[Edit2]: Nothing wrong with this code. My shader class didn't load the uniforms correctly.
[Edit]: It seems like I can only use GL_TEXTURE0/texture unit 0 by some reason.
What I want is to draw a 2d texture and a 3d texture, but only the texture with texture unit 0(GL_TEXTURE_0) will work. And I use both of them at the same time in the shader I can't see anything using that shader.
This is the fragment shader code I want to use:
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
in vec3 fragmentPosition;
// Ouput data
out vec3 color;
uniform sampler3D textureSampler3D;
uniform sampler2D textureSampler2D;
float getInputLight(vec3 pos);
void main(){
// Get the nearest corner
vec3 cornerPosition = vec3(round(fragmentPosition.x), round(fragmentPosition.y), round(fragmentPosition.z));
float light = getInputLight(cornerPosition);
color = (0.5+16*light)*fragmentColor;
}
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture2D(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return texture(textureSampler3D, vec3(pos.x/16, pos.y/16, pos.z/16)).r;
}
But with that I can't see anything made by that shader. If I use this I can see what the 2d textures does.
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return 0.f;
}
If I use this it will work perfectly except that I only have the 3d texture:
float getInputLight(vec3 pos) {
return texture(textureSampler3D, pos/16).r;
}
That means that I can only use one of the textures on the shaders. When I say that I use the 3d texture then I change getInputLight so I it just used the 3d texture. I do the same thing with 2d textures except that I change it to the other version.
This is the c++ code I use to load the 3d texture:
glGenTextures(1, &m_3dTextureBuffer);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, voxelMatrixWidth, voxelMatrixHeight, voxelMatrixDepth, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_lightData);
This is the code I use to load the 2d texture:
GLuint buffer;
unsigned char *voidData = new unsigned char[256];
// With this I can see if the shader has right data.
for (int i = 0; i < 256; ++i)
voidData[i] = i%16;
glGenTextures(1, &buffer);
glBindTexture(GL_TEXTURE_2D, buffer);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 16, 16, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)voidData);
m_3dTextureBuffer = buffer;
This is the code I run before it draws the vertex buffer:
GLint texture3dId = shader->getUniform(1);
GLint texture2dId = shader->getUniform(2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glUniform1i(texture3dId, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_2dTextureBuffer);
//glUniform1i(texture3dId,1);
If I use texture unit 0(TEXTURE0) for both 2d texture and 3d texture I get data/pixels of what I expect.
This is a picture of it and it is what I expect:
http://oi57.tinypic.com/3wrbd.jpg
If I use different units I get this random data and it falshes sometimes(every pixel turns black/0 for a frame). The random data doesn't change either. If you look in some direction it doesn't flash and some directions flash faster than others.
http://oi58.tinypic.com/2ltiqoo.jpg
When I swap texture unit of the 3d texture an the 2d texture the same thing happens, but the 2d texture works an the 3d texture fails.
Do you have any idea what it could be?
There was nothing wrong with this code. My shader class didn't load the uniforms correctly.
Related
I'm working on a deferred shading pipeline, and i stored some information into a texture, and this is the texture attached to my gbuffer
// objectID, drawID, primitiveID
glGenTextures(1, &_gPixelIDsTex);
glBindTexture(GL_TEXTURE_2D, _gPixelIDsTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, _width, _height, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
And this is how i write IDs into it:
// some other gbuffer textures...
layout (location = 4) out uvec3 gPixelIDs;
gPixelIDs = uvec3(objectID, drawID, gl_PrimitiveID + 1);
After the geometry pass, i can read from it using the following code:
struct PixelIDs {
GLuint ObjectID, DrawID, PrimitiveID;
}pixel;
glBindFramebuffer(GL_READ_FRAMEBUFFER, _gBufferFBO);
glReadBuffer(GL_COLOR_ATTACHMENT4);
glReadPixels(x, y, 1, 1, GL_RGB_INTEGER, GL_UNSIGNED_INT, &pixel);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
So far, so good. The output is what i need.
But when i try to use this shader to display the object id on the screen(just for debug purpose)
uniform sampler2D gPixelIDsTex;
uint objID = uint(texture(gPixelIDsTex, fragData.TexCoords).r);
FragColor = vec4(objID, objID, objID, 1);
the result is 0 (I used the Snipaste to read the pixel color), which means i cant use the data in my following process.
Other gbuffer textures with data format in floating point (eg. vec4) all be fine, so i dont know why texture always return 0 on it
uniform sampler2D gPixelIDsTex;
Your texture is not a floating-point texture. It's an unsigned integer texture. So your sampler declaration needs to express that. Just as you write to a uvec3, so too must you read from a usampler2D.
As the title suggests, I am rendering a scene onto a framebuffer and I am trying to extract the color histogram from that framebuffer inside a compute shader. I am totally new to using compute shaders and the lack of tutorials/examples/keywords has overwhelmed me.
