How to use GL_TEXTURE_2D_ARRAY with stb_image - c++

I'm trying to create sprite animation with texture array. Right now I have follow code:
int width, height, depth;
stbi_set_flip_vertically_on_load(true);
byte_t* buffer = stbi_load(R"(.\fire.jpg)",
&width, &height, &depth, STBI_rgb_alpha);
if (buffer == nullptr) {
std::cerr << "Could not read texture" << std::endl;
return EXIT_FAILURE;
}
GLuint texture_id;
const GLenum target = GL_TEXTURE_2D_ARRAY;
SAFE_CALL(glGenTextures(1, &texture_id));
SAFE_CALL(glBindTexture(target, texture_id));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 1));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
SAFE_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
const GLsizei tile_w_count = 6, tile_h_count = 6;
const GLsizei total_tiles = tile_w_count * tile_h_count;
const GLsizei tile_w = width / tile_w_count,
tile_h = height / tile_h_count;
std::cout << "Texture WxH: " << width << "x" << height;
std::cout << ", Tile WxH: " << tile_w << "x" << tile_h << std::endl;
SAFE_CALL(glTexStorage3D(target, 1, GL_RGBA8, tile_w, tile_h,
total_tiles));
SAFE_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, width));
SAFE_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, height));
for (GLsizei i = 0; i < total_tiles; ++i) {
SAFE_CALL(glTexSubImage3D(
GL_TEXTURE_2D_ARRAY,
0,
0, 0, i,
tile_w, tile_h, 1,
GL_RGBA,
GL_UNSIGNED_BYTE,
buffer + (i * tile_w * tile_h * depth)
));
}
Fragment shader:
#version 460 core
in vec2 tex_coords;
out vec4 frag_color;
uniform sampler2DArray texture_0;
uniform int current_frame;
uniform int total_frames;
float actual_layer() {
return max(0, min(total_frames - 1,
floor(current_frame + 0.5)));
}
void main() {
frag_color = texture(texture_0, vec3(tex_coords, actual_layer()));
}
And seems like I incorrectly crop source texture, because when I run my program in Nsight debugger I saw follow:
Texture array:
Original image:
Is it issue with cropping source image, or issue with fragment shader? How to make sprite animation correctly?

You calculate the data offset incorrectly. The correct way would be:
Convert i to a 2-d index of the tile:
int ix = i % tile_w_count;
int iy = i / tile_w_count;
The x and y coordinates of its top-left pixel would be at
int x = ix*tile_w;
int y = iy*tile_h;
The offset can be calculated then by:
buffer + 4*(y*width + x)
Note that you shall use 4 instead of depth because stb returns the number of channels that was found in the file rather the number of the channels returned.

Related

Pass a high amount of textures to shader in OpenGL

I am using OpenGL version string: 4.6 (Compatibility Profile) Mesa 21.3.5. I load objects from an .obj file with matching textures, 51 textures to be exact. To be able to match various textures to various triangles and surfaces, I am adding texture coordinates along with an texture identifier in my vertex array buffer.
So now I use a stride looking like this:
x y z u v r g b id which clarifies with: pos tex col id.
