I'm rendering to texture,but renderbuffer is black - c++

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.

Related

How to switch texture display quickly in opengl [closed]

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Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 3 months ago.
Improve this question
I use opengl in qt. I have several pictures with a size of 30000 * 20000, including single channel, three channel and four channel pictures. The function I want to achieve is to switch and display different pictures through the keyboard, and support moving and zooming. I have implemented this function now, but I encountered some problems.
I want to bind them to different texture units and switch them when painting. But it seems to have no effect.
void MyOpenGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glGenVertexArrays(2, VAO);
glGenVertexArrays(2, VBO);
glEnable(GL_DEPTH_TEST);
{
if (!bindShaderProgram(m_shaderProgram, vertexSourceBG, fragmentSourceBG))
return;
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glBufferData(GL_ARRAY_BUFFER, m_vBGVertices.size() * sizeof(GLfloat), m_vBGVertices.data(), GL_STREAM_DRAW);
readImage();
glGenTextures(IMAGE_NUM, texture);
for (int i = 0; i < IMAGE_NUM; i++) {
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D, texture[i]);
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);
int channel = m_vImage[m_imageIdx].channels();
int internalFormat = GL_RGB, format = GL_RGB;
getImageFormat(channel, internalFormat, format);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, m_imageWidth, m_imageHeight, 0, format, GL_UNSIGNED_BYTE, m_vImage[m_imageIdx].data);
glBindTexture(GL_TEXTURE_2D, texture[i]);
}
m_shaderProgram.setAttributeBuffer("aPos", GL_FLOAT, 0, 3, sizeof(GLfloat) * 5);//8
m_shaderProgram.enableAttributeArray("aPos");
m_shaderProgram.setAttributeBuffer("aTexCoord", GL_FLOAT, sizeof(GLfloat) * 3, 2, sizeof(GLfloat) * 5);
m_shaderProgram.enableAttributeArray("aTexCoord");
m_shaderProgram.release();
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBindVertexArray(VAO[0]);
}
}
void MyOpenGLWidget::paintGL()
{
glClearColor(0.1f, 0.5f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
glBindVertexArray(VAO[0]);
m_shaderProgram.bind();
createCameraTransformMatrix();
m_shaderProgram.setUniformValue("model", m_mModel);
m_shaderProgram.setUniformValue("view", m_mView);
m_shaderProgram.setUniformValue("projection", m_mProjection);
glActiveTexture(GL_TEXTURE0+m_imageIdx);
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
m_shaderProgram.setUniformValue("ourTexture", GL_TEXTURE0+m_imageIdx);
m_shaderProgram.setUniformValue("imgWidth", m_imageWidth);
m_shaderProgram.setUniformValue("imgHeight", m_imageHeight);
glDrawArrays(GL_POLYGON, 0, 4);
m_shaderProgram.release();
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
glBindVertexArray(VAO[0]);
}
}
Switch the currently displayed texture by switching m_imageIdx. But no response.
I bound them to the same texture unit, and then loaded them when refreshing. Now they can be loaded, but the speed is too slow to accept.
void MyOpenGLWidget::paintGL()
{
glClearColor(0.1f, 0.5f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
glBindVertexArray(VAO[0]);
m_shaderProgram.bind();
createCameraTransformMatrix();
m_shaderProgram.setUniformValue("model", m_mModel);
m_shaderProgram.setUniformValue("view", m_mView);
m_shaderProgram.setUniformValue("projection", m_mProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
updateImage();
if (!m_vImage[m_imageIdx].empty()) {
int channel = m_vImage[m_imageIdx].channels();
int internalFormat = GL_RGB, format = GL_RGB;
getImageFormat(channel, internalFormat, format);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, m_imageWidth, m_imageHeight, 0, format, GL_UNSIGNED_BYTE, m_vImage[m_imageIdx].data);
}
m_shaderProgram.setUniformValue("imgWidth", m_imageWidth);
m_shaderProgram.setUniformValue("imgHeight", m_imageHeight);
glDrawArrays(GL_POLYGON, 0, 4);
m_shaderProgram.release();
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
glBindVertexArray(VAO[0]);
}
I referred to some similar problems and tried glTexSubImage2D, but I needed to refresh the whole picture, so the efficiency was not improved.
I can't reduce the texture precision because the texture display needs high precision.
I hope someone can give me some advice.
Available code snippets.
//init
for (int i = 0; i < IMAGE_NUM; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture[i]);
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);
int channel = m_vImage[m_imageIdx].channels();
int internalFormat = GL_RGB, format = GL_RGB;
getImageFormat(channel, internalFormat, format);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, m_imageWidth, m_imageHeight, 0, format, GL_UNSIGNED_BYTE, m_vImage[i].data);
glBindTexture(GL_TEXTURE_2D, texture[i]);
}
//paintGL
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
m_shaderProgram.setUniformValue("ourTexture", m_imageIdx);
m_shaderProgram.setUniformValue("imgWidth", m_imageWidth);
m_shaderProgram.setUniformValue("imgHeight", m_imageHeight);
glDrawArrays(GL_POLYGON, 0, 4);
m_shaderProgram.release();
glBindTexture(GL_TEXTURE_2D, texture[m_imageIdx]);
You definitely do not need to upload them every frame. What you did forget was to set the correct value for sampler2D uniform variable in the fragment shader (which you did not post).
m_shaderProgram.setUniformValue("ourTexture", m_imageIdx); must be called in the draw loop
with correctly bound shader
Do not use GL_TEXTURE0 here, as pointed by #HolyBlackCat .
By default, it uses data from GL_TEXTURE0. You can imagine GL_TEXTURE as an array of pointers to the actual textures. glActiveTexture sets which pointer is used for the subsequent GL calls and glBindTexture assigns to this active pointer.
The uniform sampler acts exactly the same, the index you assign to it is the array element it will work with.
This also means that you need to just bind all textures to separate units only once, e.g. how you do (needlessly) during initialization and then vary only the uniform sampler, no binds, not activates needing.

