When using cubemaps I'm getting inconsistent results in my shaders as opposed to my program.
For testing purposes I wrote a test-program that simply creates a depth cubemap texture and writes '1' to all sides of it:
unsigned int frameBuffer;
glGenFramebuffers(1,&frameBuffer);
unsigned int texture;
glGenTextures(1,&texture);
glBindFramebuffer(GL_FRAMEBUFFER,frameBuffer);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_DEPTH_TEXTURE_MODE,GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_COMPARE_FUNC,GL_LEQUAL);
glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
unsigned int width = 512;
unsigned int height = 512;
for(unsigned int i=0;i<6;i++)
{
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X +i,
0,
GL_DEPTH_COMPONENT16,
width,height,
0,GL_DEPTH_COMPONENT,
GL_FLOAT,
0
);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_CUBE_MAP_POSITIVE_X +i,texture,0);
}
unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
return;
float *data = new float[width *height];
for(unsigned long long i=0;i<(width *height);i++)
data[i] = 1.f;
for(unsigned int i=0;i<6;i++)
{
glTexSubImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X +i,
0,
0,
0,
width,height,
GL_DEPTH_COMPONENT,
GL_FLOAT,
&data[0]
);
}
delete[] data;
// Check to see if data has been written correctly
data = new float[width *height];
for(unsigned int i=0;i<6;i++)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_CUBE_MAP_POSITIVE_X +i,texture,0);
glReadPixels(0,0,width,height,GL_DEPTH_COMPONENT,GL_FLOAT,&data[0]);
for(unsigned long long j=0;j<(width *height);j++)
{
if(data[j] != 1.f)
return;
}
}
delete[] data;
// Check end
Rendering:
float screenVerts[18] = {
-1.f,-1.f,0.f,
1.f,-1.f,0.f,
-1.f,1.f,0.f,
-1.f,1.f,0.f,
1.f,-1.f,0.f,
1.f,1.f,0.f
};
unsigned int vertexBuffer;
glGenBuffers(1,&vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(float) *18,&screenVerts[0],GL_STATIC_DRAW);
glUseProgram(shader);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glDrawArrays(GL_TRIANGLES,0,6);
glDisableVertexAttribArray(0);
Vertex Shader:
#version 330 core
layout(location = 0) in vec3 vertPos;
out vec2 UV;
void main()
{
gl_Position = vec4(vertPos,1);
UV = (vertPos.xy +vec2(1,1)) /2.0;
}
Fragment Shader:
#version 330 core
in vec2 UV;
out vec3 color;
uniform samplerCubeShadow testShadow;
void main()
{
color.r = texture(testShadow,vec4(0,0,1,1));
// Just grab the value from a random direction and put it out as red color
}
(I've ported the C++ code from another language, so if you find some syntax errors in there, don't mind those, they're not in the actual code)
glGetError() does not return any errors.
ReadPixels proves that the writing process worked, however the result is a black screen. That means that the texture-call inside the shader returns 0, which should be impossible regardless of what I use as the direction vector.
What am I missing?
You consistently have the arguments for the glBind*() calls reversed. They all take a target as the first argument, and the object id (aka name) as the second argument. Instead of this:
glBindFramebuffer(frameBuffer,GL_FRAMEBUFFER);
glBindTexture(texture,GL_TEXTURE_CUBE_MAP);
glBindBuffer(vertexBuffer,GL_ARRAY_BUFFER);
It should be this:
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
There are multiple instances of some of these in the code, so make sure that you catch them all.
Other than that, if this is the complete code, you're not rendering to the screen. You have an FBO without color attachment bound, so the output goes nowhere. If you want to render to the screen, you'll need to unbind the FBO:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
You're also leaving the g and b components of the fragment output undefined, since you only write to r.
Related
I generate a PointCloud in my program, and now, I want to be able to click on a point in this point cloud rendered to my screen using OpenGL.