The problem now is that I can generate textures and bind them to corresponding texture units, but I cannot select each texture in my shader in regards to the texture unit id I get from my texture array buffer. To clarify: I generate and bind textures like so:
void loadTextures(void) {
std::cout << "Size: " << this->materialLib.materials.size() << std::endl;
std::cout << "Loading textures" << std::endl;
for (long unsigned int i = 0; i < this->materialLib.materials.size(); i++) {
Material m = this->materialLib.materials[i];
// init
struct TEXTURE *t = (struct TEXTURE*)malloc(sizeof(struct TEXTURE));
t->data = NULL;
t->path = (char*)malloc(sizeof(char) * (m.ambient_map.length() + 1)); // add one to include \0 character
t->texture_int = 0;
strcpy(t->path, m.ambient_map.c_str());
t->data = stbi_load( t->path, &t->width, &t->height, &t->nrChannels, 0);
textures.push_back(t);
std::cout << '\r';
std::cout << i << "/" << this->materialLib.materials.size();
std::cout.flush(); // see wintermute's comment
}
}
void applyTextures(Shader ourShader) {
for (long unsigned int i = 0; i < textures.size(); i++) {
struct TEXTURE *t = textures[i];
glGenTextures( 1, &t->texture_int );
glBindTexture( GL_TEXTURE_2D, t->texture_int );
// set the texture wrapping parameters
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
// set texture filtering parameters
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
// load image, create texture and generate mipmap
//stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
if (t->data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, t->width, t->height, 0, GL_RGB, GL_UNSIGNED_BYTE, t->data);
glGenerateMipmap(GL_TEXTURE_2D);
} else
std::cout << "ERROR::LOAD::TEXTURE " << t->path << " " << i << std::endl;
}
return;
/* This could be optimized by moving this to the above loop but we'll separate for simplicity for now */
GLint gl_textures[MAX_TEXTURES];
ourShader.use();
for (long unsigned int i = 0; i < textures.size() && i < MAX_TEXTURES; i++) {
gl_textures[i] = i;
// set texture unit as a uniform for the fragment shader, could be set by ourShader.setInt()
glUniform1i(glGetUniformLocation(ourShader.ID, "texture" + (1 + i)), i); // 'i' is our texture id, for another texture, use another id
}
// set texture units as a uniform for the fragment shader
glUniform1iv(glGetUniformLocation(ourShader.ID, "textures"), MAX_TEXTURES, gl_textures);
}
void bindTextures(void) {
for (long unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textures[i]->texture_int);
}
}
This gives me varius uniforms in my fragment shader that I can select like so:
uniform sampler2D texture1;
uniform sampler2D texture2;
...
FragColor = texture(texture2, TexCoord);
I want to be able to select a texture like this:
uniform sampler2D texures;
...
FragColor = texture(textures[id], TexCoord);
What I have tried is to pass the id as the first argument to "texture()" but that gave me an error, I also tried to cast my id as a sampler2D type but that didn't work either.
How can I fix this?

Using Texture Atlas as Texture Array in OpenGL

I'm now building a Voxel game. In the beginning, I use a texture atlas that stores all voxel textures and it works fine. After that, I decided to use Greedy Meshing in my game, thus texture atlas is not useful anymore. I read some articles which said that should use Texture Array instead. Then I tried to read and use the texture array technique for texturing. However, the result I got was all black in my game. So what am I missing?
This is my texture atlas (600 x 600)
Here is my Texture2DArray, I use this class to read and save a texture array
Texture2DArray::Texture2DArray() : Internal_Format(GL_RGBA8), Image_Format(GL_RGBA), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Wrap_R(GL_REPEAT), Filter_Min(GL_NEAREST), Filter_Max(GL_NEAREST), Width(0), Height(0)
{
glGenTextures(1, &this->ID);
}
void Texture2DArray::Generate(GLuint width, GLuint height, unsigned char* data)
{
this->Width = width;
this->Height = height;
glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID);
// I cannot decide what the texture array layer (depth) should be (I put here is 1 for layer number)
//Can anyone explain to me how to decide the texture layer here?
glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, this->Internal_Format, this->Width, this->Height, 0, 1 , this->Image_Format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, this->Wrap_R);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, this->Filter_Max);
//unbind this texture for another creating texture
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
void Texture2DArray::Bind() const
{
glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID);
}
Here is my Fragment Shader
#version 330 core
uniform sampler2DArray ourTexture;
in vec2 texCoord;
out vec4 FragColor;
void main(){
// 1 (the layer number) just for testing
FragColor = texture(ourTexture,vec3(texCoord, 1));
}
Here is my Vertex Shader
#version 330 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inTexCoord;
out vec2 texCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * vec4(inPos,1.0f);
texCoord = inTexCoord;
}
This my rendering result
EDIT 1:
I figured out that texture atlas doesn't work with texture array because it is a grid so OpenGl cannot decide where it should begin. So I create a vertical texture (18 x 72) and try again but it still all black everywhere.
I have checked binding the texture before using it.
When the 3 dimensional texture image is specified, then the depth has to be the number of images which have to be stored in the array (e.g. imageCount). The width and the height parameter represent the width and height of 1 tile (e.g. tileW, tileH). The layer should be 0 and the border parameter has to be 0. See glTexImage3D. glTexImage3D creates the data store for the texture image. The memory which is required for the textures is reserved (GPU). It is possible to pass a pointer to the image data, but it is not necessary.