Framebuffer texture coming out white (fragment shader doesn't affect it)

So I have an fbo and trying to output a depth texture from the light source perspective. Unfortunately the depth texture is coming out pure white even if I hard code black in the frag shader.
This is my frame buffer initialization
//Render frame to a texture
m_FrameBuffer = 0;
glGenFramebuffers(1, &m_FrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_FrameBuffer); // once frame buffer is bound, must draw to it or black screen
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &m_depthTexture);
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_depthTexture, 0);
glDrawBuffer(GL_NONE);
//Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
printf("frame buffer binding error");
glBindTexture(GL_TEXTURE_2D, 0);
this is my rendering of frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, m_FrameBuffer);
glViewport(0, 0, 1024, 1024);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glDisableVertexAttribArray(0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
This is my fragment shader
#version 330 core
// Ouput data
layout(location = 0) out float fragmentdepth;
void main()
{
//fragmentdepth = gl_FragCoord.z;
fragmentdepth = 0;
}
This is my main loop
while (!window.closed())
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
window.clear();
CameraControls();
depth.enable();
//depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix;
depth.setUniformMat4("projection", projection);
depth.setUniformMat4("view", camera);
depth.setUniformMat4("model", shape1->modelMatrix);
shape1->RenderToTexture();
depth.disable();
window.clear();
basic.enable();
basic.setUniformMat4("proj", projection);
//basic.setUniform3f("light_Pos", lightPos);
basic.setUniformMat4("view", camera);
basic.setUniformMat4("model", shape1->modelMatrix);
basic.setUniformMat4("DepthBiasMVP", biasMatrix);
//NEED TO CHANGE THIS TO BIAS MATRIX X DEPTHMVP
//MVP = projection * camera * shape1->modelMatrix;
//basic.setUniformMat4("MVP", MVP);
shape1->Render(basic);
basic.disable();
window.update();
}
I am following this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
Just answering my own question after looking at my old questions that weren't resolved. If anyone is wondering, my problem was that I had fused two tutorials into one and one of them had different near and far values for the frustum. The framebuffer was black because the object was too far from the camera.

