All I'm getting is garbage on screen

I have included my shaders, which are very simple for this program, and also the snipped I'm using to load the text into surface, and to bind it to the texture. I'm not trying to do anything crazy here at all. Is there anything I'm doing wrong you can see? I'm not really too sure how to debug shaders etc.

Fragment Shader (frag.glsl):

#version 330
in vec2 texCoord;
in vec4 fragColor;

out vec3 finalColor;

uniform sampler2D myTextureSampler;
void main() {
    finalColor = texture( myTextureSampler, texCoord ).rgb;
}

Vertex Shader (vert.glsl)

#version 330

in vec3 vert;
in vec4 color;
in vec2 texcoord;

out vec4 fragColor;
out vec2 texCoord;

void main() {
    fragColor = color;
    gl_Position = vec4(vert, 1);
    texCoord = texcoord;
}

Font Loading (loadFont.cpp)

//Initialise TTF
if( TTF_Init() == -1 )
    throw std::runtime_error("SDL_TTF failed to initialise.");

//Load the texture
font = TTF_OpenFont( filePath.c_str(), 12 );
if(!font)
    throw std::runtime_error("Couldn't load: "+ filePath);

TTF_SetFontStyle(font, TTF_STYLE_NORMAL);

surface = TTF_RenderUTF8_Blended(font, "Hello", this->textColor);
Uint8 colors = surface->format->BytesPerPixel;
int texture_format;
if (colors == 4) {   // alpha
    if (surface->format->Rmask == 0x000000ff)
        texture_format = GL_RGBA;
    else
        texture_format = GL_BGRA;
} else {             // no alpha
    if (surface->format->Rmask == 0x000000ff)
        texture_format = GL_RGB;
    else
        texture_format = GL_BGR;
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0,
             texture_format, GL_UNSIGNED_BYTE, surface->pixels);
SDL_FreeSurface(surface);

Vertex Attribute Setup

GLfloat vertices[] = {
    //X    Y      Z     R     G     B     A     U    V
    -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.f, 1.f,
     1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.f, 1.f,
    -1.0f, -0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.f, 0.f,
     1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.f, 1.f,
     1.0f, -0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.f, 0.f,
    -1.0f, -0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.f, 0.f

};


glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);

glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glEnableVertexAttribArray(program->attrib("vert"));
glVertexAttribPointer(program->attrib("vert"), 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), NULL);

glEnableVertexAttribArray(program->attrib("color"));
glVertexAttribPointer(program->attrib("color"), 4, GL_FLOAT, GL_TRUE,  9*sizeof(GLfloat), (const GLvoid*)(3 * sizeof(GLfloat)));

glEnableVertexAttribArray(program->attrib("texcoord"));
glVertexAttribPointer(program->attrib("texcoord"), 2, GL_FLOAT, GL_TRUE,  9*sizeof(GLfloat), (const GLvoid*)(7 * sizeof(GLfloat)));

I've attached the code I'm using for the vertex attributes as per the comment below.

EDIT: In a reply that has been deleted since, It was asked whether SDL_TTF was returning 3 or 4 channels. It's returning a BGRA image. I've tried changing my fragment shader to

Fragment shader

#version 330
in vec2 texCoord;
in vec4 fragColor;

out vec4 finalColor;

uniform sampler2D myTextureSampler;
void main() {
    finalColor = texture( myTextureSampler, texCoord ).rgba;
}

Note the vec4, and using rgba rather than rgb. This just leads to a black rectangle. I also tried generating a surface using SDL_LoadBMP(), which gives the exact same results.

c++
opengl
sdl
sdl-ttf
asked on Stack Overflow Nov 2, 2013 by Will P • edited Nov 3, 2013 by Will P

2 Answers

3

Your call to

glTexImage2D(GL_TEXTURE_2D, 0, colors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);

Is a problem.

The third paramter is wrong:

http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml

internalFormat

                Specifies the number of color components in the texture.
                Must be one of base internal formats given in Table 1,
                one of the sized internal formats given in Table 2, or one
                of the compressed internal formats given in Table 3, below.