If all the tiles are stored in a vertical atlas, then the image data can be set directly:
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, this->Internal_Format,
tileW, tileH, imageCount, 0,
this->Image_Format, GL_UNSIGNED_BYTE, data);
If the tiles are in the 16x16 atlas, then the tiles have to by extracted from the texture atlas and to set each subimage in the texture array. (data[i] is the imaged data of one tile). Create the texture image:
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, this->Internal_Format,
tileW, tileH, imageCount, 0,
this->Image_Format, GL_UNSIGNED_BYTE, nullptr);
After that use glTexSubImage3D to put the texture data to the data store of the texture object. glTexSubImage3D uses the existing data store and copies data. e.g.:
for (int i = 0; i < imageCount; ++i)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, i,
tileW, tileH, 1,
this->Image_Format, GL_UNSIGNED_BYTE, data[i]);
}
Note, you've to extract the tiles from the texture atlas and to set each subimage in the texture array. (data[i] is the imaged data of one tile)
An algorithm to extract the tiles and specify the texture image may look as follows
#include <algorithm> // std::copy
#include <vector> // std::vector
unsigned char* data = ...; // 16x16 texture atlas image data
int tileW = ...; // number of pixels in a row of 1 tile
int tileH = ...; // number of pixels in a column of 1 tile
int channels = 4; // 4 for RGBA
int tilesX = 16;
int tilesY = 16;
int imageCount = tilesX * tilesY;
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, this->Internal_Format,
tileW, tileH, imageCount, 0,
this->Image_Format, GL_UNSIGNED_BYTE, nullptr);
std::vector<unsigned char> tile(tileW * tileH * channels);
int tileSizeX = tileW * channels;
int rowLen = tilesX * tileSizeX;
for (int iy = 0; iy < tilesY; ++ iy)
{
for (int ix = 0; ix < tilesX; ++ ix)
{
unsigned char *ptr = data + iy*rowLen + ix*tileSizeX;
for (int row = 0; row < tileH; ++ row)
std::copy(ptr + row*rowLen, ptr + row*rowLen + tileSizeX,
tile.begin() + row*tileSizeX);
int i = iy * tilesX + ix;
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, i,
tileW, tileH, 1,
this->Image_Format, GL_UNSIGNED_BYTE, tile.data());
}
}

Calculating texture coordinates from a heightmap

I am currently building a height map terrain generator using OpenGL. It's a simple program that loads a height map image, iterates over the image data and generates vertices, indices and normals. At its current state it can render a height map with a single colour based on the normals.
My problem is generating correct UV coordinates for the diffuse map. It just comes out wrong:
This is the diffuse map I am trying to load:
Here is what I currently have:
Generate Vertices, Normals and Indices
// Generate Vertices and texture coordinates
for (int row = 0; row <= this->imageHeight; row++)
{
for (int column = 0; column <= this->imageWidth; column++)
{
float x = (float)column / (float)this->imageWidth;
float y = (float)row / (float)this->imageHeight;
float pixel = this->imageData[this->imageWidth * row + column];
float z;
if (row == this->imageHeight || column == this->imageWidth || row == 0 || column == 0)
{
z = 0.0f;
}
else
{
z = float(pixel / 256.0)*this->scale;
}
MeshV3 mesh;
mesh.position = glm::vec3(x, y, z);
mesh.normal = glm::vec3(0.0, 0.0, 0.0);
mesh.texture = glm::vec2(x, y);
this->mesh.push_back(mesh);
}
}
// Generate indices
for (int row = 0; row < this->imageHeight; row++)
{
for (int column = 0; column < this->imageWidth; column++)
{
int row1 = row * (this->imageWidth + 1);
int row2 = (row + 1) * (this->imageWidth + 1);
// triangle 1
this->indices.push_back(glm::uvec3(row1 + column, row1 + column + 1, row2 + column + 1));
// triangle 2
this->indices.push_back(glm::uvec3(row1 + column, row2 + column + 1, row2 + column));
}
}
// Generate normals
for (int i = 0; i < this->indices.size(); i++)
{
glm::vec3 v1 = this->mesh[this->indices[i].x].position;
glm::vec3 v2 = this->mesh[this->indices[i].y].position;
glm::vec3 v3 = this->mesh[this->indices[i].z].position;
glm::vec3 edge1 = v1 - v2;
glm::vec3 edge2 = v1 - v3;
glm::vec3 normal = glm::normalize(glm::cross(edge1, edge2));
this->mesh[this->indices[i].x].normal += normal;
this->mesh[this->indices[i].y].normal += normal;
this->mesh[this->indices[i].z].normal += normal;
}
I load the diffuse map with the following method
void Terrein::getDIffuseMap()
{
glGenTextures(1, &this->texture);
glBindTexture(GL_TEXTURE_2D, this->texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int width, height, nrChannels;
std::string path = "assets/diffuse.jpg";
this->diffuseData = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
if (this->diffuseData)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, this->diffuseData);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load diffuse texture" << std::endl;
}
}
I can't seem to figure out what might be wrong here. Is there an issue with how I am loading the image? Or am I not calculating the texture coordinates coorectly? Please let me know if there is anything else I should provide. I have been stuck at this for a few days now. Thanks!