In order to do so, I used the trick of giving to each pixel in an offscreen render a colour based on its index in the VBO. I use the same camera for my offscreen render and my onscreen render so they move together, and when I click, I get values of my offscreen render to retrieve the position in the VBO to get the point I clicked on. This is the theory since when I click, I have only (0,0,0). I believe that means my FBO is not well renderer but I'm not sure whether it is that or if the problem comes from somewhere else...
So here are the steps. clicFBO is the FBO I'm using for offscreen render, and clicTextureColorBuf is the texture in which I write in the FBO
glGenFramebuffers(1, &clicFBO);
glBindFramebuffer(GL_FRAMEBUFFER, clicFBO);
glGenTextures(1, &clicTextureColorBuf);
glBindTexture(GL_TEXTURE_2D, clicTextureColorBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clicTextureColorBuf, 0);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
After that, I wrote a shader that gives to each point the color of its index in the VBO...
std::vector<cv::Point3f> reconstruction3D; //Will contain the position of my points
std::vector<float> indicesPointsVBO; //Will contain the indexes of each point
for (int i = 0; i < pts3d.size(); ++i) {
reconstruction3D.push_back(pts3d[i].pt3d);
colors3D.push_back(pt_tmp);
indicesPointsVBO.push_back(((float)i / (float)pts3d.size() ));
}
GLuint clicVAO, clicVBO[2];
glGenVertexArrays(1, &clicVAO);
glGenBuffers(2, &clicVBO[0]);
glBindVertexArray(clicVAO);
glBindBuffer(GL_ARRAY_BUFFER, clicVBO[0]);
glBufferData(GL_ARRAY_BUFFER, reconstruction3D.size() * sizeof(cv::Point3f), &reconstruction3D[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glEnable(GL_PROGRAM_POINT_SIZE);
glBindBuffer(GL_ARRAY_BUFFER, clicVBO[1]);
glBufferData(GL_ARRAY_BUFFER, indicesPointsVBO.size() * sizeof(float), &indicesPointsVBO[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
and the vertex shader:
layout (location = 0) in vec3 pos;
layout (location = 1) in float col;
out float Col;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform int pointSize;
void main()
{
gl_PointSize = pointSize;
gl_Position = projection * view * model * vec4(pos, 1.0);
Col = col;
}
And the Fragment:
#version 330 core
layout(location = 0) out vec4 FragColor;
in float Col;
void main()
{
FragColor = vec4(Col, Col, Col ,1.0);
}
And this is how I render this texture:
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 100.0f);
glBindFramebuffer(GL_FRAMEBUFFER, clicFBO);
clicShader.use();
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
clicShader.setMat4("projection", projection);
clicShader.setMat4("view", view);
model = glm::mat4();
clicShader.setMat4("model", model);
clicShader.setInt("pointSize", pointSize);
glBindVertexArray(clicVAO);
glDrawArrays(GL_POINTS, 0, (GLsizei)reconstruction3D.size());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
And then, when I click, I Use this piece of Code:
glBindFramebuffer(GL_FRAMEBUFFER, clicFBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
int width = 11, height = 11;
std::array<GLfloat, 363> arry{ 1 };
glReadPixels(Xpos - 5, Ypos - 5, width, height, GL_RGB, GL_UNSIGNED_BYTE, &arry);
for (int i = 0; i < 363; i+=3) { // It's 3 time the same number anyways for each number
std::cout << arry[i] << " "; // It gives me only 0's
}
std::cout << std::endl << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, clicFBO);
I know the error might be really stupid but I still have some problems with how OpenGL works.
I put what I thought was necessary to understand the problem (without extending too much), but if you need more code, I can write it too.
I know this is not a question in which you can say Yes or No and it's more like debugging my program, but since I really don't find from where the problem comes from, I'm looking toward someone who can explain to me what I did wrong. I do not necessarily seek the solution itself, but clues that could help me understand where my error is ...