I suspect you want yours to be GL_RGBA (or what format you want opengl to store your texture in)

EDIT:

I just saw it now, but you are using only 3 channels in your fragment shader. The Blended function requires that you use 4 channels otherwise the alpha channel is going to be messed up.

I think your "main" problem lies somewhere else though as that should just make the colour constant over the entire surface. (Not the "garbage" you are seeing)

I quickly wrote this program that mostly does what your doing. I think it will help you more than my repository as it's straight to the point.

#include <GL/glew.h>

#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_ttf.h>

#include <string>
#include <iostream>

using namespace std;

SDL_Window *window = NULL;
SDL_GLContext context = NULL;
TTF_Font* font = NULL;
SDL_Surface* surface = NULL;

//OpenGL Objects
GLuint vao;
GLuint vbo;
GLuint texture;

//Shader Objects
GLuint program;
GLuint vs;
GLuint fs;

//Sampler Object
GLuint uniformSampler;

//Callback Function
APIENTRY GLvoid debugMessageCallbackFunction( GLenum source, GLenum type, GLuint id, GLenum severity,
                                 GLsizei length, const GLchar* message, GLvoid* userParam)
{
  cerr << endl << "\t" << message << endl;
}

//The shaders are identical to yours
const string fragmentShaderString = 
                "#version 130\n" // My laptop can't do OpenGL 3.3 so 3.0 will have to do
                "in vec2 texCoord;\n"
                "in vec4 fragColor;\n"
                "\n"
                "out vec4 finalColor;\n"
                "\n"
                "uniform sampler2D myTextureSampler;\n"
                "void main() {\n"
                "  finalColor = texture( myTextureSampler, texCoord ) * fragColor;\n"
                "}";

const string vertexShaderString = 
                "#version 130\n"
                "\n"
                "in vec3 vert;\n"
                "in vec4 color;\n"
                "in vec2 texcoord;\n"
                "\n"
                "out vec4 fragColor;\n"
                "out vec2 texCoord;\n"

                "void main() {\n"
                "  fragColor = color;\n"
                "  gl_Position = vec4(vert, 1);\n"
                "  texCoord = texcoord;\n"
                "}\n";

//Your vertices, but I changed alpha to 1.0f
const GLfloat vertices[] = 
{
    //X    Y      Z     R     G     B     A     U    V
    -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.f, 1.f,
     1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.f, 1.f,
    -1.0f, -0.4f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.f, 0.f,
     1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.f, 1.f,
     1.0f, -0.4f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.f, 0.f,
    -1.0f, -0.4f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.f, 0.f
};

int main(int argc, char* args[])
{
  //Create Window and Context
  window = SDL_CreateWindow("SDL Text with OpenGL", 0, 0, 640, 480, SDL_WINDOW_OPENGL);

  //Set Core Context
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
  SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);

  context = SDL_GL_CreateContext(window);

  //Simple OpenGL State Settings
  glViewport( 0.f, 0.f, 640.f, 480.f);
  glClearColor( 0.f, 0.f, 0.f, 1.f);

  //Init Glew
  //Set glewExperimental for Core Context
  glewExperimental=true;
  glewInit();

  //Set Blending 
  //Required so that the alpha channels show up from the surface
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  //Simple callback function for GL errors
  glDebugMessageCallbackARB(debugMessageCallbackFunction, NULL);

  //Create Shaders
  vs = glCreateShader(GL_VERTEX_SHADER);
  fs = glCreateShader(GL_FRAGMENT_SHADER);

  //Source Pointers
  const GLchar* vsSource= &vertexShaderString[0];
  const GLchar* fsSource = &fragmentShaderString[0];

  //Set Source
  glShaderSource(vs, 1, &vsSource, NULL);
  glShaderSource(fs, 1, &fsSource, NULL);

  //Compile Shaders
  glCompileShader(fs);
  glCompileShader(vs);

  //Create Shader Program
  program = glCreateProgram();

  //Attach Shaders to Program
  glAttachShader(program, vs);
  glAttachShader(program, fs);

