flyx / openglada Goto Github PK
View Code? Open in Web Editor NEWThick Ada binding for OpenGL and GLFW
Home Page: flyx.github.io/OpenGLAda/
License: MIT License
Thick Ada binding for OpenGL and GLFW
Home Page: flyx.github.io/OpenGLAda/
License: MIT License
Following functions are not binded:
glStencilFuncSeparate
(OpenGL >= 2)glStencilOpSeparate
(OpenGL >= 2)glStencilMaskSeparate
(OpenGL >= 2)glDepthMask
(OpenGL >= 1)glDepthFunc
(OpenGL >= 1)glDepthRangeArray
(OpenGL >= 4)glDepthRangeIndexed
(OpenGL >= 4)Note: glStencil*
(is glStencil*Separate
with face set to GL_FRONT_AND_BACK
)
What would be a good (new) package to put this functions in? (With actual bindings in gl-api.ads
)
a) glfw 2.x.x is not available for download at official site anymore. Maybe remove binding to version 2.
b) if I am not mistaken, in all case, we need the mingw 32 bits version of the bins. Like 4 others type of bins are hand out in the distribution zip archive.
c) the simpler I found was to c&p the glfw bins right next to ld.exe used by my gnat installation. Probably there is better way but never learned how.
d) In opengl_glfw.gpr this snippet does not work:
when "3" =>
GLFW_Sources := GLFW_Sources & "src\glfw\v3";
Shared_Test_Sources := Shared_Test_Sources & "tests/shared/glfw3_backend";
GLFW_Lib := "-lglfw";
We should read GLFW_Lib := "-lglfw3";
Thx.
I'm having a problem with Texture_2D.Load_From_Data which raises CONSTRAINT_ERROR : erroneous memory access
Attached is a minimal program that includes a local C interface to glTexImage2D
which also raises CONSTRAINT_ERROR : erroneous memory access
I got the following error:
$make tests
mkdir -p bin
gprbuild -p -P glfw_test.gpr -XWindowing_System=x11 -XGLFW_Version=3
gcc-4.6 glfw_test-monitors.o -lglfw3 -pthread -lm -lXcursor -lXxf86vm -lXrandr -lXinerama -lXi -lGL -lX11 -o glfw_test-monitors
/usr/bin/ld: //usr/local/lib/libglfw3.a(glx_context.c.o): undefined reference to symbol 'dlopen@@GLIBC_2.1'
//lib/i386-linux-gnu/libdl.so.2: error adding symbols: DSO missing from command line
collect2: ld returned 1 exit status
gprbuild: link of glfw_test-monitors.adb failed
Adding "-ldl" flag to linker options of opengl-glfw.gpr file solved the problem.
This package is mentioned several times but not implemented in this project.
I guess it's some third party stuff (there is a such named project on sourceforge by dmitry-kazakov, but how to guess).
Some clarification should be done on this cause no example compiles without it.
I need to implement glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
but glfw-api procedure Set_Input_Mode (Window : System.Address;
Mode : Enums.Input_Toggle;
Value : Bool);
doesn't seem to have made it into glfw.windows.
I am trying to implement:
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, 512, 512);
glClearBufferfv(GL_COLOR, 0, sb7::color::Green);
By:
Read_And_Draw_Target.Bind(Frame_Buffer);
GL.Window.Set_Viewport(0, 0, 512, 512);
gl.Buffers.Clear((True, False, True, True));
gl.Buffers.Set_Color_Clear_Value(Green);
but
gl.Buffers.Clear((True, False, True, True)); raises the exception
GL.ERRORS.INVALID_FRAMEBUFFER_OPERATION_ERROR : gl-raise_exception_on_opengl_error.adb:26
I have declared:
subtype tFrame_Buffer is GL.Objects.Framebuffers.Framebuffer;
Frame_Buffer : tFrame_Buffer;
Green : GL.Types.Colors.Color := (0.0, 1.0, 0.0, 1.0);
gl.Buffers.Set_Color_Clear_Value(Green); seems OK as no error occurs when I comment out the gl.Buffers.Clear line.
This code works OK for the default framebuffer (Read_And_Draw_Target.Bind(Default_Framebuffer))
I have also tried
gl.Buffers.Clear_Color_Buffers(gl.Buffers.Back, Green);
but this also raises an error.