In particular, I am struggling to properly set up the input and output images of the compute shader. Here's what I have:
computeShaderProgram = loadComputeShader("test.computeshader");
int bin_size = 1;
int num_bins = 256 / bin_size;
tex_w = 1024;
tex_h = 768;
GLuint renderFBO, renderTexture;
GLuint tex_output;
//defining output image that will contain the histogram
glGenTextures(1, &tex_output);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_output);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16, num_bins, 3, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindImageTexture(0, tex_output, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16UI);
//defining the framebuffer the scene will be rendered on
glGenFramebuffers(1, &renderFBO);
glGenTextures(1, &renderTexture);
glBindTexture(GL_TEXTURE_2D, renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, W_WIDTH, W_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
In the main loop I draw a simple square onto the framebuffer and attempt to pass the framebuffer as input image to the compute shader:
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(computeShaderProgram);
//use as input the drawn framebuffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderFBO);
//use as output a pre-defined texture image
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex_output);
//run compute shader
glDispatchCompute((GLuint)tex_w, (GLuint)tex_h, 1);
GLuint *outBuffer = new GLuint[num_bins * 3];
glGetTexImage(GL_TEXTURE_2D, 0, GL_R16, GL_UNSIGNED_INT, outBuffer);
Finally, inside the compute shader I have:
#version 450
layout(local_size_x = 1, local_size_y = 1) in;
layout(rgba32f, binding = 0) uniform readonly image2D img_input;
layout(r16ui, binding = 1) uniform writeonly image2D img_output;
void main() {
// grabbing pixel value from input image
vec4 pixel_color = imageLoad(img_input, ivec2(gl_GlobalInvocationID.xy));
vec3 rgb = round(pixel_color.rgb * 255);
ivec2 r = ivec2(rgb.r, 0);
ivec2 g = ivec2(rgb.g, 1);
ivec2 b = ivec2(rgb.b, 2);
imageAtomicAdd(img_output, r, 1);
imageAtomicAdd(img_output, g, 1);
imageAtomicAdd(img_output, b, 1);
}
I defined the output as a 2d texture image of size N x 3 where N is the number of bins and the 3 accounts for the individual color components. Inside the shader I grab a pixel value from the input image, scale it into the 0-255 range and increment the appropriate location in the histogram.
I cannot verify that this works as intended because the compute shader produces compilation errors, namely:
can't apply layout(r16ui) to image type "image2D"
unable to find compatible overloaded function "imageAtomicAdd(struct image2D1x16_bindless, ivec2, int)"
EDIT: after changing to r32ui the previous error now becomes: qualified actual parameter #1 cannot be converted to less qualified parameter ("im")
How can I properly configure my compute shader?
Is my process correct (at least in theory) and if not, why?
As for your questions:
can't apply layout(r16ui) to image type "image2D"
r16ui can only be applied to unsigned image types, thus you should use uimage2D.
unable to find compatible overloaded function ...
The spec explicitly says that atomic operations can only by applied to 32-bit types (r32i, r32ui, or r32f). Thus you must use a 32-bit texture instead.
Your have other issues in your code too.
glBindTexture(GL_TEXTURE_2D, renderFBO);
You cannot bind an FBO to a texture. You should instead bind the texture that backs the FBO (renderTexture).
Also, you intend to bind a texture to an image uniform rather than a sampler, thus you must use glBindImageTexture or glBindImageTextures rather than glBindTexture. With the later you can bind both images in one call:
GLuint images[] = { renderTexture, tex_output };
glBindImageTextures(0, 2, images);
Your img_output uniform is marked as writeonly. However the atomic image functions expect an unqualified uniform. So remove the writeonly.
You can find all the above information in the OpenGL and GLSL specs, freely accessible from the OpenGL registry.
I am trying to create a depth map in OpenGL and for some reason the framebuffer wont write to the texture, I tried multiple things to fix it but it doesn't seem to work.
Here is what I did:
This is the generation of the framebuffer and the texture:
glGenFramebuffers(1, &_DepthMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _DepthMapFBO);
glGenTextures(1, &_DepthMapTex);
glBindTexture(GL_TEXTURE_2D, _DepthMapTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, DEPTH_TEXTURE_WIDTH, DEPTH_TEXTURE_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _DepthMapTex, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _DepthMapTex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
(In the above I tried replacing glTexImage2D with glTexStorage2D and I tried replace glFramebufferTexture with glFramebufferTexture2D, both didn't work)
Then (There is stuff before this but they work find, I checked) I rendered the framebuffer as follows:
_DepthProgram.Use();
// Setting uniforms here
glViewport(0, 0, DEPTH_TEXTURE_WIDTH, DEPTH_TEXTURE_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, _DepthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
// Rendering the scene here
glBindFramebuffer(GL_FRAMEBUFFER, 0);
These are the shaders I use:
(Vertex)
#version 410 core
layout(location = 0) in vec3 Position;
uniform mat4 LightSpaceMatrix;
uniform mat4 Model;
void main()
{
gl_Position = LightSpaceMatrix * Model * vec4(Position, 1.0);
}
(Fragment)
#version 410 core
void main()
{
// gl_FragDepth = 0.0;
}
I tried rendering the texture to a plane and it came out totally white (I Checked there was supposed to be other values), As you can see in the fragment shader, I tried to explicitly write to the gl_FragDepth but it didn't change the texture, it kept it white (1.0).
