I've been trying to learn about modern OpenGL/GLSL recently, and that has taken me to the subject of FBOs, and I've encountered a mysterious problem.
In my program, I initialize an FBO, then unbind it. Everything works so far. I then bind the FBO, and render my scene to it. I get a blank screen now when I run this program, but that's normal - I'm not rendering the output. However, when I try to do that, or attempt to render anything at all, I still get the black screen. I can make it work only if I don't bind the FBO during the main loop.
I have had FBOs working in Java, using LWJGL, and this is the second time I've attempted to render an FBO in C++, with SDL, and both times I came across the same bug.
What it isn't:
The texture - I've already tried drawing other textures after using the FBO
The shader - I've tried my other shader on this
My wrapper classes used - they have all been proven to work when using other systems.
Also, glChackFramebufferStatus(GL_FRAMEBUFFER) returns GL_FRAMEBUFFER_COMPLETE, and glGetError() returns 0.
Also, I understand that there are a few things I haven't done which would be sensible (depth buffer for example), that don't affect this bug. I will fill those in later.
Here's the code:
Main.cpp:
#include <iostream>
#include "GLee.h"
#define GLM_FORCE_RADIANS
#include "matrices.h" //Replaces built-in matrices, functions behave the same as legacy OGL
#include "functions.h" //Camera, works very well
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <SDL/SDL_opengl.h>
#include <SDL/SDL_mouse.h>
#include <math.h>
#include <SDL/SDL_opengl.h>
#include <vector>
#include <string>
#include <algorithm>
#include <fstream>
#include <cstdio>
#include <cstdlib>
#include <GL/gl.h>
#include <GL/glu.h>
//#include <SDL/SDL_video.h>
using namespace std;
unsigned int grass, crate, FBOTex;
int ground, monkey;
bool mousein = true;
matrices pipeline;
int frame;
#include <GL/gl.h>
#include <GL/glu.h>
#include "TexLoader.h" //Loads textures - I've never had issues with this header
#include "ModelLoader.h" //Loads models (OBJ), again, works like a treat
#include "shader.h" //Includes the shader class, which has been proven to work
#include "Material.h" //Used in lighting calculations
texProperties linear = texProperties(GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_REPEAT, 16);
texProperties pixellated = texProperties(GL_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_REPEAT, 16); //Properties for textures loaded by the texture loader.
shader* mainShader;
shader* postProcess; //The FBO shader
material simpleMaterial = material(0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 0.1,0.1,0.1, 1000),
littleShine = material(0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 0.1,0.1,0.1, 5),
monkeyMtl = material(0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 0.3,0.3,0.3, 50);
//monkeyMtl = material(0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 1,1,1, 5);
SDL_Surface* loadTextureData(const char* fileName){ //For creating icons
SDL_Surface* tex;
if((tex = IMG_Load(fileName))){
cout<<"Texture Found! Tex: "<<fileName<<endl;
}
return tex;
}
unsigned int createTexture(int w, int h, bool isDepth){ //Create texture for FBO
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, isDepth?GL_DEPTH_COMPONENT:GL_RGBA8, w, h, 0, isDepth?GL_DEPTH_COMPONENT:GL_RGBA, GL_FLOAT, NULL);
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);
int i;
i = glGetError();
if(i != 0){
cout<<"Texture creation error! Error code: "<<i<<endl;
}
glBindTexture(GL_TEXTURE_2D, 0);
return textureID;
}
unsigned int fbo; //The FBO ID
unsigned int renderTexture; //The ID of the output texture for the FBO
void init(){
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
const unsigned char* text = glGetString(GL_VERSION); //OpenGL 4
cout<<"GL version: "<<text<<endl;
SDL_WM_GrabInput(SDL_GRAB_ON);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_WM_SetCaption("OGL!", "OGL!!");
//SDL_WM_IconifyWindow();
SDL_Surface* icon = loadTextureData("Logo.png");
SDL_WM_SetIcon(icon, NULL);
glClearColor(0.0, 0.0, 0.0, 1);
pipeline.matrixMode(PROJECTION_MATRIX);
pipeline.loadIdentity();
pipeline.perspective(45, 1280.0/720.0, 0.1, 5000.0); //Similar to legacy OGL
pipeline.matrixMode(MODEL_MATRIX);
SDL_FreeSurface(icon);
mainShader = new shader("vertex.vert", "fragment.frag"); //These shader files load+compile fine
postProcess = new shader("PostProcess.vert", "PostProcess.frag");
grass = getTexture("Textures/Grass.png", linear);
crate = getTexture("Textures/Crate.png", linear);
ground = loadModel("Models/Plane.obj");
monkey = loadModel("Models/Monkey.obj");
float amb[3] {0.2, 0.2, 0.2};
float diff[3] {0.6, 0.6, 0.6};
float spec[3] {1, 1, 1};
//////////FBO Creation///////////
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);//This bind function works
renderTexture = createTexture(1920, 1080, false);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
int i = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(i != GL_FRAMEBUFFER_COMPLETE){//I get no errors here...