Mac OSX 10.11.6
XCode 8.0
GPS 2016 (20160515) hosted on x86_64-apple-darwin14.5.0
GNAT GPL 2016 (20160515-49)
Build Command:
gprbuild -d -eL -P/OpenGL_Projects/GLFW Tutorial/Tutorial 1/glfw_tutorial_1.gpr -XLIBRARY_TYPE=static -XAuto_Exceptions=enabled -XMode=debug -s -XWindowing_System=quartz
Build Libraries
GLFW Version: 3.2.1 Cocoa NSGL chdir menubar retina dynamic
OpenGL version supported: 3. 3
Renderer: Intel HD Graphics 3000 OpenGL Engine
Primary_Shading_Language_Version: 3.30
In the attached file:
if Compile_Shader(Vertex_Shader) then
Put_Line("Vertex shader compiled.");
Put_Line(GL.Objects.Shaders.Info_Log(Vertex_Shader));
produces:
Vertex shader compiled.
Load_Buffer returned constraint error: raised CONSTRAINT_ERROR : gl-objects-shaders.adb:77 range check failed
I have tried GL.Objects.Shaders.Info_Log in many locations with the same result.
I had to change the file extension from adb to txt to get the file to upload.
my_buffers.txt
The program builds OK but fails when run with:
Load_Buffer returned constraint error: raised CONSTRAINT_ERROR : gl-objects-shaders.adb:50 length check failed
This occurs only when I include
Utilities.Show_All_Shader_Program_Data(Shader_Program);
at the end of the Load_Buffer procedure which builds the shader program then draws the main window.
Utilities.Show_All_Shader_Program_Data(Shader_Program) runs after I close the main window.
I've cut much out of the Show_All_Shader_Program_Data procedure to simplify debugging.
The program runs OK to completion when I delete
Shader_Source : String := Shaders.Source(Shaders.Lists.Element(List_Cursor));
which I hoped to use to get the current shader's Shader_Type and also seemed (to me so far) to be the simplest way to demonstrate the problem.
procedure Show_All_Shader_Program_Data(aProgram : gl.Objects.Programs.Program) is
use GL.Objects;
Shaders_List : Shaders.Lists.List := Programs.Attached_Shaders(aProgram);
List_Cursor : Shaders.Lists.Cursor := Shaders_List.First;
Shader_Source : String := Shaders.Source(Shaders.Lists.Element(List_Cursor));
begin
Put_Line("GL_ATTACHED_SHADERS: ");
while Shaders.Lists.Has_Next(List_Cursor) loop
List_Cursor := Shaders.Lists.Next(List_Cursor);
end loop;
exception
when anError : Constraint_Error =>
Put("Show_All_Shader_Program_Data returned constraint error: ");
Put_Line(Exception_Information(anError));
when anError : GL.Errors.Invalid_Operation_Error =>
Put_Line("Show_All_Shader_Program_Data returned an invalid operation error: ");
Put_Line(Exception_Information(anError));
when anError : others =>
Put_Line("An exceptiom occurred in Show_All_Shader_Program_Data.");
Put_Line(Exception_Information(anError));
end Show_All_Shader_Program_Data;
I'm surprised the problem doesn't raise a Show_All_Shader_Program_Data exception?
I actually want to print out the Attached_Shaders list but can't see how to process out the different type of shaders.
Is this enough or do you need the complete Load_Buffer procedure?
Attached is a program that I've simplified as much as possible to demonstrate that GL.Objects.Shaders.Source doesn't like being called twice on the same list item.
When the procedure Show_All_Shader_Program_Data contains both calls to GL.Objects.Shaders.Source, the program terminates with:
/OpenGL_Projects/GLFW Tutorial/Test/test
#version 400
in vec3 vp;
void main()
{
gl_Position = vec4(vp, 1.0);
}
Leaving Show_All_Shader_Program_Data.
An exceptiom occurred in Tutorial_1.
raised PROGRAM_ERROR : my_buffers.adb:49 finalize/adjust raised exception
raised PROGRAM_ERROR : finalize/adjust raised exception
[2016-12-07 18:24:41] process exited with status 1, elapsed time: 02.14s
When the procedure Show_All_Shader_Program_Data contains only one call to GL.Objects.Shaders.Source, the program terminates successfully.
Test.zip
square_test_minimal.zip
I have run into a problem involving the drawing of vertical square (plane) using a translation transformation (MV) followed by an orthographic transformation (P). (MVP = P * MV)
The problem is that the translated square is rendered as a trapezoid instead of a square.
When translating along the x axis, the vertical sides of the rendered object are parallel as expected but, in the horizontal direction, the vertical size decreases from left to right.
This occurs when the matrix multiplication is done in the Ada program and also when it is done in the shader program.
However, when done in the shader program the effect is worse.
I have checked, using Mathematica, that the MVP matrix generated should transform a square to a square.