Using a framebuffer object FBO to store a "object identifier" is a cool method. But also want to see the objects, right? Then you must render also to the default frame buffer (let me call it "defFB", which is not a FBO).
Because you need to render to two different targets, you need one of these techniques:
Draw objects twice (e.g. with two glDrawArrays calls), one to the FBO and a second one to the defFB.
Draw to two FBO's images at once and later blit one of then (with colors) to the defFB.
For the first technique you may use a texture attached to a FBO (as you currently do). Or you can use a "Renderbuffer" and draw to it.
The second approach needs a second "out" in the fragment shader:
layout(location = 0) out vec3 color; //GL_COLOR_ATTACHMENT0
layout(location = 1) out vec3 objID; //GL_COLOR_ATTACHMENT1
and setting the two attachments with glDrawBuffers.
For the blit part, read this answer.
Note that both "out" have the same format, vec3 in this example.
A fail in your code is that you set a RGB texture format and also use this format at glReadPixels, but your "out" in the FS is vec4 instead of vec3.
More concerns are:
Check the completeness with glCheckFramebufferStatus
Using a "depth attachment" to the FBO may be needed, even it will not be used for reading.
Disabling the depth test will put all elements if the frame. Your point-picking will select the last drawn, not the nearest.
I found the problem.
There were 2 failures in my code :
The first one is that in OpenGL, there is an Y inversion between the image and the framebuffer. So in order to pick the good point, you have to flip Y using the size of the viewport : I did it like this :
GLint m_viewport[4];
glGetIntegerv(GL_VIEWPORT, m_viewport);
int YposTMP = m_viewport[3] - Ypos - 1;
The second one is the use of
glReadPixels(Xpos - 2, Ypos - 2, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);, the 6th parameter must be GL_FLOAT since the datas i'm returning are float.
Thanks all!
Best regards,
R.S
I wrote a simple test case to get the height of an image within a compute shader and write it to an SSBO. I've used the SSBO code before, and I know that part works fine. I used apitrace to inspect the state during the glDispatchCompute call, and I can see both the original texture and the image bound to the correct image unit. However, imageSize always returns zero (the output is all zeros, with the exception of some leftover -1s at the end because the division with the workgroup size rounds down). No OpenGL errors are thrown.
I based this test case on one of my earlier questions which included code to bind an SSBO to a compute shader (I use it here to get debug output from the compute shader).
class ComputeShaderWindow : public QOpenGLWindow {
public:
void initializeGL() {
// Create the opengl functions object
gl = context()->versionFunctions<QOpenGLFunctions_4_3_Core>();
m_compute_program = new QOpenGLShaderProgram(this);
auto compute_shader_s = fs::readFile(
"test_assets/example_compute_shader.comp");
QImage img("test_assets/input/out.png");
// Adds the compute shader, then links and binds it
m_compute_program->addShaderFromSourceCode(QOpenGLShader::Compute,
compute_shader_s);
m_compute_program->link();
m_compute_program->bind();
GLuint frame;
// Create the texture
gl->glGenTextures(1, &frame);
// Bind the texture
gl->glBindTexture(GL_TEXTURE_2D, frame);
// Fill the texture with the image
gl->glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB8,
img.width(),
img.height(),
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
img.bits());
GLuint image_unit = 1;
// Get the location of the image uniform
GLuint uniform_location = gl->glGetUniformLocation(