OpenGL Clear multiple 3D texture

I have 4 3D textures and I am writing on them using imageStore in a single call, everything works fine. The only problem is how I clear them in each frame. This is how I create them
for (int i = 0; i < MIPLEVELS; ++i){
glGenTextures(1, &volumeTexture[i]);
glBindTexture(GL_TEXTURE_3D, volumeTexture[i]);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, volumeDimensions / (1 << i), volumeDimensions / (1 << i), volumeDimensions / (1 << i), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glBindTexture(GL_TEXTURE_3D, 0);
glGenFramebuffers(1, &volumeFbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, volumeFbo[i]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, volumeTexture[i], 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
for (int i = 0; i < MIPLEVELS; ++i){
glBindFramebuffer(GL_FRAMEBUFFER, volumeFbo[i]);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
and this is what I do to clear them each frame
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int i = 0; i < MIPLEVELS; ++i){
glBindFramebuffer(GL_FRAMEBUFFER, volumeFbo[i]);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
As you can see I am using 4 different FBOs which is a big waste. I tried using 4 targets but they don't get cleared. I did it this way:
I binded a single FBO and created 4 targets using glFrameBufferTexture3D and then each frame I called
glBindFramebuffer(GL_FRAMEBUFFER, volumeFbo[0]);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, buffers);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
But nothing happened.
I believe there are two ways of solving this issue.
You either do a loop where you attach each texture as GL_COLOR_ATTACHMENT0 and clear each texture.
Otherwise, you can also use the glClearBuffer family of textures:
https://www.opengl.org/sdk/docs/man3/xhtml/glClearBuffer.xml

OpenGL ping ponging with two textures on the same framebuffer

I'm trying to render to two textures, rendering from the first to the second, and then from the second to the first etc. The problem is that when I'm rendering the first texture to the second, it works fine but rendering the second to the first leaves a white texture, when it's supposed to be a purple one. I'm working with Qt and OpenGL.
Both textures are bound to the same FBO, and I'm switching them through glDrawBuffer(GL_COLOR_ATTACHMENT_i)
Here is my initialization code:
void GlWidget::initializeGL() {
glewInit();
src = true;
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
//glEnable(GL_CULL_FACE);
// Generate the texture to be drawn
tex = new float[256*256*4];
for(int i = 0; i < 256*256*4; i++){
if (i % 4 == 0){
tex[i] = 0.5;
}else if (i % 4 == 1){
tex[i] = 0.3;
}else if (i % 4 == 2){
tex[i] = 0.5;
}else if (i % 4 == 3){
tex[i] = 0;
}
}
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, 256, 0, GL_RGBA, GL_FLOAT, tex);
glGenTextures(1, &targetTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, targetTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, 256, 0, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
//Attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, targetTex, 0);
glDrawBuffer (GL_COLOR_ATTACHMENT1);
//-------------------------
glGenRenderbuffers(1, &depth_rb);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 256, 256);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, depth_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
shaderProgram.link();
vertices << QVector3D(-1, -1, -2) << QVector3D(-1, 1, -2) << QVector3D(1, 1, -2) << QVector3D(1, -1, -2);
texCoords << QVector2D(0, 0) << QVector2D(0, 1) << QVector2D(1, 1) << QVector2D(1, 0);
}
And here is my drawing code:
void GlWidget::render_to_screen () {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
qglClearColor(QColor(Qt::blue));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(src){
glActiveTexture(GL_TEXTURE0);
}else{
glActiveTexture(GL_TEXTURE1);
}
shaderProgram.enableAttributeArray("textureCoordinates");
shaderProgram.enableAttributeArray("vertex");
glDrawArrays(GL_QUADS, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinates");
}
void GlWidget::paintGL()
{
qDebug() << "Updating";
glBindFramebuffer(GL_FRAMEBUFFER, fb);
if(src) {
glDrawBuffer(GL_COLOR_ATTACHMENT1);
glActiveTexture(GL_TEXTURE0);
}else {
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glActiveTexture(GL_TEXTURE1);
}
src = !src;
qglClearColor(QColor(Qt::white));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
shaderProgram.bind();
shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shaderProgram.setAttributeArray ("textureCoordinates", texCoords.constData ());
shaderProgram.enableAttributeArray("textureCoordinates");
shaderProgram.setAttributeArray("vertex", vertices.constData());
shaderProgram.enableAttributeArray("vertex");
glDrawArrays(GL_QUADS, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinates");
render_to_screen ();
shaderProgram.release();
}
I'm supposed to be getting a blue screen with a purple quad in the center, instead I'm getting a white quad in the center. What am I doing wrong here?
I see several places in your code where you set the active texture. But setting the active texture means nothing as far as what texture unit the program will pull from. That's decided by the texture image unit set into the sampler uniform that's accessing the texture. You need to change that uniform, not the active texture.
Or better yet, just bind the other texture to the context. There's no need to set the active texture image unit; just bind the texture you want to sample from. Really, there's no point in any of the glActiveTexture calls you're making.