cout<<"FBO is not complete!"<<endl;
}
cout<<"glGetError() = "<<glGetError()<<endl; //Prints 0
glBindFramebuffer(GL_FRAMEBUFFER, 0); //This unbind works perfectly
}
void display(){ //The drawing part of the main loop
cout<<"FBO Number: "<<fbo<<endl; //Returns 1, as it should
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
mainShader->bindShader();
mainShader->setUniformFloat3("lspecular", 1,1,1); //Lighting stuff...
mainShader->setUniformFloat3("lambient", 0.2,0.2,0.2);
mainShader->setUniformFloat3("ldiffuse", 0.6,0.6,0.6);
mainShader->setUniformFloat3("lightPos", 0,500,0);
mainShader->setUniformSampler("texture", 0);
mainShader->setUniformFloat("constantAttenuation", 0.0);
mainShader->setUniformFloat("linearAttenuation", 0.0);
mainShader->setUniformFloat("quadraticAttenuation", 0.000002);
littleShine.addToShader(*mainShader); //Sets material for lighting
pipeline.matrixMode(PROJECTION_MATRIX);
pipeline.loadIdentity();
pipeline.perspective(45, 1280.0/720.0, 0.1, 5000.0); //3D projection
pipeline.matrixMode(VIEW_MATRIX);
pipeline.loadIdentity();
control(0.2, 0.2, mousein, pipeline); //Controls camera
updateCamera(pipeline); //Updates matrices
pipeline.updateMatrices(mainShader->getHandle()); //Updates shader matrices
glBindTexture(GL_TEXTURE_2D, grass);
pipeline.matrixMode(MODEL_MATRIX);
//pipeline.loadIdentity();
glCallList(ground);
pipeline.translate(0, 1, -5);
pipeline.rotatef(frame, 0, 1, 0);
pipeline.updateMatrices(mainShader->getHandle());
monkeyMtl.addToShader(*mainShader);
glBindTexture(GL_TEXTURE_2D, crate);
glCallList(monkey);
glBindFramebuffer(GL_FRAMEBUFFER, 0); ///////DOESN'T UNBIND!! Still get black screen
//glClear(GL_COLOR_BUFFER_BIT);
pipeline.matrixMode(MODEL_MATRIX);
pipeline.loadIdentity();
pipeline.matrixMode(VIEW_MATRIX);
pipeline.loadIdentity();
//pipeline.translate(0, 0, -5);
pipeline.matrixMode(PROJECTION_MATRIX);
pipeline.loadIdentity();
pipeline.ortho(1920, 0, 0, 1080, 1, -1);//Clear matrices, set orthographic view
//mainShader->unbindShader();
postProcess->bindShader(); //Binds the post-processing shader
postProcess->setUniformSampler("texture", 0); //Texture sampler
pipeline.updateMatrices(postProcess->getHandle());
glBindTexture(GL_TEXTURE_2D, renderTexture); //Bind the FBO's output as a texture
glBindFramebuffer(GL_FRAMEBUFFER, 0); //Tried a second time to unbind FBO, to no avail...