m_compute_program->programId(),
"video_frame");
// Set location to 0 (a unique value that we choose)
gl->glUniform1i(uniform_location, image_unit);
// Bind layer of texture to image unit
gl->glBindImageTexture(image_unit,
frame,
0,
GL_FALSE,
0,
GL_READ_ONLY,
GL_RGBA8UI);
// We should only need the bit for shader image access,
// but for the purpose of this example, I set all the bits
// just to be safe
gl->glMemoryBarrier(GL_ALL_BARRIER_BITS);
// SSBO stuff to get output from the shader
GLfloat* default_values = new GLfloat[NUM_INVOCATIONS];
std::fill(default_values, default_values + NUM_INVOCATIONS, -1.0);
GLuint ssbo;
gl->glGenBuffers(1, &ssbo);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
gl->glBufferData(GL_SHADER_STORAGE_BUFFER,
NUM_INVOCATIONS * sizeof(float),
&default_values[0],
GL_STATIC_DRAW);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
gl->glDispatchCompute(NUM_INVOCATIONS / WORKGROUP_SIZE, 1, 1);
gl->glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
// Now read from the buffer so that we can check its values
GLfloat* read_data = (GLfloat*) gl->glMapBuffer(GL_SHADER_STORAGE_BUFFER,
GL_READ_ONLY);
std::vector<GLfloat> buffer_data(NUM_INVOCATIONS);
// Read from buffer
for (int i = 0; i < NUM_INVOCATIONS; i++) {
DEBUG(read_data[i]);
}
DEBUG("Done!");
gl->glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
assert(gl->glGetError() == GL_NO_ERROR);
}
void resizeGL(int width, int height) {
}
void paintGL() {
}
void teardownGL() {
}
private:
QOpenGLFunctions_4_3_Core* gl;
QOpenGLShaderProgram* m_compute_program;
static constexpr int NUM_INVOCATIONS = 9000;
static constexpr int WORKGROUP_SIZE = 128;
};
As for the compute shader:
#version 430 core
layout(local_size_x = 128) in;
layout(rgba8ui, binding = 1) readonly uniform uimage2D video_frame;
layout(std430, binding = 0) writeonly buffer SSBO {
float data[];
};
void main() {
uint ident = int(gl_GlobalInvocationID);
uint num_workgroups = int(gl_WorkGroupID);
// Write the height of the image into the buffer
data[ident] = float(imageSize(video_frame).y);
}
Turns out I forgot the texture parameters:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
No clue why that breaks imageSize() calls though.
I have drawn a box. I added the basic class that deals vao and vbo.
class BasicObject_V2
{
public:
BasicObject_V2(GLuint typeOfPrimitives = 0){
this->typeOfPrimitives = typeOfPrimitives;
switch (this->typeOfPrimitives){
case GL_QUADS: numVertsPerPrimitive = 4; break;
}}
void allocateMemory(){
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertexAttributes), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 48, (const void*)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 48, (const void*)12);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 48, (const void*)24);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 48, (const void*)40);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
}
GLuint vboID;
GLuint vaoID;
GLuint typeOfPrimitives;
GLuint numVertsPerPrimitive;
int getNumberOfVertices(){
return vertices.size();
}
struct vertexAttributes{
glm::vec3 pos;
glm::vec3 normal;
glm::vec4 color;
glm::vec2 texCoord;
};
std::vector<vertexAttributes> vertices;
};
Here is the my Box-class.
class Box_V2 : public BasicObject_V2 {
public:
Box_V2(float width = 1, float height = 1, float length = 1) : BasicObject_V2(GL_QUADS) {
float wHalf = width / 2.0f;
float hHalf = height / 2.0f;
float lHalf = length / 2.0f;
vertexAttributes va;
glm::vec3 corners[8];
corners[0] = glm::vec3(-wHalf, -hHalf, lHalf);
corners[1] = (...)
glm::vec3 normals[6];
normals[0] = glm::vec3(0, 0, 1); // front
//(...)