  //No need for shaders anymore
  glDeleteShader(vs);
  glDeleteShader(fs);

  //Set Attribute Locations
  glBindAttribLocation(program, 0, "vert");
  glBindAttribLocation(program, 1, "color");
  glBindAttribLocation(program, 2, "texcoord");

  //Link Program
  glLinkProgram(program);

  //Setup VAO and VBO
  glGenVertexArrays(1, &vao);
  glGenBuffers(1, &vbo);

  glBindVertexArray(vao);
  glBindBuffer(GL_ARRAY_BUFFER, vbo);

  glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 9 * 6, vertices, GL_STATIC_DRAW);

  glEnableVertexAttribArray(0);
  glEnableVertexAttribArray(1);
  glEnableVertexAttribArray(2);

  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), NULL);
  glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat),(GLvoid*)(3*sizeof(GLfloat)));
  glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat),(GLvoid*)(7*sizeof(GLfloat)));

  //Init TTF
  TTF_Init();

  //Open Font
  font = TTF_OpenFont("DroidSansFallbackFull.ttf", 30);

  SDL_Color color = {255, 255, 255, 255};

  //Create Surface
  surface = TTF_RenderUTF8_Blended(font, "This is TEXT!", color);

  //Your format checker
  GLenum format = (surface->format->BytesPerPixel==3)?GL_RGB:GL_RGBA;

  //Create OpenGL Texture
  glGenTextures(1, &texture);
  glBindTexture(GL_TEXTURE_2D, texture);
  glTexImage2D( GL_TEXTURE_2D, 0, format, surface->w, surface->h, 0, 
              format, GL_UNSIGNED_BYTE, surface->pixels);

  //Set Some basic parameters
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

  //Set up Sampler
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, texture);

  uniformSampler = glGetUniformLocation(program, "myTextureSampler");
  //It defaults to using GL_TEXTURE0, so it's not necessary to set it
  //in this program it's generally a good idea.

  //-------------------------------------------------------------------------------------- 
  // DRAW STAGE
  //-------------------------------------------------------------------------------------- 

  glUseProgram(program);

  //glBindVertexArray(vao); - still in use

  glClear(GL_COLOR_BUFFER_BIT);

  glDrawArrays(GL_TRIANGLES, 0, 6);

  SDL_GL_SwapWindow(window);

  //Sleep for 2s before closing
  SDL_Delay(2000);
}

I didn't do any error checking or close any of the resources since it's just meant to be a reference and not meant to be used.

Usually I don't use glew, but writing code to manually get the functions for such a small program seemed pointless.

It compiles with

g++ source.cpp -g -lSDL2 -lSDL2_ttf -lGL -GLEW -o demo

on linux. You might need to make some adjustments for Windows (Headers files might change slightly and libraries will change as wel) and I think it will work without change on Mac.

EDIT 2:

To compile it on windows with mingw you need to add APIENTRY to callback function and the main should have arguments. Changed code to reflect this.

Tested it and it works on both windows and linux. (Provided that your implementation have access to the GL_ARB_debug_callback extension, if not just comment that out)

answered on Stack Overflow Nov 4, 2013 by Xonar • edited Nov 16, 2013 by Xonar
0

Does work nicely, only got to edit the const GLfloat vertices[] array to be able to change the text color consistently. For a solid color text, have all RGB components in the array equal to 1.0f and render the texture in color. For a multicolored text, first render the texture in white with SDL_Color color = { 255, 255, 255, 255 };, then edit the array as shown here below.

float width = (float)surface->w;
float height = (float)surface->h;

// alpha to 1.0f
const GLfloat vertices[] = {
    // X         Y          Z     R     G     B     A     U     V
    -1.0, -height / width, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
    1.0f, -height / width, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
    -1.0f, height / width, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
    1.0f, -height / width, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
    1.0f,  height / width, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
    -1.0f, height / width, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f
};

Multi-colored text rendered with SDL as texture in OpenGL

answered on Stack Overflow Feb 8, 2018 by LastBlow • edited Feb 8, 2018 by LastBlow

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