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0); //Makes no difference
glTexCoord2f(0,0); /////Draw FBO texture to screen, fails
glVertex2f(0,0);
glTexCoord2f(1,0);
glVertex2f(1920,0);
glTexCoord2f(1,1);
glVertex2f(1920,1080);
glTexCoord2f(0,1);
glVertex2f(0,1080);
glEnd();
}
void update(){
frame++;
}
int main(int args, char* argv[]){
SDL_Init(SDL_INIT_EVERYTHING);
IMG_Init(IMG_INIT_PNG);
SDL_Delay(150);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode(1920, 1080, 32, SDL_SWSURFACE|SDL_OPENGL|SDL_FULLSCREEN);
bool running = true;
Uint32 start;
SDL_Event event;
init();
while(running){
start = SDL_GetTicks();
while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym){
default:
break;
case SDLK_ESCAPE:
running = false;
break;
case SDLK_p:
mousein = false;
SDL_ShowCursor(SDL_ENABLE);
SDL_WM_GrabInput(SDL_GRAB_OFF);
break;
}
break;
case SDL_KEYUP:
break;
case SDL_MOUSEBUTTONDOWN:
mousein = true;
SDL_ShowCursor(SDL_DISABLE);
SDL_WM_GrabInput(SDL_GRAB_ON);
break;
}
}
update();
display();
SDL_GL_SwapBuffers();
if(1000/60 > (SDL_GetTicks() - start)){
SDL_Delay(1000/60 - (SDL_GetTicks() - start));
}
}
delete mainShader;
SDL_Quit();
//cout << "Hello world!" << endl;
return 0;
}
PostProcess.vert:
#version 130
varying vec2 texCoord;
varying vec3 position;
varying vec3 normal;
//Matrices, passed in to shader
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;
void main(){
gl_Position = modelViewProjectionMatrix * gl_Vertex;
normal = normalMatrix * gl_Normal;
texCoord = gl_MultiTexCoord0.st;
position = vec3(modelViewMatrix * gl_Vertex);
}
PostProcess.frag:
#version 130
uniform sampler2D texture;
varying vec2 texCoord;
varying vec3 position;
varying vec3 normal;
void main(){
gl_FragColor = texture(texture, texCoord); //Draw the textur, also tried texture2D...
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); //I've tried drawing white to the screen - it failed
}
I really don't know what's happening here. I'd guess it's something simple, but how did I miss it twice?
I've solved it!
For some reason, the material.cpp file was messing it all up. For some reason, when I used the material.addToShader(shader) function, it would not render, but when I added the uniforms myself, or changed the parameter to a pointer to a shader, it seemed to work perfectly fine.
There was a 1281 error caused by this issue. Why this was the case I have no idea, but at least it's solved now!
You don't call glClear when the window framebuffer is bound. Try:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
Related
Here is my code:
modify from qt example: Examples\Qt-5.14.2\quick\scenegraph\openglunderqml
void SquircleRenderer::init()
{
unsigned char* data = (unsigned char*)malloc(1200*4);
for(int i=0;i<600;i++)
{
data[i*4] = 0;
data[i*4+1] = 255;
data[i*4+2] = 0;
data[i*4+3] = 255;
}
for(int i=600;i<1200;i++)
{
data[i*4] = 0;
data[i*4+1] = 0;
data[i*4+2] = 255;
data[i*4+3] = 255;
}
if (!m_program) {
QSGRendererInterface *rif = m_window->rendererInterface();
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL || rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
initializeOpenGLFunctions();
if (texs[0])
{
glDeleteTextures(1, texs);
}
glGenTextures(1, texs);
glBindTexture(GL_TEXTURE_2D, texs[0]);
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_RGBA, 30, 40, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
m_program = new QOpenGLShaderProgram();
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,
"varying highp vec2 coords;"
"uniform sampler2D inputImageTexture;"
"void main() {"
" gl_FragColor = texture2D(inputImageTexture, coords);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
arrUni[0] = m_program->uniformLocation("inputImageTexture");
}
}
//! [4] //! [5]
void SquircleRenderer::paint()
{
// Play nice with the RHI. Not strictly needed when the scenegraph uses
// OpenGL directly.
m_window->beginExternalCommands();
m_program->bind();
m_program->enableAttributeArray(0);
float values[] = {
-1, 1,
1, 1,
-1, -1,
1, -1
};
// This example relies on (deprecated) client-side pointers for the vertex
// input. Therefore, we have to make sure no vertex buffer is bound.