The MVP matrix generated by the Ada program also seems correct has it has the scaling factors for both X and Y are equal.
No problem occurs when rotating the square using a rotation transformation followed by an orthographic projection.
I also checked that the scaling transformation works correctly.
Also if I change the square's coordinates to the required translated coordinates then perform only an orthographic projection the square renders correctly.
It is as if the MVP matrix is getting corrupted in being provided to the shader or that the shader operation is faulty. This seems unlikely as so many other operations occur correctly.
A minimal version of my program is #attached.
square_test_minimal.zip
After considerable effort I remain unable to figure out how to obtain access to bitmap glyph image data:
face->glyph->bitmap.buffer
which I need for:
Texture_2D.Load_From_Data (0, RGB, GL.Types.Int (Data.Width),
GL.Types.Int (Data.Height), Red,
Unsigned_Byte, Image_Address);
Image_Address being the address of a bitmapped character glyph.
FTGL provides access to necessary character parameters, such as width and height, but doesn't seem to provide access to character glyphs which is available in C++ via the FTGlyphContainer function:
const FTGlyph* const Glyph(const unsigned int characterCode) const;
This seems to be an appropriate function for obtaining the glyph of a character for use in a modern OpenGL shader texture which I would like to provide by means of a FTGL function such as ~~~ function Get_Glyph (char : Character) return System.Address ~~~
The FTGL C interface seems designed only for the deprecated immediate pipeline use.
Advice on solving this problem will be greatly appreciated.
The code I am trying to implement is based on https://learnopengl.com/#!In-Practice/Text-Rendering. My initial need is for bitmapped characters.
The relevant code is:
glTexImage2D
( GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
I am close to completion but am stopped by my inability to access glyphs.
The following code fails
Light_Position_ID : GL.Uniforms.Uniform;
Light_Position : constant Singles.Vector3 := (4.0, 4.0, 4.0);
GL.Uniforms.Set_Single (Light_Position_ID, Light_Position);
raised GL.ERRORS.INVALID_OPERATION_ERROR : gl-raise_exception_on_opengl_error.adb:10
However, the following does not fail
GL.Uniforms.Set_Single (Light_Position_ID, 4.0, 4.0, 4.0);
Am I doing something wrong?
I think this is a major feature of the API and should not be zero'ed out as it is currently.
Suddenly my builds are failing when attempting to build OpenGLAda libraries.
I tried on a couple of my branches with the same result.
gprbuild -d -eL -P/Ada_Source/OpenGLAda/opengl.gpr -XLIBRARY_TYPE=static -XAuto_Exceptions=enabled -XMode=release -XWindowing_System=quartz -s -XWindowing_System=quartz --create-missing-dirs --config=/Ada_Source/config.cgpr
Build Libraries
[gprlib] OpenGLAda.lexch
gprlib: unknown section: [PROJECT DIRECTORY]
gprbuild: could not build library for project opengl
I tried using your procedure but had a couple of problems and am stuck at the moment being unable to push.
git remote add upstream https://github.com/flyx/OpenGLAda.git -- OK
mkdir tmp && cp -r examples/durian/hello tmp
git checkout -b hello-example upstream/master -- Failed
This command wouldn't work. It complained:
"fatal: Cannot update paths and switch to branch 'hello-example' at the same time."
I used git branch hello-example to generate the branch then git checkout hello-example which seems to have worked?
cp -r tmp/hello examples/durian
.gitignore
before this)git add examples/durian -- OK
After this I ran git commit (based on instructions from git-scm documentation)
git push origin hello-example -- Failed
produced:
remote: Permission to flyx/OpenGLAda.git denied to rogermc2.
fatal: unable to access 'https://github.com/flyx/OpenGLAda.git/': The requested URL returned error: 403
Apparently I don't have write-acces to "origin"?
I deleted my rogermc2/OpenGLAda then forked a new one wjich is currently "clean".
I notice "push the branch to your GitHub" which doesn't seem consistent with "origin" which I understand to be flyx/OpenGLAda.
"your GitHub" seems to indicate rogermc2/OpenGLAda? In which case, how do I push to it?
I find the git-scm documentation quite good but difficult to find what to do in a particular situation.
Your procedure helped considerably as a guide to the relevant sections of the documentation.
If I can get this one sorted out, it will provide me with a good recipe for future PRs.
It turns out GitHub Desktop is definitely unsuitable from my point of view.
The command line approach provides a much more obvious indication of how things should be done.
I found the git status command particularly useful.