// FRONT
va.pos = corners[0];
va.normal = normals[0];
va.texCoord = glm::vec2(0.0, 0.0);
vertices.push_back(va);
//...
allocateMemory();
}
};
Also I have set the texture for it (acoording to the opengl superbible example), but it does work at all.
static GLubyte checkImage[128][128][4];
void makeCheckImage(void)
{
int i, j, c;
for (i = 0; i<128; i++) {
for (j = 0; j<128; j++) {
c = ((((i & 0x8) == 0) ^ ((j & 0x8)) == 0)) * 255;
checkImage[i][j][0] = (GLubyte)c;
checkImage[i][j][1] = (GLubyte)c;
checkImage[i][j][2] = (GLubyte)c;
checkImage[i][j][3] = (GLubyte)255;
}}}
void init(){
glClearColor(0.7, 0.4, 0.6, 1);
//Create a Texture
makeCheckImage();
//Texure
glGenTextures(4, tex);
//glCreateTextures(GL_TEXTURE_2D, 4, tex);//4.5
glTextureStorage2D(tex[0], 0, GL_RGBA32F, 2, 2);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGBA, GL_FLOAT, checkImage);
//glTextureSubImage2D(tex[0], 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, checkImage);//4.5
//load the shader
programID = loadShaders("vertex.vsh", "fragment.fsh");
glUseProgram(programID);
//create a box
box_v2 = new Box_V2();
glBindTexture(GL_TEXTURE_2D, tex[0]);
}}
void drawing(BasicObject* object){
glBindVertexArray(object->vaoID);
glDrawArrays(object->typeOfPrimitives, 0, object->getNumberOfVertices() * object->numVertsPerPrimitive);
glBindVertexArray(0);
}
This is my shaders:
VS:
#version 450 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 color;
layout(location = 3) in vec2 texCoord;
uniform mat4 rotate;(...)
out vec4 v_normal;
out vec4 v_color;
out vec4 v_pos;
out vec2 v_texCoord;
void main(){
v_normal = rotate*vec4(normal,1);//*model;
v_color=color;
v_texCoord=texCoord;
gl_Position = rotate*scale*trans*vec4(pos.xyz, 1);
}
And FS:
#version 450 core
in vec4 v_color;
in vec2 v_texCoord;
uniform sampler2D ourTexture;
out vec4 outColor;
void main(){
//outColor=texelFetch(ourTexture, ivec2(gl_FragCoord.xy), 0); //4.5
outColor=texture(ourTexture,v_texCoord*vec2(3.0, 1.0));
}
Now it draws a black box without any texture on it. I'm new in OpenGL and I can't find where is the problem.
There are a lot of things wrong with your code. It looks like you tried to write it one way, then tried to write it another way, leading to some kind of Frankenstein's code where it's not really one way or the other.
glGenTextures(4, tex);
//glCreateTextures(GL_TEXTURE_2D, 4, tex);//4.5
glTextureStorage2D(tex[0], 0, GL_RGBA32F, 2, 2);
This is a perfect example. You use the non-DSA glGenTextures call, but you immediately turn around and use the DSA glTextureStorage2D call on it. You cannot do that. Why? Because tex[0] hasn't been created yet.
glGenTextures only allocates the name for the texture, not its state data. Only by binding the texture does it get contents. That's why DSA introduced the glCreate* functions; they allocate both the name and state for the object. This is also why glCreateTextures takes a target; that target is part of the texture object's state.
In short, the commented out call was correct all along. Looking at your code as written, the glTextureStorage2D call fails with an OpenGL error (FYI: turn on KHR_debug to see when errors happen).
So let's look at what your code would look like if we take out the failure parts:
glGenTextures(4, tex);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGBA, GL_FLOAT, checkImage);
There are two problems here. First, as BDL mentioned, your data is described incorrectly. You're passing GLubytes, but you told OpenGL you were passing GLfloats. Don't lie to OpenGL.
Second, there's the internal format. Because you used an unsized internal format (and because you're not in OpenGL ES land), the format your implementation chooses will be unsigned normalized. It won't be a 32-bit floating point format. If you want one of those, you must explicitly ask for it, with GL_RGBA32F.
Furthermore, because you allocated mutable storage for your texture (ie: because glTextureStorage2D failed), you now have a problem. You only allocated one mipmap level, but the default filtering mode will try to fetch from multiple mipmaps. And you never set the texture's mipmap range to only sample from the first. So your texture is not complete. An immutable storage texture would have made the mipmap range match what you allocated, but mutable storage textures aren't so nice.
