How to display utf8 encoded font - opengl

I want to display utf8 encoded font in my program but the output is only Question marks.
The following code works fine with English fonts but when i try other regional fonts i only get question Marks.
I am using Freetype to load fonts.
Please have a look at my code and let me know how i can use UTF8 Fonts in opengl.
This is my first project with handling fonts so any reference read or advice would be highly valuable to me.
Constructor for font object
Font::Font( const Shader& shader ) : Geometry()
{
this->fontSize = 40;
this->shader = shader;
this->Kerning = 3.0;
this->TextureHeight = 0.0;
this->TextureWidth = 0.0;
this->quadVAO = 0;
stdstrTxt = "डेमो दृश्य"; // The utf8 encoded font
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 5, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(3 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Loading font as texture
void Font::Load(std::string font )
{// First clear the previously loaded Characters
this->Characters.clear(); // std::map for strorinf chars
// Then initialize and load the FreeType library
FT_Library ft;
if (FT_Init_FreeType(&ft)) // All functions return a value different than 0 whenever an error occurred
std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
// Load font as face
FT_Face face;
if (FT_New_Face(ft, font.c_str(), 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// Set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, fontSize);
FT_Select_Charmap(face, ft_encoding_unicode);
// Disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Then for the first 128 ASCII characters, pre-load/compile their characters and store them
for (GLubyte c = 0; c < 128; c++)
{
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// Get the Image width and height value
this->TextureWidth = face->glyph->bitmap.width;
this->TextureHeight = face->glyph->bitmap.rows;
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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
);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
}

Related

Call to glDrawElements breaks display on some GPUs?

I'm working on a 3D PBR engine along with some colleagues (OpenGL 3.3 + GLFW3 and ImGui), and we have a peculiar error : the application enters its drawing loop normally and gives no OpenGL error whatsoever (as shown by extensive use of glCheckError()), but the screen is completely blank. The peculiar part is that this only happens on my colleagues' computer that uses an Nvidia GeForce GTX 1060 as its graphic cards (2 of my friends have the same exact computer).
After some investigation, it turns out that this error is triggered by a function that is called a single time before the main loop. Long story short, it renders a quad to a texture bound via a framebuffer using a couple shaders. I narrowed down the problem to the glDrawElements call ; on those computers, not changing anything except commenting out this line fixes the display (at the cost of the texture displaying garbage instead of the expected result of the draw call), whereas all of the other computers run the app fine even with the line uncommented.
The culprit function is as follows :
/**
* Returns a texture identifier filled with a precomputed irradiance map calculated
* from a provided, already set up-environment map
*/
GLuint precomputeIrradianceMap(GLuint envMapId)
{
std::cerr << "Precomputing irradiance map ... " << std::endl;
GLuint irradianceVAO, irradianceVBO, irradianceMap,
irradianceVertShader, irradianceFragShader, irradianceProgram, captureFBO,
captureRBO;
GLint aPos_location, env_map;
glGenVertexArrays(1, &irradianceVAO);
glBindVertexArray(irradianceVAO);
glGenBuffers(1, &irradianceVBO);
glBindBuffer(GL_ARRAY_BUFFER, irradianceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glGenFramebuffers(1, &captureFBO);
glGenRenderbuffers(1, &captureRBO);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 320, 320);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
checkGLerror();
glGenTextures(1, &irradianceMap);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, irradianceMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 320, 320, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, envMapId);
checkGLerror();
irradianceVertShader = createShaderFromSource(GL_VERTEX_SHADER, "shaders/irradiance_vert.glsl");
irradianceFragShader = createShaderFromSource(GL_FRAGMENT_SHADER, "shaders/irradiance_frag.glsl");
irradianceProgram = glCreateProgram();
glAttachShader(irradianceProgram, irradianceVertShader);
glAttachShader(irradianceProgram, irradianceFragShader);
printShaderLog(irradianceVertShader);
printShaderLog(irradianceFragShader);
glLinkProgram(irradianceProgram);
glUseProgram(irradianceProgram);
checkGLerror();
env_map = glGetUniformLocation(irradianceProgram, "environmentMap");
aPos_location = glGetAttribLocation(irradianceProgram, "aPos");
glEnableVertexAttribArray(aPos_location);
checkGLerror();
glVertexAttribPointer(aPos_location, 3, GL_FLOAT, GL_FALSE, 0, (void *) 0);
glUniform1i(env_map, 0);
checkGLerror();
glViewport(0, 0, 320, 320);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, irradianceMap, 0);
checkGLerror();
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
checkGLerror();
// This is the culprit
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, quad_indices);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
checkGLerror();
// glDisableVertexAttribArray(aPos_location);
glDeleteShader(irradianceVertShader);
glDeleteShader(irradianceFragShader);
glDeleteProgram(irradianceProgram);
glDeleteFramebuffers(1, &captureFBO);
glDeleteRenderbuffers(1, &captureRBO);
glDeleteBuffers(1, &irradianceVBO);
glDeleteVertexArrays(1, &irradianceVAO);
checkGLerror();
std::cerr << "... done " << std::endl;
return irradianceMap;
}
You can safely replace checkGLerror() by std::cerr << glCheckError() << std::endl. As I said before, there is no OpenGL error whatsoever, all the shaders compile fine, and this only breaks on computers equipped with an Nvidia GeForce GTX 1060.