I looked all over the internet and looked at learnopengl.com and everybody seem to be doing the same as me, did I miss something?
(I double checked and I am rendering the texture to the plane right, I replaced the glBindTexture with another one and it rendered the texture)
If I am missing some information please let me know.
EDIT: By the way, I don't get any error with glGetError.
I'm trying to visualize the depth texture attached to a custom fbo in opengl. I expected to see a "foggy" looking, greyscale output - the problem is that the output seems like it's the same as the color texture - I mean it's the exact same color texture. Am I actually rendering the same thing into 2 different textures?
Creating the depth texture:
glGenTextures(1, &m_DepthTxId);
glBindTexture(GL_TEXTURE_2D, m_DepthTxId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, (void*)nullptr);
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);
Creating the fbo & attaching the color/depth textures:
glGenFramebuffers(1, &m_Id);
glBindFramebuffer(GL_FRAMEBUFFER, m_Id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_ColorTxId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_DepthTxId, 0);
m_DrawBuffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, m_DrawBuffers);
The interesting thing is that without adding the depth texture, the objects are displayed in the order they were rendered (scene looks messed up) - but when I add the depth texture, everything looks fine as you would expect with depth testing.
But how come when I give the depth texture to the shader it just displays the color-texture? Am I rendering color data into my depth texture, or..?
Apologies, but I'm fairly new to working with fbos :P
Additional info:
Rendering the fbo-textures onto a quad:
glActiveTexture(GL_TEXTURE0); // Color
glBindTexture(GL_TEXTURE_2D, m_Fbo->getColorTxId()); // ColorTexture ID
glUniform1i(m_Shader->getColorSampler(), 0); // ColorSampler Location
glActiveTexture(GL_TEXTURE1); // Depth
glBindTexture(GL_TEXTURE_2D, m_Fbo->getDepthTxId()); // DepthTexture ID
glUniform1i(m_Shader->getDepthSampler(), 0); // DepthSampler Location
glBindVertexArray(m_Fbo->getVaoId());
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
glBindVertexArray(0);
Getting the sampler locations from the shader:
m_Location_ColorTxSampler = glGetUniformLocation(m_ProgramId, "colorSampler");
m_Location_DepthTxSampler = glGetUniformLocation(m_ProgramId, "depthSampler");
Shader:
in vec2 uv;
uniform sampler2D colorSampler;
uniform sampler2D depthSampler;
out vec4 color;
void main()
{
color = vec4(texture2D(depthSampler, uv).rgb, 1.0);
}
To me the whole thing seems correct, unless the 2 samplers are at the same location.. I'm sure that's not possible
If you bind the depth texture to unit 1...
glActiveTexture(GL_TEXTURE1); // Depth
glBindTexture(GL_TEXTURE_2D, m_Fbo->getDepthTxId()); // DepthTexture ID
... you should not tell the shader to sample from unit 0:
glUniform1i(m_Shader->getDepthSampler(), 0); // DepthSampler Location
I'm having a problem with the depth buffer. I want to put into a texture. But it doesn't seem to work.
So, here's the piece of code I execute after rendering the objects:
glGenTextures(1, (GLuint*)&_depthTexture);
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
const pair<int, int> &img_size = getImageSize();
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, img_size.first, img_size.second, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, img_size.first, img_size.second);
glClear( GL_DEPTH_BUFFER_BIT );
The thing is (I'm with OpenGL 3.2+), the image for rendering has different size. Most of the time, it won't be a 2^i by 2^j for the size. So, is that a problem ?
Also, the other part of the problem might be in the fragment shader after:
#version 140
uniform sampler2D depthTexture;
uniform ivec2 screenSize;
out vec4 outColor;
void main()
{
vec2 depthCoord = gl_FragCoord.xy / screenSize.xy;
float d = texture2D(depthTexture, depthCoord).x;
outColor = vec4(d, d, d, 1.0);
}
After that, when I render a second time some shapes, I want to use the previous depth (the texture depth buffer), to do some effects.
But seriously... can anyone just show me a piece of code where you can get the depth buffer into a texture? I don't care if it's rendering to the texture or if the texture is extracted after the rendering! As long as I have a texture with the depth value to do the second pass... that's what is important!
http://www.joeforte.net/projects/soft-particles/
this might be a good solution!
At least, it's the full code... might be able to get all the different parts!
You may need a glReadBuffer call. If your context is double-buffered, that would be glReadBuffer( GL_BACK ).
Also, try GL_DEPTH_COMPONENT24, since a 32-bit depth buffer would be unusual, I think.