By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.
This is because the GL_UNPACK_ALIGNMENT parameter by default is 4.
Since the image has 3 color channels (GL_RGB), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object, then GL_UNPACK_ALIGNMENT has to be set to 1:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, this->diffuseData);
The diffuse image in the question has a dimension of 390x390. So each row of the image has a size of 390 * 3 = 1170 bytes.
Since 1170 is not divisible by 4 (1170 / 4 = 292,5), the start of a row is not aligned to 4 bytes.
Related question: Failing to map a simple unsigned byte rgb texture to a quad

Qt QQuickFramebufferObject OpenGL rendering invades other object's scenes and is red

I know that a minimal complete and verifiable example is generally needed, but this example cannot be broken into a smaller one because there's too much libraries needed to get and decode a video from my security camera. I hope someone can help me by pointing possible simple mistakes in rendering using QQuickFrameBufferObject.
The two problems I'm having is that the images are RED and the image from one object invades the space of the other object in a very inexplicable way. In the image above you can see what should be 4 different camera feeds which are instantiated through QML.
Here's the class that renders everything. YUV420P data is feeded using the update() function. You can see the simple shader that decodes YUV420P into RGB. Each QML object (camera stream) is one instance from this class.
OpenGlBufferQtQuick.cpp:
#include "OpenGlBufferQtQuick.h"
#include <QOpenGLFramebufferObjectFormat>
#include <QRunnable>
#include <QEventLoop>
#include <QNetworkReply>
#include <QNetworkRequest>
#include <QMutexLocker>
#include <memory>
#include <iostream>
#include <QTimer>
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
//Simple shader. Outpus the same location as input, I guess
const char *vString3 = GET_STR(
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
uniform mat4 u_transform;
void main(void)
{
gl_Position = u_transform * vertexIn;
textureOut = textureIn;
}
);
//The matrix below does YUV420P to RGB conversion https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV420p_(and_Y%E2%80%B2V12_or_YV12)_to_RGB888_conversion
//This texture shader replaces the color of the pixel with the new color, but in RGB. (I guess)
const char *tString3 = GET_STR(
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main(void)
{
vec3 yuv;
vec3 rgb;
yuv.x = texture2D(tex_y, textureOut).r;
yuv.y = texture2D(tex_u, textureOut).r - 0.5;
yuv.z = texture2D(tex_v, textureOut).r - 0.5;
rgb = mat3(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
);
OpenGlBufferItemRenderer::OpenGlBufferItemRenderer(string uri){
this->uri = uri;
}
void OpenGlBufferItemRenderer::render() {
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
if (firstFrameReceived) {
if (this->firstRender) {
std::cout << "Creating QOpenGLShaderProgram " << std::endl;
program = new QOpenGLShaderProgram();
f->initializeOpenGLFunctions();
//this->m_F = QOpenGLContext::currentContext()->functions();
std::cout << "frameWidth: " << frameWidth << + " frameHeight: " << frameHeight << std::endl;
std::cout << "Fragment Shader compilation: " << program->addShaderFromSourceCode(QOpenGLShader::Fragment, tString3) << std::endl;
std::cout << "Vertex Shader compilation: " << program->addShaderFromSourceCode(QOpenGLShader::Vertex, vString3) << std::endl;
program->bindAttributeLocation("vertexIn",A_VER);
program->bindAttributeLocation("textureIn",T_VER);
std::cout << "program->link() = " << program->link() << std::endl;
f->glGenTextures(3, texs);//TODO: ERASE THIS WITH glDeleteTextures
this->firstRender = false;
}
// Not strictly needed for this example, but generally useful for when
// mixing with raw OpenGL.