The rest of the code is mostly setting up VAOs, VBOs and the like, and the render loop is as follows :
while (!glfwWindowShouldClose(window))
{
glfwGetFramebufferSize(window, &display_w, &display_h);
float newRatio = (float)display_w / display_h;
if(ratio != newRatio)
{
ratio = newRatio;
setAspectRatio(p, ratio);
invP = p.inverse();
glViewport(0, 0, display_w, display_h);
}
ImGui_ImplGlfwGL3_NewFrame();
// Rendering + OpenGL rendering
// Draw the skybox, then the model
ImGui::Begin("Physical parameters", NULL, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::SliderFloat("Dielectric specularity", &ds, 0.f, 1.f, "%.3f");
ImGui::SliderFloat("Light intensity", &l0, 0.f, 10.f, "%.2f");
ImGui::Checkbox("Use irradiance map as skybox", &skyOrIrradiance);
ImGui::Checkbox("Debug draw irradiance map", &debugDraw);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skyOrIrradiance ? irradianceTexture : skybox_texture);
ImGui::End();
Matrix4f v = camera->getMatrix(), invV = v.inverse();
// glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vertex_array_objs[0]);
glUseProgram(skybox_program);
glUniformMatrix4fv(skybox_v_location, 1, GL_FALSE, (const GLfloat *) invV.data());
glUniformMatrix4fv(skybox_p_location, 1, GL_FALSE, (const GLfloat *) invP.data());
glDisable(GL_DEPTH_TEST);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, quad_indices);
glBindVertexArray(vertex_array_objs[1]);
glUseProgram(program);
glUniformMatrix4fv(mv_location, 1, GL_FALSE, (const GLfloat *) v.data());
glUniformMatrix4fv(p_location, 1, GL_FALSE, (const GLfloat *)p.data());
glUniform1f(uDS_location, ds);
glUniform1f(L0_location, l0);
glActiveTexture(GL_TEXTURE0 + model.activeTexturesCount());
glBindTexture(GL_TEXTURE_2D, irradianceTexture);
glUniform1i(irradiance_location, model.activeTexturesCount());
glEnable(GL_DEPTH_TEST);
model.render();
if(debugDraw)
{
displayTexture(irradianceTexture);
displayTexture(skybox_texture, 0.f, -1.f);
}
camera->drawControls();
// Draw basic interface
basicInterface();
ImGui::Render();
ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
camera->update(window);
}
model.render() is as follows :
void GltfModel::render() const
{
for(unsigned int i = 0; i < _activeTextures.size(); i++)
{
if(_textureLocations[i] > -1)
{
int j = _activeTextures[i];
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, _textureIds[j]);
glUniform1i(_textureLocations[i], i);
}
}
glBindBuffer(GL_ARRAY_BUFFER, _buffers[ARRAY_BUFFER]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffers[ELEMENT_ARRAY_BUFFER]);
glDrawElements(_drawingMode, _indicesCount, _indicesType, NULL);
}
Thanks by advance for your time !