Opengl GL_QUADS produces error 0x506

I have some code in OpenGL to render a YUV image onto an OpenGL viewport. The program works without a problem when running on nvidia cards, but it generates an error when running over the Intel HD 3000, which sadly is the target machine. The point where the error is generated is marked in the code.
The shader programs are
// Vertex Shader
#version 120
void main() {
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
// fragment shader
#version 120
uniform sampler2D texY;
uniform sampler2D texU;
uniform sampler2D texV;
void main() {
vec4 color;
float y = texture2D(texY, gl_TexCoord[0].st).r;
float u = texture2D(texU, gl_TexCoord[0].st).r;
float v = texture2D(texV, gl_TexCoord[0].st).r;
color.r = (1.164 * (y - 0.0625)) + (1.596 * (v - 0.5));
color.g = (1.164 * (y - 0.0625)) - (0.391 * (u - 0.5)) - (0.813 * (v - 0.5));
color.b = (1.164 * (y - 0.0625)) + (2.018 * (u - 0.5));
color.a = 1.0;
gl_FragColor = color;
};
Then I run the program like this:
GLuint textures[3];
glGenTextures(3, textures);
glBindTexture(GL_TEXTURE_2D, textures[YTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, textures[UTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, textures[VTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
GLsizei size = width * height;
GLvoid *y = yuv_buffer;
GLvoid *u = (GLubyte *)y + size;
GLvoid *v = (GLubyte *)u + (size >> 2);
glUseProgram(program_id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, y);
glUniform1i(glGetUniformLocation(program_id, "texY"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width >> 1, height >> 1, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, u);
glUniform1i(glGetUniformLocation(program_id, "texU"), 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width >> 1, height >> 1, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, u);
glUniform1i(glGetUniformLocation(program_id, "texV"), 2);
glBegin(GL_QUADS);
glTexCoord2f(texLeft, texTop);
glVertex2i(left, top);
glTexCoord2f(texLeft, texBottom);
glVertex2i(left, bottom);
glTexCoord2f(texRight, texBottom);
glVertex2i(right, bottom);
glTexCoord2f(texRight, texTop);
glVertex2i(right, top);
glEnd();
// glError() returns 0x506 here
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
update since the error happens with frame buffers, I discover they are used like this:
when the program is instantiated, a frame buffer is created like this:
glViewport(0, 0, (GLint)width, (GLint)height);
glGenFramebuffers(1, &fbo_id);
glGenTextures(1, &fbo_texture);
glGenRenderbuffers(1, &rbo_id);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rbo_id);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glPushAttrib(GL_TEXTURE_BIT);
glBindTexture(GL_TEXTURE_2D, m_frameTexture->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPopAttrib();
The YUV image comes spliced in tiles, which are assembled by rendering in this fbo. Whenever a frame starts, this is performed:
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glDrawBuffer(GL_BACK);
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)width, 0.0, (double)height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo_id);
Then the code above is executed, and after all the tiles had been assembled together
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glPushAttrib(GL_VIEWPORT_BIT | GL_TEXTURE_BIT | GL_ENABLE_BIT);
glViewport(0, 0, width, height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, (double)width, 0.0, (double)height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2f(renderLeft, renderTop);
glTexCoord2i(0, 1);
glVertex2f(renderLeft, renderTop + renderHeight);
glTexCoord2i(1, 1);
glVertex2f(renderLeft + renderWidth, renderTop + renderHeight);
glTexCoord2i(1, 0);
glVertex2f(renderLeft + renderWidth, renderTop);
glEnd();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
What's the value of status after:
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
If the value is anything other than GL_FRAMEBUFFER_COMPLETE, OpenGL will probably choke when it tries to read from the FBO.