//m_window->resetOpenGLState();//COMMENT OR NOT?
program->bind();
QMatrix4x4 transform;
transform.setToIdentity();
program->setUniformValue("u_transform", transform);
f->glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
f->glEnableVertexAttribArray(A_VER);
f->glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
f->glEnableVertexAttribArray(T_VER);
unis[0] = program->uniformLocation("tex_y");
unis[1] = program->uniformLocation("tex_u");
unis[2] = program->uniformLocation("tex_v");
//Y
f->glBindTexture(GL_TEXTURE_2D, texs[0]);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth, frameHeight, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U
f->glBindTexture(GL_TEXTURE_2D, texs[1]);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth/2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V
f->glBindTexture(GL_TEXTURE_2D, texs[2]);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth / 2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
f->glActiveTexture(GL_TEXTURE0);
f->glBindTexture(GL_TEXTURE_2D, texs[0]);
f->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth, frameHeight, GL_RED, GL_UNSIGNED_BYTE, datas[0]);
f->glUniform1i(unis[0], 0);
f->glActiveTexture(GL_TEXTURE0+1);
f->glBindTexture(GL_TEXTURE_2D, texs[1]);
f->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth/2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, datas[1]);
f->glUniform1i(unis[1],1);
f->glActiveTexture(GL_TEXTURE0+2);
f->glBindTexture(GL_TEXTURE_2D, texs[2]);
f->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth / 2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, datas[2]);
f->glUniform1i(unis[2], 2);
f->glDrawArrays(GL_TRIANGLE_STRIP,0,4);
program->disableAttributeArray(A_VER);
program->disableAttributeArray(T_VER);
program->release();
}
update();
}
QOpenGLFramebufferObject *OpenGlBufferItemRenderer::createFramebufferObject(const QSize &size)
{
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
//format.setSamples(16);
return new QOpenGLFramebufferObject(size, format);
}
//https://blog.qt.io/blog/2015/05/11/integrating-custom-opengl-rendering-with-qt-quick-via-qquickframebufferobject/
void OpenGlBufferItemRenderer::synchronize(QQuickFramebufferObject *item)
{
OpenGlBufferItem *openGlBufferItem = static_cast<OpenGlBufferItem*>(item);
std::cout << "synchronize called " << std::endl;
std::cout << "starting new renderer for uri " << this-> uri << std::endl;
MediaStream* camera1 = new MediaStream(this->uri);
camera1->setFrameUpdater((FrameUpdater *) this);
//TODO: put mutex on std::cout of this thread
//TODO: make this thread actualy run here instead of on a thread, I guess.