EDIT : putting a glClear(GL_COLOR_BUFFER_BIT) call right before glfwSwapBuffers(window) still displays a white screen with the culprit line uncommented even though the clear color has been set to light blue. Commenting the culprit line indeed displays a light blue screen, so this makes me think it's a framebuffer issue, but I can't say for sure.

Framebuffer cutting out section of models when moved

I am having an issue with implementing a frame buffer for post processing. So far I can draw everything to a textured quad and a apply a shader to change the screen, so in that respect it works.
My issue is when I move my models or camera, the model start to render incorrectly and parts of them get "cut off". See the following screen shots as it is hard to explain.
To avoid putting pages and pages of code, all the rendering works fine without the Frame Buffer and every looks fine if I don't move the camera or models.
I set up the frame buffer like this.
//Set up FBO
glGenFramebuffers(1, &m_FrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_FrameBuffer);
glActiveTexture(GL_TEXTURE2);
glGenTextures(1, &m_TexColorBuffer);
glBindTexture(GL_TEXTURE_2D, m_TexColorBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, 1280, 720, 0, GL_RGB, GL_UNSIGNED_BYTE, 0
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TexColorBuffer, 0
);
glGenRenderbuffers(1, &m_RBODepthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, m_RBODepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1280, 720);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RBODepthStencil
);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_TexColorBuffer, 0);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Frame Buffer: Contructor: Issue completing frame buffer" << std::endl;
//Set Up Shader
m_ScreenShader = new Shader("../Assets/Shaders/screen.vert", "../Assets/Shaders/screen.frag");
//Setup Quad VAO
glGenBuffers(1, &m_QuadVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_QuadVBO);
glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), points, GL_STATIC_DRAW);
glGenVertexArrays(1, &m_QuadVAO);
glBindVertexArray(m_QuadVAO);
//glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_QuadVBO);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
GLint posAttrib = glGetAttribLocation(m_ScreenShader->getID(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
GLint texAttrib = glGetAttribLocation(m_ScreenShader->getID(), "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
I then Bind it prior to drawing the scene (skybox and models) and then draw it like this.
Unbind();
glBindVertexArray(m_QuadVAO);
glDisable(GL_DEPTH_TEST);
m_ScreenShader->enable();
m_ScreenShader->setUniform1f("time", glfwGetTime());
GLint baseImageLoc = glGetUniformLocation(m_ScreenShader->getID(), "texFramebuffer");
glUniform1i(baseImageLoc, 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_TexColorBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
Any help is appreciated!
When rendering into a framebuffer that has a depth buffer and the depth test is enabled, then the depth buffer must be cleared. The depth buffer must be cleared after binding the framebuffer and before drawing to the framebuffer:
gllBindFramebuffer( GL_FRAMEBUFFER, m_FrameBuffer );
glClear( GL_DEPTH_BUFFER_BIT );
Note, if you do not clear the deep buffer, it retains its content. This causes that the depth test may fail at positions, where the geometry has been in the past. It follows that parts are missing in the geometry, as in the image in the question.

OpenGL offscreen rendering and reading the pixel values with a HIDDEN window using glfw

I need to render a 3d model into many views and the image size is much larger than screen resolution, so I can not open a so large window and I do not need to open a window to see the rendering result, too. I only want to render the 3d model into many images with different viewpoints.
I find this tutorial, http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/, and I try to use glGetTexImage and glReadPixels to read pixel values from fbo.
The problem is if the window is not hidden, it is OK. If I set the window hidden using
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
I can only read the background color from fbo using glGetTexImage or glReadPixels. And the model drawed using glDrawElements disappears.
Could anyone help me or show me an example? Thanks!