You should always set your mipmap range when creating mutable storage textures:
glTexParameteri(GL_TEXTURE2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE2D, GL_TEXTURE_MAX_LEVEL, 0); //It's a closed range.
Lastly, you bind the texture to unit 0 for rendering (mostly by accident, since you never call glActiveTexture). But you never bother to inform your shader of this, by setting the ourTexture uniform value to 0.
There are several Problems with your code:
Data type doesn't match data
The data comes in an unsigned byte format (GLubyte checkImage[128][128][4]) with a size of of 4 bytes per pixel (1 byte per channel), but you tell OpenGL that it is in GL_FLOAT format, which would require 16 bytes per pixel (4 bytes per channel).
Data storage
See answer from 246Nt.
Mipmaps/Filters
Per default OpenGL has the minification filter set to GL_LINEAR_MIPMAP_LINEAR which requries the user to supply valid mipmaps for the texture. One can either change this filter to GL_LINEAR or GL_NEAREST which do not require mipmaps (see glTexParameteri), or generate mipmaps (glGenerateMipmaps).
I'm trying to do a compute pass where I render to a texture that will be used in a draw pass later on. My initial implementation was based on shader storage buffer objects and was working nicely. But I want to apply a computation method that is going to take advantage of the blend hardware of the GPU so I started porting the SSBO implementation to RTT one. Unfortunately the code has stopped working. Now when I read back the texture it is getting wrong values.
Here is my texture and frame buffer setup code:
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// Create render textures
glGenTextures(NUM_TEX_OUTPUTS, m_renderTexs);
m_texSize = square_approximation(m_numVertices);
cout << "Textures size: " << glm::to_string(m_texSize) << endl;
GLenum drawBuffers[NUM_TEX_OUTPUTS];
for (int i = 0 ; i < NUM_TEX_OUTPUTS; ++i)
{
glBindTexture(GL_TEXTURE_2D, m_renderTexs[i]);
// 1st 0: level, 2nd 0: no border, 3rd 0: no initial data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_texSize.x, m_texSize.y, 0, GL_RGBA, GL_FLOAT, 0);
// XXX: do we need this?
// Poor filtering. Needed !
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);
// 0: level
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_renderTexs[i], 0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(NUM_TEX_OUTPUTS, drawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
cout << "Error when setting frame buffer" << endl;
// throw exception?
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
And this is the code to start the compute pass:
m_shaderProgram.use();
// setup openGL
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glViewport(0, 0, m_texSize.x, m_texSize.y); // setup viewport (equal to textures size)
// make a single patch have the vertex, the bases and the neighbours
glPatchParameteri(GL_PATCH_VERTICES, m_maxNeighbours + 5);
// Wait all writes to shader storage to finish
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glUniform1i(m_shaderProgram.getUniformLocation("curvTex"), m_renderTexs[2]);
glUniform2i(m_shaderProgram.getUniformLocation("size"), m_texSize.x, m_texSize.y);
glUniform2f(m_shaderProgram.getUniformLocation("vertexStep"), (umax - umin)/divisoes,
(vmax-vmin)/divisoes);
// Bind buffers
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBindBufferBase(GL_UNIFORM_BUFFER, m_mvp_location, m_mvp_ubo);
// Make textures active
for (int i = 0; i < NUM_TEX_OUTPUTS; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_renderTexs[i]);
}
// no need to pass index array 'cause ibo is bound already
glDrawElements(GL_PATCHES, m_numElements, GL_UNSIGNED_INT, 0);
I then read back the textures using the following:
bool readTex(GLuint tex, void *dest)
{