boost::thread mediaThread(&MediaStream::run, camera1);
}
OpenGlBufferItem::OpenGlBufferItem(){}
void OpenGlBufferItemRenderer::updateData(unsigned char**data, int frameWidth, int frameHeight)
{
this->frameWidth = frameWidth;
this->frameHeight = frameHeight;
//Before first render, datas pointer isn't even created yet
if (!firstFrameReceived) {
datas[0] = new unsigned char[frameWidth*frameHeight]; //Y
datas[1] = new unsigned char[frameWidth*frameHeight/4]; //U
datas[2] = new unsigned char[frameWidth*frameHeight/4]; //V
firstFrameReceived = true;
} else {
memcpy(datas[0], data[0], frameWidth*frameHeight);
memcpy(datas[1], data[1], frameWidth*frameHeight/4);
memcpy(datas[2], data[2], frameWidth*frameHeight/4);
}
}
QQuickFramebufferObject::Renderer *OpenGlBufferItem::createRenderer() const
{
//std::cout << "createRenderer called ------------------------" << std::endl;
return new OpenGlBufferItemRenderer(this->uri);
}
Here's main.qml:
import QtQuick 2.0
import OpenGlBufferQtQuick 1.0
Grid {
columns: 2
spacing: 2
width: 1280
height: 720
OpenGlBufferQtQuick {
width: 640
height: 360
uri: "rtsp://admin:123456#192.168.0.103:10554/tcp/av0_0"
}
OpenGlBufferQtQuick {
width: 640
height: 360
uri: "rtsp://admin:123456#192.168.0.101:10554/tcp/av0_0"
}
OpenGlBufferQtQuick {
width: 640
height: 360
uri: "rtsp://admin:123456#192.168.0.104:10554/tcp/av0_0"
}
OpenGlBufferQtQuick {
width: 640
height: 360
uri: "rtsp://admin:123456#192.168.1.43:10554/tcp/av0_0"
}
}
As you can see, I'm calling 4 different camera streams, but the stream from the first camera invades the space of the other streams, even though each stream is a completely different object.
Also, the image is RED. I used almost the same code to render using class OpenGlVideoQtQuickRenderer : public QObject, protected QOpenGLFunctions and it works without any red screen or opengl invading the other space.
I payed someone to help me and the problem was that the texture shader wasn't activated. These are the changes:
https://github.com/lucaszanella/orwell/commit/b2882768badb16e4334bc2bd0371611221283e97#diff-b089e4d46edc159fb6e7de932e64219b
Basically:
GLint originTextureUnit;
f->glGetIntegerv(GL_ACTIVE_TEXTURE, &originTextureUnit);
and
f->glActiveTexture(originTextureUnit);
however I don't still understand why the texture wasn't activated.

OpenGL - How can I use the texture in the framebuffer as the new texture?

I'm trying to learn OpenGL language, and I would like to do a little code that do a horizontal blur (HR) on an image, and then a vertical blur (VB) on the previous result.
I used a Framebuffer to this purpose, but I'm not sure how to use the texture in the Framebuffer as the new texture.
This is my code :
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#include <ctime>
#include <iostream>
//#include <opencv.hpp>
#include <opencv/cv.h>
#include <opencv2/core/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv/highgui.h>
using namespace cv;
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
#include <shader.hpp>
using namespace std;
int width = 512;// 1024;
int height = 512;// 768;
// perspective projection
bool perspective_ = false;
// shader variable pointers
GLint uniform_srcTex;
GLint uniform_srcTex1;
GLint uniform_offset_x;
GLint uniform_offset_y;
////////////////////////////////////////
// glfw callbacks for keystroke and error
void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
void char_callback(GLFWwindow* window, unsigned int key)
{
if (key == 'p' || key == 'P')
perspective_ = true;
if (key == 'o' || key == 'O')
perspective_ = false;
}
/////////////////////////////////////////////
// texture loading
bool loadtexture(string fileName, GLuint & texIndex, GLuint texUnit, bool isRect)
{
// texture load through OpenCV
Mat image = cv::imread(fileName, CV_LOAD_IMAGE_UNCHANGED); // Read the file
if (!image.data) // Check for invalid input
{
cout << "Could not open or find the image\n";
return false;
}
cout << "Loaded " << fileName.c_str() << " (" << image.channels() << " channels)\n";
int colorTransform = (image.channels() == 4) ? CV_BGRA2RGBA : (image.channels() == 3) ? CV_BGR2RGB : CV_GRAY2RGB;
//if (image[index].channels() >= 3)
//{
cv::cvtColor(image, image, colorTransform);
//}
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texIndex);
glActiveTexture(texUnit);
GLenum target = GL_TEXTURE_2D;
if (isRect)
{
target = GL_TEXTURE_RECTANGLE;
}
glBindTexture(target, texIndex);
if (image.channels() > 3)
{