This my code of reading fbo: (It work well if the window is not hidden, the remaining part of my code is same as http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/)
Here is my code is:
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
// Open a window and create its OpenGL context
int windowWidth = 4000;
int windowHeight = 3000;
window = glfwCreateWindow(windowWidth, windowHeight, "Tutorial 14 - Render To Texture", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the mouse at the center of the screen
glfwPollEvents();
glfwSetCursorPos(window, windowWidth / 2, windowHeight / 2);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("StandardShadingRTT.vertexshader", "StandardShadingRTT.fragmentshader");
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
// Load the texture
GLuint Texture = loadDDS("uvmap.DDS");
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
// Read our .obj file
std::vector<glm::vec3> vertices;
std::vector<glm::vec2> uvs;
std::vector<glm::vec3> normals;
bool res = loadOBJ("suzanne.obj", vertices, uvs, normals);
std::vector<unsigned short> indices;
std::vector<glm::vec3> indexed_vertices;
std::vector<glm::vec2> indexed_uvs;
std::vector<glm::vec3> indexed_normals;
indexVBO(vertices, uvs, normals, indices, indexed_vertices, indexed_uvs, indexed_normals);
// Load it into a VBO
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
GLuint normalbuffer;
glGenBuffers(1, &normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
// Generate a buffer for the indices as well
GLuint elementbuffer;
glGenBuffers(1, &elementbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
// Get a handle for our "LightPosition" uniform
glUseProgram(programID);
GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
// ---------------------------------------------
// Render to Texture - specific code begins here
// ---------------------------------------------
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
// The texture we're going to render to
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
// "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" means "empty" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, windowWidth, windowHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// Poor filtering
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)
return false;
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glViewport(0, 0, windowWidth, windowHeight); // Render on the whole framebuffer, complete from the lower left corner to the upper right
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Compute the MVP matrix from keyboard and mouse input
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
glm::vec3 lightPos = glm::vec3(4, 4, 4);
glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 3rd attribute buffer : normals
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(
2, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
// Draw the triangles !
glDrawElements(
GL_TRIANGLES, // mode
indices.size(), // count
GL_UNSIGNED_SHORT, // type
(void*)0 // element array buffer offset
);
unsigned char *image = new unsigned char[windowWidth * windowHeight * 3];
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, windowWidth, windowHeight, GL_RGB, GL_UNSIGNED_BYTE, image);
cv::Mat img;
img = cv::Mat::zeros(windowHeight, windowWidth, CV_8UC3);
for (int i = 0; i < windowHeight; i ++) {
for (int j = 0; j < windowWidth; j ++) {
int index = (i * windowWidth + j) * 3;
cv::Vec3b px;
px.val[0] = image[index + 0];
px.val[1] = image[index + 1];
px.val[2] = image[index + 2];
img.at<cv::Vec3b>(i, j) = px;
}
}
cv::imwrite("test.png", img);
It works very well when the window is visible
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
but if I set it to be GL_TRUE, I can not get the results any more!
Could any one help me?
Thanks very much!
Have you checked this example? It uses Frame Buffer
https://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
Code below (in case the link gets broken on the future):
//RGBA8 2D texture, 24 bit depth texture, 256x256
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_2D, color_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//-------------------------
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
//Attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0);
//-------------------------
glGenRenderbuffersEXT(1, &depth_rb);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
cout<<"good";
default:
HANDLE_THE_ERROR;
}
//-------------------------
//and now you can render to GL_TEXTURE_2D
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//-------------------------
glViewport(0, 0, 256, 256);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 256.0, 0.0, 256.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//-------------------------
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
//-------------------------
//**************************
//RenderATriangle, {0.0, 0.0}, {256.0, 0.0}, {256.0, 256.0}
//Read http://www.opengl.org/wiki/VBO_-_just_examples
RenderATriangle();
//-------------------------
GLubyte pixels[4*4*4];
glReadPixels(0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
//pixels 0, 1, 2 should be white
//pixel 4 should be black
//----------------
//Bind 0, which means render to back buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Code cleanup:
//Delete resources
glDeleteTextures(1, &color_tex);
glDeleteRenderbuffersEXT(1, &depth_rb);
//Bind 0, which means render to back buffer, as a result, fb is unbound
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &fb);

OpenGL Frambuffers, Rendering to Depth Texture

The problem:
The code is supposed to render the scene and write the results into a depth texture. When I check the contents of the texture after the render, it contains all 0 values.
What I have tried:
I have tried outputting to the screen instead of the texture and it draws the scene as expected, so the vertex and matrix values are being read correctly. I have tried multiple tutorials an they all basically say to bind a framebuffer to a texture, which is exactly what I do. I believe the trouble is probably some sort of versioning issue or something I overlooked like a parameter or something. I've been at it for a few hours and I can't quite spot it. Hopefully someone can.