Currently git log produces:
commit c9c7e4fe93805ee6cd33f46b17f96e01541941ef
Author: Roger [email protected]
Date: Fri Mar 3 15:22:19 2017 +1100
Updated .gitignore to ignore Durian hello application file.
commit 189fa2d362a9bd5b4188990c0c4e3af871425aaf
Author: Roger [email protected]
Date: Fri Mar 3 15:18:15 2017 +1100
Add new example to Durian: hello
commit be86936
Author: Felix Krause [email protected]
Date: Wed Mar 1 18:40:33 2017 +0100
More generator improvements
Initially a problem for me but I found a way which may or may not be right.
GL.Objects.Textures.Bind (Target : Texture_Target; Object : Texture'Class);
Is this the correct way of declaring a Texture_Target?
Texture_2D_Target : GL.Objects.Textures.Texture_Target(GL.Low_Level.Enums.Texture_2D);
There are multiple references to a procedure Utilities.Load_UV_Buffer
which does not exist:
examples/geometric_algebra/reference_implementation/src/ga_draw.adb
(2 mentions)examples/durian/buffers_and_textures/src/my_buffers.adb
(1 mention)Please have a look @rogermc2 .
Problem page: https://flyx.github.io/OpenGLAda/gl-objects-shaders.html
This caused me a bit of a headache to track down. As far as I can tell by looking at the examples in this repo, both shaders and GL programs need to be initialised by calling Initialize_Id
on them before use, but that page of the GitHub site doesn't mention this at all. It's not in the text nor the code example.
It has this (shortened):
declare
Vertex_Shader : GL.Objects.Shaders.Shader (Kind => GL.Objects.Shaders.Vertex_Shader);
Fragment_Shader : GL.Objects.Shaders.Shader (Kind => GL.Objects.Shaders.Fragment_Shader);
Program : GL.Objects.Programs.Program;
begin
-- load and compile shaders
GL.Files.Load_Shader_Source_From_File (Vertex_Shader, "vertex.glsl");
GL.Files.Load_Shader_Source_From_File (Fragment_Shader, "fragment.glsl");
...
This exact code causes a constraint error in Raw_Id
when it's called by Load_Shader_Source_From_File
. I suppose that's because the ID defaults to -1 and its type is UInt, but I don't know specifically.
The example code should be amended to at least have something like this:
declare
...
begin
-- initialise
Vertex_Shader.Initialize_Id;
Fragment_Shader.Initialize_Id;
Program.Initialize_Id;
-- load and compile shaders
GL.Files.Load_Shader_Source_From_File (Vertex_Shader, "vertex.glsl");
GL.Files.Load_Shader_Source_From_File (Fragment_Shader, "fragment.glsl");
...
The actual text on that page also describes a step-by-step process for using shaders, and it completely fails to mention Initialize_Id
, so I think that should be updated too.
As far as I can tell that GitHub site doesn't have a public repo, so I'm putting this issue here.
Set_Cursor_Mode is implemented in Glfw.Windows but not Get_Cursor_Mode although Get_Input_Mode does appear in glfw-api.
I have now implemented Get_Cursor_Mode in my wave_example branch as:
function Get_Cursor_Mode (Object : not null access Window)
return Input.Mouse.Cursor_Mode is
begin
return API.Get_Input_Mode (Object.Handle, Enums.Mouse_Cursor);
end Get_Cursor_Mode;
Whenever GNAT GPS saves a .gpr file after its initial generation it includes scenario information apparently inherited from opengl-glfw.gpr, opengl.gpr and opengl_shared.gpr which means that before committing updates I have to manually edit .gpr files to remove the scenario data or regenerate the project which produces a .gpr file containing only the required data (that is, without scenario data).
Is there any way of preventing GNAT GPS from including scenario data in my .gpr files?
I declare
Vertex_Array : GL.Objects.Vertex_Arrays.Vertex_Array_Object;
then either
GL.Objects.Vertex_Arrays.Initialize_Id(Vertex_Array);
or
Vertex_Array.Initialize_Id;
Project builds OK but running produces
constraint error: raised CONSTRAINT_ERROR : erroneous memory access
I have no problems with GL.Objects.Buffers.Buffer variables which initialize_id, bind and run without error.
Context is:
type tWindow is new Glfw.Windows.Window with null record;
Main_Window : aliased tWindow;
Main_Window_Access : access tWindow := Main_Window'Access;
Main_Window.Init(Window_Width, Window_Height, "HelloTriangle");
glfw.Windows.Context.Make_Current(Main_Window_Access);
What am I doing wrong?
Regards,
Roger
glNormal3dv seems to be the only glNormal3 implemented.
glNormal3dv is implemented as GL.Immediate.Set_Normal via GL.API.Normal.