The glCheckFramebufferStatus docs describes other (error) values it can return, and what causes them.
Of particular interest might be:
If the currently bound framebuffer is not framebuffer complete, then
it is an error to attempt to use the framebuffer for writing or
reading. This means that rendering commands (glDrawArrays and
glDrawElements) as well as commands that read the framebuffer
(glReadPixels, glCopyTexImage2D, and glCopyTexSubImage2D) will
generate the error GL_INVALID_FRAMEBUFFER_OPERATION if called while
the framebuffer is not framebuffer complete.
(emphasis mine)
edit based on your comments:
To paraphrase the docs wrt GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
Not all framebuffer attachment points are framebuffer attachment complete.
This means that one of the following is happening:
At least one attachment point with a renderbuffer or texture attached has its attached object no longer in existence or has an attached image with a width or height of zero,
The color attachment point has a non-color-renderable image attached. Color-renderable formats include GL_RGBA4, GL_RGB5_A1, and GL_RGB565.
The depth attachment point has a non-depth-renderable image attached. GL_DEPTH_COMPONENT16 is the only depth-renderable format.
The stencil attachment point has a non-stencil-renderable image attached. GL_STENCIL_INDEX8 is the only stencil-renderable format.
We can rule out the last 2 bullets, because it doesn't appear that you're using depth or stencil attachements. That leaves two calls to examine:
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rbo_id);
From the opengl.org wiki on FBOs:
You get GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT when any of the attachments are 'incomplete'. Criteria for completeness are:
The source object for the image still exists and has the same type it was attached with.
The image has a non-zero width and height.
The layer for 3D or array textures attachments is less than the depth of the texture.
The image's format must match the attachment point's requirements, as defined above. Color-renderable formats for color attachments, etc.
The wiki says of GL_COLOR_ATTACHMENTi​:
These attachment points can only have images bound to them with
color-renderable formats. All compressed image formats are not
color-renderable, and thus cannot be attached to an FBO.
Double check that the fbo_texture and rbo_id are still valid, and that their height/width aren't 0. Finally, it could be fbo_texture's format. You've got it set to GL_RGBA8, but the docs say valid options include GL_RGBA4, GL_RGB5_A1, and GL_RGB565. I'm not sure whether or not that excludes all other formats (like your GL_RGBA8). The wiki seems to suggest that any non-compressed format should work. Try switching it to GL_RGBA4, and see if that works out.
glGetError error codes "stick" and are not automatically cleared. If something at the beginning your program generates OpenGL error AND you check for error code 1000 opengl calls later, error will be still here.
So if you want to understand what's REALLY going on, check for errors after every OpenGL call, or call glGetError in a loop, until all error codes are returned (as OpenGL documentation suggests).
I solved the problem. It was an extensions problem which made the render buffer object disappear. I basically changed this
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rbo_id);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
for this
glBindRenderbuffer(GL_RENDERBUFFER, rbo_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TURE_2D, fbo_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, rbo_id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
and then it worked. I still wonder exactly what the problem was, but so far I am happy with the result. Special thanks to #luke who's answer helped to locate the exact point of the problem.
Exactly, what command raises error? Try to replace GL_QUADS with GL_TRIANGLE_FAN.