Details:
OpenGL 3.1
GLSL 140
Note: The purpose of this is to allow shadow mapping to work. So there are 2 sets of shaders and draw functions. One to draw to the depth buffer and the other to draw the objects.
Code:
Shader initialization code:
void Engine::loadMObject()
{
glGenFramebuffers(1, &MObject::fbo);
glGenTextures(1, &MObject::shadowMap);
glBindFramebuffer(GL_FRAMEBUFFER, MObject::fbo);
glBindTexture(GL_TEXTURE_2D, MObject::shadowMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowWidth, windowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, MObject::shadowMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assi(status == GL_FRAMEBUFFER_COMPLETE, "FBO error!");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
MObject::shadowProgram = Shader::compile((char*)MObject::shadowVertexShaderFile, (char*)MObject::shadowFramentShaderFile);
MObject::shadowPositionLoc = glGetAttribLocation(MObject::shadowProgram, "position");
MObject::shadowModelProjectionMatrixLoc = glGetUniformLocation(MObject::shadowProgram, "modelProjectionMatrix");
MObject::objectProgram = Shader::compile((char*)MObject::objectVertexShaderFile, (char*)MObject::objectFragmentShaderFile);
MObject::objectPositionLoc = glGetAttribLocation(MObject::objectProgram, "position");
MObject::objectTexCoordLoc = glGetAttribLocation(MObject::objectProgram, "texCoord");
MObject::objectNormalLoc = glGetAttribLocation(MObject::objectProgram, "normal");
MObject::objectWorldMatrixLoc = glGetUniformLocation(MObject::objectProgram, "worldMatrix");
MObject::objectViewMatrixLoc = glGetUniformLocation(MObject::objectProgram, "viewMatrix");
MObject::objectProjectionMatrixLoc = glGetUniformLocation(MObject::objectProgram, "projectionMatrix");
MObject::objectTextureLoc = glGetUniformLocation(MObject::objectProgram, "texture");
MObject::objectDepthModelProjectionMatrixLoc = glGetUniformLocation(MObject::objectProgram, "depthModelProjectionMatrix");
}
Object initialization code
void Engine::load(MObject* object)
{
unload(object);
// |Physics|
object->mesh = memoryManager.alloc<btTriangleIndexVertexArray>(
object->elements.length()/3,
(int*)&object->elements[0],
3*sizeof(GLuint),
object->attributes.length(),
(btScalar*)&object->attributes[0],
sizeof(MObject::Attribute));
btCollisionShape* shape;
btScalar mass = 0;
btVector3 inertia(0, 0, 0);
if(object->dynamic)
{
shape = memoryManager.alloc<btGImpactMeshShape>(object->mesh);
((btGImpactMeshShape*)shape)->updateBound();
mass = 1;
shape->calculateLocalInertia(mass, inertia);
}else{
shape = memoryManager.alloc<btBvhTriangleMeshShape>(object->mesh, true);
}
object->rigidBody = (btRigidBody*)memoryManager.galloc(sizeof(btRigidBody), memoryManager.alignment<btRigidBody>());
new (object->rigidBody) btRigidBody(mass, object, shape, inertia); // 16-byte aligned param work around...