Probably not a problem if I use this GL.Immediate.Set_Normal.
However, I notices from Immediate API in GL-API.spec that Immediate functions are deprecated so I'll try and figure out the current way of using normals.
runtime loading is the process of loading pointers to OpenGL functions at runtime. This is done for multiple reasons:
The currently implemented runtime loading in OpenGLAda works as following:
GL.Runtime_Loading
.While hashmaps are almost O(1)
, this process is certainly not ideal, since every function call will result in a hashmap lookup. Since OpenGL applications typically care for performance, this should be improved. A possible solution is as follows:
GL.API
will be transformed into a variable of the respective function pointer type.The question is where these function pointer variables shall be assigned a value. There are two feasible solutions I can think of:
GL
package and all dependent packages to lose pragma Preelaborate;
. This may break existing code. The loader subroutines will, when called, query the actual function pointer from the OS, overwrite the function pointer variable, and then call it. So only the first call results in a slowdown; after that, the OpenGL implementation is called directly. This solution is safer than the second one because it ensures that there are no uninitialized pointer variables that may be dereferenced.GL
gains a procedure Initialize
which will load the function pointers. This will keep pragma Preelaborate;
, but requires the user to explicitly call it once after they created an OpenGL context.GLFW.Create_Window
which seems to be used by most OpenGLAda users. This solution is simpler and more straight-forward; it also makes sure that all workload is placed into the Initialize
procedure and no lazy loading occurs during the execution.Since I have no real preference, I'd like to have some opinions on this from current OpenGLAda users (@rogermc2, @onox, @alkhimey, @WickedShell).
I can't get the following lighting functions to work:
if GL.Toggles.State (GL.Toggles.Lighting) = GL.Toggles.Enabled then
GL.Toggles.Disable (GL.Toggles.Lighting);
end if;
GL.Toggles.Enable (GL.Toggles.Lighting);
They fail with:
raised GL.ERRORS.INTERNAL_ERROR : gl-raise_exception_on_opengl_error.adb:30
The following from Mac OpenGL.Frameworks gl3.h seem OK?
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
From Mac OpenGL.Frameworks gl.h:
#define GL_LIGHTING_BIT 0x00000040
/* Enable /
/ GL_FOG /
/ GL_LIGHTING */
#define GL_LIGHTING 0x0B50
GL.Objects.Buffers.Get_Sub_Data implements glBufferSubData via API.Buffer_Sub_Data.
GL.API.Buffer_Sub_Data := Load_T107("glBufferSubData");
According to my reading, glBufferSubData "Replaces a subset of a buffer object's data store with new data" suggesting that Get_Sub_Data should be Set_Sub_Data or Load_Sub_Data.
When I attempted to use Get_Sub_Data, compilation failed complaining that the target, GL_ARRAY_BUFFER, needs to be a variable.
I managed to get my program to compile by deleting "in out" from "Target : in out Buffer_Target".
This compares with the declaration for Load_To_Buffer.
The line of code that I am trying to implement is:
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
As I still haven't been able to get my program to work, I'm not sure whether or not this is a problem.
PS D:\My Documents\Code\OpenGLAda> gprbuild -P glfw_test.gpr -XWindowing_System=windows -XGLFW_Version=3
gprbind glfw_test-monitors.bexch
gnatbind glfw_test-monitors.ali
gcc -c b__glfw_test-monitors.adb
gprbind glfw_test-windows.bexch
gnatbind glfw_test-windows.ali
gcc -c b__glfw_test-windows.adb
gprbind glfw_test-clipboard.bexch
gnatbind glfw_test-clipboard.ali
gcc -c b__glfw_test-clipboard.adb
gprbind glfw_test-mouse.bexch
gnatbind glfw_test-mouse.ali
gcc -c b__glfw_test-mouse.adb
gcc glfw_test-monitors.o -lglfw3 -lwinmm -lgdi32 -lOpenGL32 -lOpenGL32 -lGdi32 -o glfw_test-monitors.exe
gcc glfw_test-windows.o -lglfw3 -lwinmm -lgdi32 -lOpenGL32 -lOpenGL32 -lGdi32 -o glfw_test-windows.exe
gcc glfw_test-clipboard.o -lglfw3 -lwinmm -lgdi32 -lOpenGL32 -lOpenGL32 -lGdi32 -o glfw_test-clipboard.exe
gcc glfw_test-mouse.o -lglfw3 -lwinmm -lgdi32 -lOpenGL32 -lOpenGL32 -lGdi32 -o glfw_test-mouse.exe
D:\My Documents\Code\OpenGLAda\lib\libOpenGLAda.a(gl-blending.o): In function `gl__blending__set_blend_equation':
D:/My Documents/Code/OpenGLAda/src/gl/implementation/gl-blending.adb:99: undefined reference to `glBlendEquation@4'
Windows with the libre Ada 2016 toolchain. (OpenGL 4.4+ is available on the system)
Compilation of the file : /System/Library/Frameworks/CoreGraphics.framework/Headers/CGFont.h
fails on my system with:
CGFont.h:53:40: error: initializer element is not constant
static const CGFontIndex kCGGlyphMax = kCGFontIndexMax;
but kCGFontIndexMax certainly (to me) looks like a constant:
typedef unsigned short CGFontIndex;
static const CGFontIndex kCGFontIndexMax = ((1 << 16) - 2);
static const CGFontIndex kCGGlyphMax = kCGFontIndexMax;
Googling indicates that this failure is not specific to my system.