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_program->setAttributeArray(0, GL_FLOAT, values, 2);//values
//m_program->setUniformValue("t", (float) m_t);
qDebug()<<m_viewportSize.width()<<m_viewportSize.height()<<"\n";
glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glUniform1i(arrUni[0], 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_program->disableAttributeArray(0);
m_program->release();
m_window->endExternalCommands();
}
As the picture you can see,it produces 4 same pictures,could you tell me how to produce 1 picture fill the whole window?:
I tried so many methods, but it didn't work, I guess the problem exists in the values array or the glTexImage2D function.
Textures are mapped accross the [0, 1] range, and values outside of that range are modulo-looped back into it, which creates a repeating pattern. Interpreting the texture over the [-1, 1] range leads to what you are seeing since you are mapping exactly twice the UV range in both axises.
There's a few ways to fix this. But my personal preference for a full-framebuffer pass like this is to have the attribute be normalized, and then have it converted to the expected [-1, 1] range for the clip-space coordinate in the vertex shader:
float values[] = {
0.f, 1.f,
1.f, 1.f,
0.f, 0.f,
1.f, 0.f
};
gl_Position = vertices * 2.0 - vec4(1.0, 1.0,0.0,1.0);
Another common technique is to do away with the attribute buffer altogether, and use gl_VertexID to directly generate both the UVs and coordinates.
I am trying to render some polygons to a texture, and then render the texture to the screen.
I'm not sure how to debug my code since that would require to probe the internal state of OpenGL, so I would appreciate tips on how to debug myself more than pointing out the error I have done.
Anyway, I commented the code I wrote explaining what I expect each line to do.
Here is a description of what the code is supposed to do.
Basically, I made a vertex shader that provides the position, UV and color to the fragment shader. The fragment shader has a uniform to activate texture sampling, otherwise it will just output the input color. In both cases, the color is multiplied by a uniform color. First I create a texture, and I fill it with red and green raw pixel data to test. This texture is correcly rendered to the screen (I see the red and green part correctly as I initialized it). Then i try to do the actual rendering on the texture. I try to render a small blue square in the middle of it (sampler disabled on the fragment shader, color uniform set to blue) but I can't get this blue square to appear on the rendered texture.
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "utils.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
using namespace std;
#define numVAOs 1
#define numVBOs 1
GLuint shaderProgram;
GLuint unifUseTexture, unifInTexture, unifTMat, unifDrawColor;
GLuint texture;
GLuint textureFrameBuffer;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
void drawRectangle() {
}
void init() {
// Compile the shaderProgram
shaderProgram = createShaderProgram("vertex.glsl","fragment.glsl");
// Retrieve the uniform location
unifUseTexture = glGetUniformLocation(shaderProgram,"useTexture");
unifInTexture = glGetUniformLocation(shaderProgram,"inTexture");
unifTMat = glGetUniformLocation(shaderProgram,"tMat");
unifDrawColor = glGetUniformLocation(shaderProgram,"drawColor");
// Create vertex array object and vertex buffer object
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
float xyzuvrgbaSquare[54] = {
/* C */ 1.0,-1.0,0.0, 1.0,0.0, 1.0,1.0,1.0,1.0,
/* A */ -1.0,1.0,0.0, 0.0,1.0, 1.0,1.0,1.0,1.0,
/* B */ 1.0,1.0,0.0, 1.0,1.0, 1.0,1.0,1.0,1.0,
/* A */ -1.0,1.0,0.0, 0.0,1.0, 1.0,1.0,1.0,1.0,
/* C */ 1.0,-1.0,0.0, 1.0,0.0, 1.0,1.0,1.0,1.0,
/* D */-1.0,-1.0,0.0, 0.0,0.0, 1.0,1.0,1.0,1.0
};
glGenBuffers(numVBOs,vbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 4*54,xyzuvrgbaSquare,GL_STATIC_DRAW);
// Associate vbo with the correct vertex attribute to display the rectangle
glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,36,0); // inPosition
glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,36,(void*)20); // inColor
glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,36,(void*)12); // inUV
glEnableVertexAttribArray(0); // location=0 in the shader
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
// Generate a small 128x128 texture. I followed the tutorial
// over http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