physicsWorld->addRigidBody(object->rigidBody);
// |Graphics|
// Vertex array object
glGenVertexArrays(1, &object->objectvao);
glBindVertexArray(object->objectvao);
// Vertex buffer object
glGenBuffers(1, &object->vbo);
glBindBuffer(GL_ARRAY_BUFFER, object->vbo);
glBufferData(GL_ARRAY_BUFFER, object->attributes.length()*sizeof(MObject::Attribute), object->attributes.data, GL_STATIC_DRAW);
// Vertex attributes
glEnableVertexAttribArray(object->objectPositionLoc);
glVertexAttribPointer(object->objectPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MObject::Attribute), (void*)0);
glEnableVertexAttribArray(object->objectTexCoordLoc);
glVertexAttribPointer(object->objectTexCoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(MObject::Attribute), (void*)offsetof(class MObject::Attribute, texCoord));
glEnableVertexAttribArray(object->objectNormalLoc);
glVertexAttribPointer(object->objectNormalLoc, 3, GL_SHORT, GL_TRUE, sizeof(MObject::Attribute), (void*)offsetof(class MObject::Attribute, normal));
// Element buffer object
object->eboNumElements = object->elements.length();
glGenBuffers(1, &object->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, object->elements.length()*sizeof(GLuint), object->elements.data, GL_STATIC_DRAW);
glBindVertexArray(0);
// Shadow vao
glGenVertexArrays(1, &object->shadowvao);
glBindVertexArray(object->shadowvao);
glBindBuffer(GL_ARRAY_BUFFER, object->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->ebo);
glEnableVertexAttribArray(object->shadowPositionLoc);
glVertexAttribPointer(object->shadowPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MObject::Attribute), (void*)0);
glBindVertexArray(0);
mObjectList.pushBack(object);
}
Draw code:
/* START - SECTION OF MAIN UPDATE LOOP */
// |Draw update|
// Shadow Pass
// testing...
if(isKeyDown(SDL_SCANCODE_0)){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(MObject::shadowProgram);
glBindFramebuffer(GL_FRAMEBUFFER, MObject::fbo);
glBindTexture(GL_TEXTURE_2D, MObject::shadowMap);
for(U32 i=0;i<mObjectList.length();++i)
{
drawShadow(mObjectList[i]);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, MObject::shadowMap);
GLfloat* pixels = new GLfloat[windowWidth*windowHeight];
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);
for(U32 i=0;i<windowHeight*windowHeight;++i)
{
if(pixels[i] != 0.0f)
printd("I GOT IT!");
}
delete[] pixels;
}else{
// Object Pass
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(MObject::objectProgram);
for(U32 i=0;i<mObjectList.length();++i)
{
drawObject(mObjectList[i]);
}
}
// Swapping buffers
SDL_GL_SwapWindow(mainWindow);
/* END - SECTION OF MAIN UPDATE LOOP*/
void Engine::drawObject(MObject* object)
{
TransformMatrix matrix;
getOrthographicMatrix(matrix, -10, 10, 10, -10, -10, 20);
glBindVertexArray(object->objectvao);
glUniformMatrix4fv(MObject::objectWorldMatrixLoc, 1, GL_FALSE, (GLfloat*)&object->worldMatrix);
glUniformMatrix4fv(MObject::objectViewMatrixLoc, 1, GL_FALSE, (GLfloat*)&getViewMatrix());
glUniformMatrix4fv(MObject::objectProjectionMatrixLoc, 1, GL_FALSE, (GLfloat*)&getProjectionMatrix());
glUniformMatrix4fv(MObject::objectDepthModelProjectionMatrixLoc, 1, GL_FALSE, (GLfloat*)&getProjectionMatrix());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, object->tbo);
glUniform1i(MObject::objectTextureLoc, 0);
glDrawElements(GL_TRIANGLES, object->eboNumElements, GL_UNSIGNED_INT, 0);
}
void Engine::drawShadow(MObject* object)
{
TransformMatrix matrix;
//getOrthographicMatrix(matrix, -10, 10, 10, -10, -10, 20);
matrix = getProjectionMatrix() * getViewMatrix() * object->worldMatrix;
glBindVertexArray(object->shadowvao);
glUniformMatrix4fv(MObject::shadowModelProjectionMatrixLoc, 1, GL_FALSE, (GLfloat*)&matrix);
glDrawElements(GL_TRIANGLES, object->eboNumElements, GL_UNSIGNED_INT, 0);
}
Vertex Shader:
#version 140
in vec3 position;
uniform mat4 modelProjectionMatrix;
void main(){
gl_Position = modelProjectionMatrix * vec4(position, 1.0f);
}
Fragment Shader:
#version 140
out float fragmentdepth;
void main(){
fragmentdepth = gl_FragCoord.z;
}
/*
out vec4 color;
void main(){
color = vec4(clamp(gl_FragCoord.z, 0.0f, 1.0f), 0.0f, 0.0f, 1.0f);
}*/
I figured it out. Apparently if you rearrange the opengl calls a little bit it works. I believe what I did was put glBindFramebuffer before glUseProgram and it worked.