glTexImage2D(target, 0, GL_RGBA8, image.cols, image.rows, 0, GL_RGBA, (image.depth()<2)?GL_UNSIGNED_BYTE: ((image.depth()<4) ? GL_UNSIGNED_SHORT : GL_FLOAT), image.ptr());
}
else
{
glTexImage2D(target, 0, GL_RGB, image.cols, image.rows, 0, GL_RGB, (image.depth()<2) ? GL_UNSIGNED_BYTE : ((image.depth()<4) ? GL_UNSIGNED_SHORT : GL_FLOAT), image.ptr());
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void consoleMessage()
{
cout << "Renderer : " << string((char*)glGetString(GL_RENDERER)) << endl;
cout << "OpenGL version: " << string((char*)glGetString(GL_VENDOR)) << " / " << string((char*)glGetString(GL_VERSION)) << endl;
cout << "GLSL version: " << string((char*)glGetString(GL_SHADING_LANGUAGE_VERSION)) << endl;
cout << "GLEW version: " << string((char*)glewGetString(GLEW_VERSION)) << endl << endl;
GLint MaxTextureUnits;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &MaxTextureUnits);
cout << "Max supported textures : " << MaxTextureUnits << endl << endl;
}
////////////////////////////////////////
// main file
int main()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit()) // Initialise GLFW
{
fprintf(stderr, "ERROR: could not start GLFW3\n");
return 1;
}
GLFWwindow* window = glfwCreateWindow(width, height, "test1", NULL, NULL);
if (!window)
{
fprintf(stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window); // Initialise GLEW
// Set key callback function
glfwSetErrorCallback(error_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCharCallback(window, char_callback);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit(); // Initialise GLEW
// get version info
consoleMessage();
GLuint srcTexIndex;
if (!loadtexture("blablabla.png", srcTexIndex, GL_TEXTURE0, true))
{
return -1;
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
////////////////////////////////////////
// Load shaders
GLuint shader_image_programme_HB = LoadShaders("shaders/SimpleVertexShader_VS_HB.glsl", "shaders/AddGrain_FS_HB.glsl");
GLuint shader_image_programme_VB = LoadShaders("shaders/SimpleVertexShader_VS_VB.glsl", "shaders/AddGrain_FS_VB.glsl");
////////////////////////////////////////
// shader parameter bindings
uniform_srcTex = glGetUniformLocation(shader_image_programme_HB, "srcTex");
uniform_offset_x = glGetUniformLocation(shader_image_programme_HB, "offset_x");
uniform_offset_y = glGetUniformLocation(shader_image_programme_HB, "offset_y");
const int nb_frame = 4096;
vector<float> offset_x(nb_frame, 0.0);
vector<float> offset_y(nb_frame, 0.0);
int frame_index = 0;
glUseProgram(shader_image_programme_HB);
glUniform1i(uniform_srcTex, 0); //Texture unit 0
// input texture (loaded texture)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, srcTexIndex);
// setup the projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (double)width, 0, (double)height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
// The texture we're going to render to
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glActiveTexture(GL_TEXTURE1);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Set "renderedTexture" as our colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
// Set the list of draw buffers.
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("Error with Frame Buffer !!!\n");
return 1;
}
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
cout << "ok HB" << endl;
GLuint srcTexIndex1;
uniform_srcTex1 = glGetUniformLocation(shader_image_programme_VB, "srcTex");
uniform_offset_x = glGetUniformLocation(shader_image_programme_VB, "offset_x");
uniform_offset_y = glGetUniformLocation(shader_image_programme_VB, "offset_y");
frame_index = 0;
glUseProgram(shader_image_programme_VB); // On dit Ă  OpenGL qu'on veut utiliser les shaders
glUniform1i(uniform_srcTex1, 1); //Texture unit 1
// input texture (loaded texture)
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE, srcTexIndex1);
// setup the projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (double)width, 0, (double)height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName1;
glGenFramebuffers(1, &FramebufferName1);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName1);
// The texture we're going to render to
GLuint renderedTexture1;
glGenTextures(1, &renderedTexture1);
glActiveTexture(GL_TEXTURE2);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderedTexture1);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Set "renderedTexture" as our colour attachement #1
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, renderedTexture1, 0);
// Set the list of draw buffers.