// generate a frameBuffer to contain the texture
glGenFramebuffers(1,&textureFrameBuffer);
// Bind it, so when I will generate the texture it will be associated with it
glBindFramebuffer(GL_FRAMEBUFFER, textureFrameBuffer);
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
// Put some raw data inside of it for testing purposes. I will fill it
// half with green, half with red
unsigned char* imageRaw = new unsigned char[4*128*128];
for(int i=0; i<4*128*64; i+=4) {
imageRaw[i] = 255;
imageRaw[i+1] = 0;
imageRaw[i+2] = 0;
imageRaw[i+3] = 255;
imageRaw[4*128*64+i] = 0;
imageRaw[4*128*64+i+1] = 255;
imageRaw[4*128*64+i+2] = 0;
imageRaw[4*128*64+i+3] = 255;
}
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,128,128,0,GL_RGBA,GL_UNSIGNED_BYTE,imageRaw);
// Setup some required parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Draw a small blue square on the texture
// So, activate the previously compiled shader program and setup the uniforms
glUseProgram(shaderProgram);
// First, create a transform matrix to make the square smaller (20% of texture)
glm::mat4 tMat = glm::scale(glm::mat4(1.0f),glm::vec3(0.2,0.2,0));
glUniformMatrix4fv(unifTMat,1,GL_FALSE,glm::value_ptr(tMat));
// do not use a texture (ignore sampler2D in fragment shader)
glUniform1i(unifUseTexture,0);
// use the color BLUE for the rectangle
glUniform4f(unifDrawColor,0.0,0.0,1.0,1.0);
// Bind the textureFrameBuffer to render on the texture instead of the screen
glBindFramebuffer(GL_FRAMEBUFFER,textureFrameBuffer);
glFramebufferTexture(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,texture,0);
GLenum drawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if( status != GL_FRAMEBUFFER_COMPLETE ) {
cout << "framebuffer status: " << status << endl;
}
// the vertex framebuffer and vertex attribute pointer have already been
// described, so I'll just do the draw call here
glDrawArrays(GL_TRIANGLES,0,6);
// Display the textore on screen
// Bind the screen framebuffer (0) so the following rendering will occurr on screen
glBindFramebuffer(GL_FRAMEBUFFER,0);
// Put a white background color
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Change properly the shader uniforms
glUniform4f(unifDrawColor,1.0,1.0,1.0,1.0); // multiply by white, no changes
glUniform1i(unifUseTexture,1); // set useTexture to True
// Create a transform matrix to scale the rectangle so that it uses up only half screen
tMat = glm::scale(glm::mat4(1.0f),glm::vec3(.5,.5,.0));
glUniformMatrix4fv(unifTMat,1,GL_FALSE,glm::value_ptr(tMat));
// Put the sampler2D
glActiveTexture(GL_TEXTURE0); // Work on texture0
// 0 because of (binding = 0) on the fragment shader
glBindTexture(GL_TEXTURE_2D,texture);
glDrawArrays(GL_TRIANGLES,0,6); // 6 vertices
}
int main(int argc, char** argv) {
// Build the window
if (!glfwInit()) exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
GLFWwindow* window = glfwCreateWindow(600,600,"Dashboard",NULL,NULL);
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK) exit(EXIT_FAILURE);
glfwSwapInterval(1);
init();
while(!glfwWindowShouldClose(window)) {
//display(window,glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
edit: I forgot to put the shader code here, though the problem is not within the shader because it does work when used to render the texture to screen.
vertex.glsl:
#version 430
layout (location=0) in vec3 inPosition;
layout (location=1) in vec4 inColor;
layout (location=2) in vec2 inUV;
uniform mat4 tMat;
uniform vec4 drawColor;
out vec4 varyingColor;
out vec2 varyingUV;
void main(void) {
gl_Position = tMat * vec4(inPosition,1.0);
varyingColor = inColor*drawColor;
varyingUV = inUV;
}
fragment.glsl:
#version 430
in vec4 varyingColor;
in vec2 varyingUV;
layout(location = 0) out vec4 color;
layout (binding=0) uniform sampler2D inTexture;
uniform bool useTexture;
void main(void) {
if( useTexture )
color = vec4(texture(inTexture,varyingUV).rgb,1.0) * varyingColor;
else
color = varyingColor;
}
The texture which is attached to the framebuffer, has a different size than the window. Hence you've to adjust the viewport rectangle (glViewport) to the size of the size of the currently bound framebuffer, before drawing the geometry:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageRaw);
// [...]
glBindFramebuffer(GL_FRAMEBUFFER, textureFrameBuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture,0);
glViewport(0, 0, 128, 128);
// [...]
glDrawArrays(GL_TRIANGLES, 0, 6);
// [...]