I'm rendering to texture,but renderbuffer is black

I'm trying to render to texture.Using opengl-es 2.0.I wanna make Black and white postprocessing.But all I see, is black texture.On scene I have lightsources, and two spheres.But when I'm trying to render my texture that attached to framebuffer, I see black square.
this->frameBuffersCount = 3;
this->frameBuffers = new int[frameBuffersCount];
glGenFramebuffers(frameBuffersCount, (GLuint*)this->frameBuffers);
this->texturesCount = this->frameBuffersCount * 2;
this->bufferTextures = new int[this->texturesCount];
glGenTextures(this->texturesCount, (GLuint*)this->bufferTextures);
for(int i = 0; i < this->texturesCount / 2; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D,0);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i + 1]);
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT, screenWidth, screenHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D,0);
}
for(int i = 0; i < this->frameBuffersCount; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
this->bufferTextures[2*i],
0);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
this->bufferTextures[2*i + 1],
0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
this->ordinaryQuad = new ModelVertex[4];
this->ordinaryQuad[0].UV = Vector2(0.0,0.0);
this->ordinaryQuad[0].position = Vector3(-1, -1, 0.0);
this->ordinaryQuad[1].UV = Vector2(0.0,1.0);
this->ordinaryQuad[1].position = Vector3(-1.0, 1.0, 0.0);
this->ordinaryQuad[2].UV = Vector2(1.0,1.0);
this->ordinaryQuad[2].position = Vector3(1.0, 1.0, 0.0);
this->ordinaryQuad[3].UV = Vector2(1.0,0.0);
this->ordinaryQuad[3].position = Vector3(1.0, -1.0, 0.0);
This is rendering code.
void EffectManager::applyBnW()
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[0]);
auto res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(res == GL_FRAMEBUFFER_COMPLETE)
{
SceneManager::GetInstance().DrawScene();
glDisable(GL_DEPTH_TEST);
unsigned short indices[6] = {0,2,1,2,0,3};
Shaders shaders;
shaders.Init("../Resources/Shaders/BlackAndWhiteVS.vs", "../Resources/Shaders/BlackAndWhiteFS.fs", 0);
glUseProgram(shaders.program);
unsigned int hVBuff,hInBuff;
glGenBuffers(1, &hVBuff);
glGenBuffers(1, &hInBuff);
glBindBuffer(GL_ARRAY_BUFFER, hVBuff);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(SEngine::ModelVertex), this->ordinaryQuad, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hInBuff);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned short), indices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[0]);
glGenerateMipmap(GL_TEXTURE_2D);
if(shaders.positionAttribute != -1)
{
glEnableVertexAttribArray(shaders.positionAttribute);
glVertexAttribPointer(shaders.positionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), 0);
}
if(shaders.UVAttribute != -1)
{
glEnableVertexAttribArray(shaders.UVAttribute);
glVertexAttribPointer(shaders.UVAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), (void*)(sizeof(Vector3)));
}
if(shaders.samplerUniform != -1)
{
glUniform1i(shaders.samplerUniform, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
//glDrawArrays(GL_TRIANGLES,0,4);
}
What is wrong?
Not a clear answer can be given since there is not enough information/code provided in your question.
Did you clear the depth buffer ?
When you generated the color in the fragment shader for the rendered objects, did you correctly calculate the White color?
One way I do in these situations to help me debug the issue is to remove potential error areas.
Clear the framebuffer to Red color and Alpha channel = 1.0
Clear depth buffer
Hard code gl_FragColor to vec4(1,1,1,1)
By doing this you can see if the output is all red? Then the issue is with the object rendering, such as transformation, clipping, depth rejection or other reason.
If you can see the objects with White color? Then you know it's the issue with your fragment shader
I would also recommend you to remove the line
glGenerateMipmap(GL_TEXTURE_2D);
As from what I can see in your code, it does not add any extra. If not this is the root-cause to your error.
Generating mipmaps on the texture that still being used and attached to a framebuffer object is not very effecient, especially if the driver internally would have to reallocate the memory for being able to store the new mipmap levels.
Solved.It was problems with index buffer and I forget to disable depth_test.