I'm trying to use textures in my mini OpenGL program. As using OpenGL requires a lot of duplicated code so I abstracted my code into a class. But I can't see anything on the window. OpenGL doesn't throw any errors. I'm using stb_image.h
from https://github.com/nothings/stb/ to process image files. What I am doing wrong? I'm using Ubuntu 20.04.
Class declaration:
class texture {
protected:
unsigned int textureid;
unsigned char* localbuf;
int length, width, pixelbit;
std::string srcpath;
public:
texture(std::string file);
~texture();
int getwidth() const;
int getlength() const;
void bind(unsigned int slot = 0) const;
void unbind() const;
};
Class implementation:
texture::texture(std::string file) {
srcpath = file;
stbi_set_flip_vertically_on_load(1);
localbuf = stbi_load(file.c_str(), &width, &length, &pixelbit, 4);
glcall(glGenTextures(1, &textureid));
glcall(glBindTexture(GL_TEXTURE_2D, textureid));
glcall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glcall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glcall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
glcall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
glcall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, length, 0, GL_RGBA, GL_UNSIGNED_BYTE, localbuf))
glcall(glBindTexture(GL_TEXTURE_2D, 0));
if (localbuf) stbi_image_free(localbuf);
}
texture::~texture() {
glcall(glDeleteTextures(1, &textureid));
}
void texture::bind(unsigned int slot) const {
glcall(glActiveTexture(GL_TEXTURE0 + slot));
glcall(glBindTexture(GL_TEXTURE_2D, textureid));
}
void texture::unbind() const {
glcall(glBindTexture(GL_TEXTURE_2D, 0));
}
int texture::getwidth() const {
return width;
}
int texture::getlength() const {
return length;
}
Vertex shader:
#version 330 core
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texpos;
out vec2 v_texpos;
void main() {
gl_Position = position;
v_texpos = texpos;
};
Fragment shader:
#version 330 core
layout(location = 0) out vec4 color;
in vec2 v_texpos;
uniform sampler2D u_texture;
void main() {
vec4 texcolor = texture2D(u_texture, v_texpos);
color = texcolor;
};
main
function:
int main() {
...
texture mytexture("path/to/image/file.png");
texture.bind();
glUniform1i(glGetUniformLocation(shader, "u_texture"), 0);
...
while (window_open) {
...
glDrawElements(...);
...
}
...
}
I'm using class to handle the layout of vertices. In the implementation of that class, there is a loop like this:
for (int i = 0; i < ...; i++) {
...
glEnableVertexAttribArray(i);
...
}
Above one is correct, but I made a mistake previously by typing 0
instead of i
like this:
glEnableVertexAttribArray(0);
When I was not dealing with textures, this loop was run once and the value of i
was 0
. But when started to deal with textures, this loop was run twice and i
wasn't always 0
, resulting in an error.