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
// [...]
glDrawArrays(GL_TRIANGLES, 0, 6);
Following my latest question: My OpenGL QQuickItem won't have the size I want, I'm now trying,, instead of having an arbitrary size for my OpenGL video, to fit it inside my QQuickItem.
I've heard that QQuickItem::transform() will give me a list of transformation matrices. I'm assuming that this list contains all the transformations needed to arrive at a square the size and position of my QQuickItem. <<<< Is this true? If so, the transformations are from what coordinates and viewport dimensions?
Given that as true, I've made the following minimal verifiable and compilable example that tries to make the green screen fit into the size of my QQuickItem. But currently, it just takes the entire screen.
I used the function getModelMatrix() that you can find below, to get all the transformations and make a matrix out of it. Then I apply these transformations to my vertex shader by doing
gl_Position = u_transform * vertexIn;
As I said, the result is a green screen. However, it has the same dimensions of my window, instead of having the dimensions 640x480 and x,y=0, as specified in main.qml
You can find a minimal compilable and verifiable example here: https://github.com/lucaszanella/openglqtquickexample/tree/88fe0092d663dd92c551c72acccd0bf058fe7e5b
OpenGlVideoQtQuick.cpp:
#include "OpenGlVideoQtQuick.h"
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
//Simple shader. Outpus the same location as input, I guess
const char *vString2 = GET_STR(
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
uniform mat4 u_transform;
void main(void)
{
gl_Position = u_transform * vertexIn;
textureOut = textureIn;
}
);
const char *tString2 = GET_STR(
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main(void)
{
vec3 yuv;
vec3 rgb;
yuv.x = texture2D(tex_y, textureOut).r;
yuv.y = texture2D(tex_u, textureOut).r - 0.5;
yuv.z = texture2D(tex_v, textureOut).r - 0.5;
rgb = mat3(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
);
OpenGlVideoQtQuick::OpenGlVideoQtQuick():
openGlVideoQtQuickRenderer(nullptr)
{
connect(this, &QQuickItem::windowChanged, this, &OpenGlVideoQtQuick::handleWindowChanged);
update();
}
void OpenGlVideoQtQuick::handleWindowChanged(QQuickWindow *win)
{
if (win) {
connect(win, &QQuickWindow::beforeSynchronizing, this, &OpenGlVideoQtQuick::sync, Qt::DirectConnection);
win->setClearBeforeRendering(false);
}
}
QMatrix4x4 OpenGlVideoQtQuick::getModelMatrix() {
QMatrix4x4 result;
// Compose model matrix from our transform properties in the QML
QQmlListProperty<QQuickTransform> transformations = transform();
const int count = transformations.count(&transformations);
for (int i=0; i<count; i++) {
QQuickTransform *transform = transformations.at(&transformations, i);
transform->applyTo(&result);
}
return result;
}
void OpenGlVideoQtQuick::update()
{
if (window())
window()->update();
}
OpenGlVideoQtQuickRenderer::~OpenGlVideoQtQuickRenderer()
{
delete program;
}
void OpenGlVideoQtQuick::sync()
{
if (!openGlVideoQtQuickRenderer) {
openGlVideoQtQuickRenderer = new OpenGlVideoQtQuickRenderer();
connect(window(), &QQuickWindow::beforeRendering, openGlVideoQtQuickRenderer, &OpenGlVideoQtQuickRenderer::render, Qt::DirectConnection);
connect(window(), &QQuickWindow::afterRendering, this, &OpenGlVideoQtQuick::update, Qt::DirectConnection);
}
this->openGlVideoQtQuickRenderer->qQuickVideoMatrix = getModelMatrix();
}
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
void OpenGlVideoQtQuickRenderer::render()
{
if (this->firstRun) {
std::cout << "Creating QOpenGLShaderProgram " << std::endl;
this->firstRun = false;
program = new QOpenGLShaderProgram();
initializeOpenGLFunctions();
std::cout << "Fragment Shader compilation: " << program->addShaderFromSourceCode(QOpenGLShader::Fragment, tString2) << std::endl;
std::cout << "Vertex Shader compilation: " << program->addShaderFromSourceCode(QOpenGLShader::Vertex, vString2) << std::endl;
program->bindAttributeLocation("vertexIn",A_VER);
program->bindAttributeLocation("textureIn",T_VER);
std::cout << "program->link() = " << program->link() << std::endl;