I see that there are two Frameworks/CoreGraphics.framework/Headers/CGFont.h on my system.
One in /Library/Developer/CommandLineTools and one in /System/Library
with header files dated 8 Feb 2016 in the first and 2 Nov 2016.
I am aware that Apple are forever reorganizing there system file structures but haven't been able to find what their current preferred organization is.
However, a comparison of the two CGFont.h files indicates no difference at least up to line 53.
Any ideas welcome.
I'm trying to implement
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
in which GL_UNSIGNED_BYTE specifies the data type of the pixel data (GL_RGB).
Texture_2D.Load_Empty_Texture
(Level => 0, Internal_Format => GL.Pixels.RGB,
Width => 1024, Height => 768);
raised GL.ERRORS.INTERNAL_ERROR : gl-raise_exception_on_opengl_error.adb:30
gl-raise_exception_on_opengl_error.adb:30 indicates that INTERNAL_ERROR is due to an Invalid_Enum:
when Errors.Invalid_Enum => raise Errors.Internal_Error;
The pixel data type specified by API.Tex_Image_2D is Pixels.Data_Type'First which appears to me to be Byte not Unsigned_Byte (Pixels.Data_Type second).
My investigations indicate that GL_RGB can take that values 0..255 indicating that pixel data type for RGB in this context should be Unsigned_Byte.
Is this the problem?
Probably not; I tried changing Pixels.Data_Type'First to Pixels.Unsigned_Byte in GL.Objects.Textures.With_2D_Loader.Load_Empty_Texture's call to API.Tex_Image_2D but the same error occurred.
As usual, am I misunderstanding something?
I'm in need of glCompressedTexImage2D which is declared in OpenGL.frameworks gl3.h.
SOIL seems to provide a dead end, I think:
typedef void (APIENTRY * P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);
P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC soilGlCompressedTexImage2D = NULL;
which I don't fully understand.
In the meantime I've made a thin binding based on your API procedure Tex_Image_2D.
glPointSize is not implemented.
This is not a problem for simple programs as point size can be specified in vertex shader programs.
However, if possible, implementation might be nice for completeness?
I have been unable to figure out how to get scroll x, y data as a replacement for the C callback routine
void scroll_callback(GLFWwindow* window, double x, double y);
How to implement?
Hi, I just cloned this repo and I got these errors during the "make test":
gcc glfw_test-monitors.o -lglfw3 -Wl,-framework,Cocoa,-framework,IOKit -Wl,-framework,OpenGL,-framework,CoreFoundation -o glfw_test-monitors
ld: library not found for -lglfw3
collect2: error: ld returned 1 exit status
gprbuild: link of glfw_test-monitors.adb failed
make: *** [tests] Error 4
Any ideas how I could fix this? Where can I find lglfw3 libraries?
Im using Mac OS X 10.9.1 with command line tools and gnatmake installed.
Thank you for all the hard work that you have done! ๐
I am having a problem trying to "read pixels" with the following code:
type Pixels_Array is array (Positive range <>) of aliased Integer;
procedure Read_Pix is new
GL.Framebuffer.Read_Pixels (Element_Type => Integer,
Index_Type => Positive,
Array_Type => Pixels_Array);
...
Pixel_Data : Pixels_Array (1 .. 4);
.....
Read_Pix (1, 1, 1024 / 2, 768 / 2, GL.Pixels.RGBA, GL.Pixels.Unsigned_Byte, Pixel_Data);
The above code produces the warning:
main_loop.adb:145:07: warning: variable "Pixel_Data" is read but never assigned
This suggests that Read_Pix
is reading from Pixel_Data instead of writing to it as glReadPixels
is specified to do.