GLenum DrawBuffers1[1] = { GL_COLOR_ATTACHMENT1 };
glDrawBuffers(1, DrawBuffers1); // "1" is the size of DrawBuffers
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("Error with Frame Buffer !!!\n");
return 1;
}
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
cout << "ok VB" << endl;
glViewport(0, 0, width, height); // Render on the whole framebuffer, complete from the lower left corner to the upper right
// Returned data
Mat myData = Mat::zeros(height, width, CV_32FC3);
////////////////////////////////////////
// endless rendering loop
int nbFrames = 0;
clock_t start = clock();
while (!glfwWindowShouldClose(window))
{
//////////////////////////////////////////////////
// PASS #1
// output buffer cleanup
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1f(uniform_offset_x, offset_x[frame_index]);
glUniform1f(uniform_offset_y, offset_y[frame_index]);
// Define the drawing area by setting the corresponding vertices
glBegin(GL_QUADS);
glVertex2f(0., 0.);
glVertex2f(0., (float)height);
glVertex2f((float)width, (float)height);
glVertex2f((float)width, 0.);
glEnd();
if (nbFrames == 0)
{
glReadPixels(0, 0, width, height, GL_RGB, GL_FLOAT, myData.ptr(0));
myData.convertTo(myData, CV_8U, 255.0, 0.0);
imwrite("C:/Temp/images/testOpenGL.png", myData);
}
///////////////////////////////////////
// EVENTS + FB swap
// Permet de quitter la fenĂȘtre avec la touche esc
// update other events like input handling
glfwPollEvents();
// put the stuff we've been drawing onto the display
glfwSwapBuffers(window);
nbFrames++;
frame_index = (frame_index + 1) % 4096;
}
clock_t duration = clock() - start;
//printf("%d processed frames\n", nbFrames);
cout << nbFrames << " in " << duration << " ms : " << 1000.0*(float)nbFrames / (float)duration << " frame/s" << endl;
// close GL context and any other GLFW resources
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
The vertex shader for HB :
void main()
{
gl_Position = ftransform();
}
The vertex shader for VB :
void main()
{
gl_Position = ftransform();
}
The fragment shader for HB :
in vec2 texCoordOut;
layout (location = 0) out vec4 outColor0;
uniform sampler2DRect srcTex;
uniform float offset_x;
uniform float offset_y;
const vec2 texOffset = vec2(1.0, 1.0);
const int BLUR_AMOUNT = 100;
void main()
{
vec2 CoordRef = gl_FragCoord.xy + vec2(offset_x,offset_y);
vec3 luma = vec3(0);
luma = texture2DRect( srcTex, CoordRef ).rgb;
for (int i = 1; i < BLUR_AMOUNT+1; ++i) {
luma.r += texture2DRect( srcTex, CoordRef + vec2(0, i) ).r * 0.5/BLUR_AMOUNT;
luma.g += texture2DRect( srcTex, CoordRef + vec2(0, i) ).g * 0.5/BLUR_AMOUNT;
luma.b += texture2DRect( srcTex, CoordRef + vec2(0, i) ).b * 0.5/BLUR_AMOUNT;
}
vec4 out_bw = vec4(luma, 1.0);
gl_FragColor = out_bw;
}
The fragment shader for VB :
in vec2 texCoordOut;
layout (location = 0) out vec4 outColor0;
uniform sampler2DRect srcTex;
uniform float offset_x;
uniform float offset_y;
const vec2 texOffset = vec2(1.0, 1.0);
const int BLUR_AMOUNT = 100;
void main()
{
vec2 CoordRef = gl_FragCoord.xy + vec2(offset_x,offset_y);
vec3 luma = vec3(0);
luma = texture2DRect( srcTex, CoordRef ).rgb;
for (int i = 1; i < BLUR_AMOUNT+1; ++i) {
luma.r += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).r * 0.5/BLUR_AMOUNT;
luma.g += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).g * 0.5/BLUR_AMOUNT;
luma.b += texture2DRect( srcTex, CoordRef + vec2(i, 0) ).b * 0.5/BLUR_AMOUNT;
}
vec4 out_bw = vec4(luma, 1.0);
gl_FragColor = out_bw;
}
At the end, I have a full black screen, which is not the attended result (I checked). All the shaders worked fine, it's the full sequence of the two shaders that doesn't work. Can you tell me what I did as an error in my code ?
Thank you for your help !