glBindTexture(GL_TEXTURE_2D, tex);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, dest);
glBindTexture(GL_TEXTURE_2D, 0);
// TODO: check glGetTexImage return values for error
return true;
}
for (int i = 0; i < NUM_TEX_OUTPUTS; ++i)
{
if (m_tensors[i] == NULL) {
m_tensors[i] = new glm::vec4[m_texSize.x*m_texSize.y];
}
memset(m_tensors[i], 0, m_texSize.x*m_texSize.y*sizeof(glm::vec4));
readTex(m_renderTexs[i], m_tensors[i]);
}
Finally, the fragment shader code is:
#version 430
#extension GL_ARB_shader_storage_buffer_object: require
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(std140, binding=6) buffer EvalBuffer {
vec4 evalDebug[];
};
uniform ivec2 size;
in TEData {
vec4 _a;
vec4 _b;
vec4 _c;
vec4 _d;
vec4 _e;
};
layout(location = 0) out vec4 a;
layout(location = 1) out vec4 b;
layout(location = 2) out vec4 c;
layout(location = 3) out vec4 d;
layout(location = 4) out vec4 e;
void main()
{
a= _a;
b= _b;
c= _c;
d= _d;
e= _e;
evalDebug[gl_PrimitiveID] = gl_FragCoord;
}
The fragment coordinates are correct (each fragment is pointing to a x,y coordinate in the texture), so are all the input values (_a to _e), but I do not see them outputted correctly to the textures when reading back. I also tried accessing the texture in the shader to see if it was only a read-back error, but my debug SSBO returned all zeroes.
Am I missing some setup step?
I've tested both on linux and windows (titan and 540M geforces) and I'm using openGL 4.3.
As derhass pointed out in the comments above, the problem was with the texture format. I assumed that by passing GL_FLOAT as the data type it would use 32bit floats for each of the RGBA channels. It was not so.
As derhass said, the data type parameter here does not change the texture format. I had to change the internalFormat parameter to what I wanted (GL_RGBA32F) so that it would work as expected.
So, after changing glTexImage2D call to:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_texSize.x, m_texSize.y, 0, GL_RGBA, GL_FLOAT, 0);
I was able to correctly render the results to the texture and read it back. :)
EDIT: Think I've narrowed down the problem. Skip to the running section.
I'm trying to sample a 3d texture in my vertex shader, I'm going to use the texel values as corner value in Marching Cubes. The issue I'm having is that no matter what method I use to sample it, I always get (0,0,0,0). I've tried using texelFetch and texture3D and neither seem to work.
I'm also using transform feedback, but as far as I'm aware that shouldn't cause this issue.
Shader setup:
glEnable(GL_TEXTURE_3D);
Shader vertListTriangles(GL_VERTEX_SHADER_ARB);
vertListTriangles.setSource(lst_tri_vert); //Util to load from file.
vertListTriangles.compile();
vertListTriangles.errorCheck(); //Prints errors to console if they exist - shader compiles fine.
Shader geomListTriangles(GL_GEOMETRY_SHADER_ARB);
geomListTriangles.setSource(lst_tri_geom); //Util to load from file
geomListTriangles.compile();
geomListTriangles.errorCheck(); //Prints errors to console if they exist - shader compiles fine.
program.attach(vertListTriangles);
program.attach(geomListTriangles);
//Setup transform feedback varyings, also works as expected.
const GLchar* varyings1[1];
varyings1[0] = "gTriangle";
glTransformFeedbackVaryings(program.getID(), 1, varyings1, GL_INTERLEAVED_ATTRIBS);
program.link();
program.checkLink(); //Prints link errors to console - program links fine aparently.
Texture setup:
glBindTexture(GL_TEXTURE_3D, textureID);
errorCheck("texture bind"); //<- Detects GL errors, I actually get a GL_INVALID_OPERATION here, not sure if its the cause of the problem though as all subsuquent binds go smoothly.
if(!(glIsTexture(textureID)==GL_TRUE)) consolePrint("Texture Binding Failed."); //Oddly the texture never registers as failed despite the previous error message.