OpenGLAda declarations for Read_Pixels
appear OK.
Am I doing something wrong?
When using this project one has to define the constant GLFW_Version. It'd be nice if an error popped up reminding you to if you forget. Same thing with Windowing_System.
After working with right multiplication for a while I've realized that left multiplication could probably be implemented by reversing the order of multiplication in the matrix multiplication routines. That is, implement * (left, right) by right * left multiplication.
This would then provide for left multiplication which is generally conventional in mathematics, physics and engineering as well as computer graphics theory. That is, R(object) rather than (object)R.
This would also be consistent with GLSL as, when coding shaders, multiplication is left right even though the matrix convention is column, row order.
For example, projection * view in shaders whereas in OpenGLAda I have to use view*projection.
Therefore, if possible, can the matrix multiplication routines be changed to implement this?
I came across glBindFragDataLocation in the source code for a tutorial.
However, glBindFragDataLocation was not mentioned in the tutorial itself so, at the moment, I'm not absolutly sure whether it's needed or not.
I tried making a thin bind but it didn't work.
If it is needed, I think it needs to be incorporated into common/program_loader Program_From ahead of Shader_Program.Link;
Using the FTGL binding is not flexible enough and should be deprecated. Instead, we should implement an own high-level text rendering API based on the new FreeType binding.
I started implementing this and got it to a level where text is rendered onto a texture. However, it is not completely working and I hope @rogermc2 can be of some assistance since my OpenGL is a bit rusty.
Current test program can be compiled with opengl-freetype-test.gpr
. It depends on Strings_Edit for parsing UTF-8 input (so that we can render arbitrary unicode characters). TODOs:
GL.FreeType
should probably be simply GL.Text
. Some types therein are also in need of renaming.?
instead.I look forward to your comments, @rogermc2 .
There have been some major changes since v0.4 has been released. Notably the complete overhaul of runtime loading and a lot of added examples. To get more people interested in OpenGLAda, it would be good to make a release.
This issue is for tracking down things to do before the next release.
Tasks:
It seems OpenGLAda only supports VBO's with data of which each row has at most four elements. I'm trying to get it to accept arbitrary number (n) of elements. But so far it doesn't work.
I'm trying to port the gl_test-opengl3.adb
example from using a Singles.Vector3_Pointers
to a Single_Pointers
type. In Load_Data
I replace Triangle1
with:
Triangle1 : constant Single_Array
:= (-0.3, 0.5, -1.0,
-0.8, -0.5, -1.0,
0.2, -0.5, -1.0);
For now each row still has three elements, but I want to increase this later to six or eight.
In the body I have:
Load_Vectors (Array_Buffer, Triangle1, Static_Draw);
GL.Attributes.Set_Vertex_Attrib_Pointer (Attrib_Pos, 3, Single_Type, 3, 0);
What I get is a black screen instead of the colored triangle (I have removed the red triangle). Am I doing something wrong?
I have a second question: are the last two parameters of Set_Vertex_Attrib_Pointer
the number of elements or the bit size of the rows? In C++ I have something like (with rows having eight elements, pointing at the last two elements, skipping the first six):
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(6*sizeof(float)));
Do I need to manually use 'Size
or System.Storage_Unit
?
Since merging the latest Develop branch, programs calling Renderer.To_Texture
fail with:
Texture_Management.Render_Text calling Renderer.To_Texture
An exception occurred in Texture_Management.Render_Text.
An exception occurred in Main_Loop.
Render_Text returned a constraint error:
raised CONSTRAINT_ERROR : gl-objects-framebuffers.adb:256 access check failed
The exception occurred in Texture_Management.Render_Text
message appears to have been generated by a call to Renderer.To_Texture
.
This problem occurs both in the example program Text_Rendering_2
and another project.
I inserted the Texture_Management.Render_Text calling Renderer.To_Texture
message for debugging purposes, a similar line also being added following the call to Renderer.To_Texture
which, of course, did not execute.
My example durian/buffers_and_textures no longer compiles under GNAT 2017, failing with:
Compile
[Ada] my_buffers.adb
my_buffers.adb:98:19: iterator is an Ada 2012 feature
my_buffers.adb:98:19: unit must be compiled with -gnat2012 switch
However, I cannot set this switch.
I originally got interested in OpenGL because of its use in the book, Geometric Algebra for Computer Science because of my interest in geometric algebra.
I have started using OpenGLAda to program the examples in the book and thought that it might be useful to include my solutions as OpenGLAda examples if this is OK with you.
I am developing the examples completely in OpenGLAda including developing the Geometric Algebra framework completely in Ada which will be based on the book's C++ framework (sandbox).
My idea for the directory structure is:
examples
geometric_algebra
sandbox 1_1_<example 1.1 name> 2_1_<example 2.1 name> ........
There are also exercises (exercise 2.1, etc.) associated with the chapters, but I haven't figured out how to include them yet.
Geometric Algebra for Computer Science website:
http://www.cgl.uwaterloo.ca/smann/GA/reference_impl.html
Mac OSX 10.11.6
Xcode 8.0
GPS 2016 (20160515) hosted on x86_64-apple-darwin14.5.0
GNAT GPL 2016 (20160515-49)
OpenGLAda-master 30 June 2016
I am stuck with a problem trying to use gl.Objects.Buffers.Buffer_Target which I can't solve.
type tTarget is new gl.Objects.Buffers.Buffer_Target(gl.Low_Level.Enums.Element_Array_Buffer);
produces "type derived from tagged type must have extension" which makes sense.
However, when I try
type tTarget is new gl.Objects.Buffers.Buffer_Target(gl.Low_Level.Enums.Element_Array_Buffer) with null record;
GPS responds by opening System.ads and complaining:
system.ads:1:01: subtype mark required in this context
This also occurs for
type tTarget is new gl.Objects.Buffers.Buffer_Target(gl.Low_Level.Enums.Element_Array_Buffer) with
record
end record;
syntax check does not produce the problem:
gprbuild -c -gnatc -u -eL -P/OpenGL_Projects/GLFW Tutorial/Tutorial 1/glfw_tutorial_1.gpr -XLIBRARY_TYPE=static -XAuto_Exceptions=enabled -XMode=debug buffers.adb -s
The problem occurs when compiling:
gprbuild -c -u -eL -P/OpenGL_Projects/GLFW Tutorial/Tutorial 1/glfw_tutorial_1.gpr -XLIBRARY_TYPE=static -XAuto_Exceptions=enabled -XMode=debug buffers.adb -s
I updated my OpenGLAda with GitHub Desktop and later checked with git pull.
Seems to be a problem with OpenGL.Glfw
Now my builds fails with
Undefined symbols for architecture x86_64:
"_glfwCreateWindow", referenced from:
_glfw__windows__init in libGlfwAda.a(glfw-windows.o)
"_glfwDefaultWindowHints", referenced from:
_glfw__windows__hints__reset_to_defaults in libGlfwAda.a(glfw-windows-hints.o)
"_glfwDestroyWindow", referenced from:
_glfw__windows__destroy in libGlfwAda.a(glfw-windows.o)
etc.
glTexSubImage2D does not appear to have been implemented.
glIsTexture would also be nice to have.
I will try following the Readme instructions on autogeneration to implement glTexSubImage2D.
I am trying to draw quads, but the following code fails:
Draw_Elements (GL.Types.Quads, GL.Types.Size (Vertex_Data.Num_Elements), UInt_Type);
with "raised GL.ERRORS.INTERNAL_ERROR : gl-raise_exception_on_opengl_error.adb:30"
It runs without error when Quads is replaced with Points, Lines, Line_Loop, Line_Strip, Triangles, Triangle_Strip, Triangle_Fan, Lines_Adjacency, Line_Strip_Adjacency, Triangles_Adjacency or Triangle_Strip_Adjacency.
It also fails with Quad_Strip, Polygon and Patches.
Some examples use arrays of vector 5 singles.
3 elements are for position and 2 for texture (UV).
Can vector5 arrays be provided to support this?
On windows 10, every ogl_tutorials gives the following:
OpenGL version supported: 3. 2
Renderer: GeForce GTX 750 Ti/PCIe/SSE2
Primary_Shading_Language_Version: 1.50 NVIDIA via Cg compiler
An exception occurred in Setup.
An exception occurred in Render.
An exception occurred in Main_Loop.
Tutorial_03 returned a constraint error: Exception name: CONSTRAINT_ERROR
Message: gl-objects-programs.adb:274 access check failed
Note: Actually, gl_test-immediate.exe works but every other gl-test-xxxxx returns an acces check failed.
Am I doing something wrong?
Thx.
I am trying to learn OpenGL from the book OpenGL Superbible which introduces Tessellation quite early.
However, OpenGLAda doesn't seem to support tessellation shader programming as, for example, there is no Patches Connection_Mode item which, apparently, is needed when calling Draw_Arrays for a GSL program incorporating tessellation shaders.
Is there a way around this?
If not I'll skip the section on tessellation as I don't really need it for my own purposes at the moment.
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