//Generate Texture
GLfloat volumeData[32768*3];
for(int z = 0; z < 32; z++)
{
for(int y = 0; y < 32; y++)
{
for(int x = 0; x < 32; x++)
{
//Set all 1s for testing purposes
volumeData[(x*3)+(y*96)+(z*3072)] = 1.0f;
volumeData[(x*3)+(y*96)+(z*3072)+1] = 1.0f;
volumeData[(x*3)+(y*96)+(z*3072)+2] = 1.0f;
}
}
}
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB8, 32, 32, 32, 0, GL_RGB,
GL_FLOAT, volumeData);
glBindTexture(GL_TEXTURE_3D, 0);
Running Shader:
EDIT: Here it gets interesting. If I specify an incorrect uniform name or comment out the below lines it appears to work.
program.use();
//Disable Rastering
glEnable(GL_RASTERIZER_DISCARD);
//Input buffer: Initial vertices
glBindBuffer(GL_ARRAY_BUFFER, mInitialDataBuffer);
glEnableVertexAttribArray(0);
glVertexAttribIPointer(0, 1, GL_UNSIGNED_INT, 0, 0); //Initial input is array of uints
//Output buffer: Triangles
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTriangleBuffer); //Triangle Markers, in the form of uints. NOT actual triangles.
//Texture setup
//If I comment out from here....
GLint sampler = glGetUniformLocation(program.getID(), "densityVol");
glUniform1i(sampler, GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
//To here. It appears to work.
glBindTexture(GL_TEXTURE_3D, textureID);
//Just using this to debug texture.
//test is all 1s, so the texture is uploading correctly.
GLfloat test[32768*3];
memset(test, 0, sizeof(test));
glGetTexImage(GL_TEXTURE_3D, 0, GL_RGB, GL_FLOAT, test);
//Transform Feedback and Draw
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 29790);
glEndTransformFeedback();
//Re-enable Rastering and cleanup
glDisable(GL_RASTERIZER_DISCARD);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
My code is a little more spread out in reality, but I hope I managed to edit it into something cohesive. Anyway if I map to the output buffer it does indeed output some information, however it processes as if all the texture data is 0s. I hacked the shader to just output some test results instead but I can't find any evidence the shader is using the texture correctly:
#version 410
#extension GL_EXT_gpu_shader4 : require
layout (location = 0) in int x_y_z;
uniform sampler3D densityVol;
out Voxel
{
/*
Each triangle is the edges it joins. There are 12 edges and so we need 12 bits. 4 For each edge.
There are up to 32 voxels, which means we need 6 bits for each coord, which is 18.
30 bits total.
int format 00xxxxxxyyyyyyzzzzzz111122223333
*/
uint triangles[5];
uint triangleCount;
} vVoxel;
//... Omitted some huge ref tables.
void main()
{
vec4 sample0 = texture3D(densityVol, vec3(0.1,0.1,0.1) );
vec4 sample1 = texture3D(densityVol, vec3(0.9,0.9,0.9) );
vec4 sample2 = texture3D(densityVol, vec3(0.1,0.1,0.9) );
vec4 sample3 = texture3D(densityVol, vec3(0.9,0.9,0.1) );
if(sample0.r > 0.0f)
{
vVoxel.triangles[1] = 1;
}
if(sample1.r > 0.0f)
{
vVoxel.triangles[2] = 2;
}
if(sample2.r > 0.0f)
{
vVoxel.triangles[3] = 3;
}
if(sample3.r > 0.0f)
{
vVoxel.triangles[4] = 4;
}
vVoxel.triangleCount = 5;
}
Not the best designed test, but I didn't want to write something from scratch. If I change the if clauses to if(true) the test outputs correctly. When the shader is compiled as above, the buffer is blank. I'm using a GS for pass through.
Can anyone see an obvious mistake in there? I've been stumped for about 2 hours now and I can't see what I'm doing different from many of the GLSL texturing tutorials.
Okay figured it out.
glUniform1i(sampler, GL_TEXTURE0);
The GL_TEXTURE0 is incorrect here.
glUniform1i(sampler, 0);
Is how it should be.