glGenTextures(3, texs);//TODO: ERASE THIS WITH glDeleteTextures
}
program->bind();
program->setUniformValue("u_transform", this->qQuickVideoMatrix);
//glViewport(50, 50, 50, 50);
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
unis[0] = program->uniformLocation("tex_y");
unis[1] = program->uniformLocation("tex_u");
unis[2] = program->uniformLocation("tex_v");
//Y
glBindTexture(GL_TEXTURE_2D, texs[0]);
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_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
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_RED, width/2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
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_RED, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
program->disableAttributeArray(A_VER);
program->disableAttributeArray(T_VER);
program->release();
}
OpenGlVideoQtQuick.h:
#ifndef OpenGlVideoQtQuick_H
#define OpenGlVideoQtQuick_H
#include <QtQuick/QQuickItem>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLFunctions>
#include <QtQuick/qquickwindow.h>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLContext>
#include <QString>
#include <iostream>
#include <QTimer>
class OpenGlVideoQtQuickRenderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
OpenGlVideoQtQuickRenderer() {
}
~OpenGlVideoQtQuickRenderer();
QMatrix4x4 qQuickVideoMatrix;
public slots:
void render();
private:
QOpenGLShaderProgram* program;
GLuint unis[3] = {0};
GLuint texs[3] = {0};
unsigned char *datas[3] = { 0 };
bool firstRun = true;
//TODO: make this variable according to video data
int width = 1920;
int height = 1080;
};
class OpenGlVideoQtQuick : public QQuickItem
{
Q_OBJECT
public:
OpenGlVideoQtQuick();
QMatrix4x4 getModelMatrix();
private slots:
void handleWindowChanged(QQuickWindow *win);
public slots:
void sync();
void update();//Updates the window
private:
OpenGlVideoQtQuickRenderer *openGlVideoQtQuickRenderer;
};
#endif // OpenGlVideoQtQuick_H
main.qml:
import QtQuick 2.0
import OpenGLComponents 1.0
Item {
width: 1280
height: 720
OpenGlVideoQtQuick {
width: 640
height: 480
}
}
From your question and your code it is a little unclear what you were "expecting" to see but I do see a few issues which might help you:
I don't think your render loop is actually called. You must do this in your constructor: setFlag(ItemHasContents);
Make sure you do pass some texture/video data into your glTexImage2D() calls otherwise you will get some garbage (random green garbage?)
You may want to have a look at QQuickItem::widthChanged and QQuickItem::heightChanged signals
Make sure you have that glViewport() as well as glClear() calls when debugging to avoid confusions - you can delete them later when you don't need them anymore
Given that you are outputting Normalized Device coordinates, you should just need to set glViewPort and scissor test to the item's x(), y(), width(), height() (no transform needed on vertices). As far as the green you are seeing, this is because none of your YUV textyres have actual data. As a result, in your pixel shader yuv contains (0, -0.5, -0.5) which when transformed by your YUV to RGB matrix yields rgb(0.0, 0.487625, -1.016055) which is a half intensity green.
Using various tutorials/examples/documentations/forums online, I have typed out code to allow CUDA to manipulate OpenGL textures such that it can be outputted to the screen. My method of displaying is to use PBO and an allocated texture image of uchar4 array. Despite all my attempts at fixing the problem, the texture would not show up on the 2D surface. I cannot seem to pinpoint the problem.
These are all the things I have checked/done thus far: I have created a PBO and registered it with CUDA, called cudaGraphicsResourceGetMappedPointer and the unmapping equivalent before and after the GPU function calls, made sure that glEnable is called for 2D_TEXTURE, glDisable called for any unnecessary values, unbinded textures/buffers when not in need. I have also reset SFML OpenGL states in case SFML was the cause. Square textures have also been employed. My OpenGL verision and CUDA version work for all function calls I use.
There did not seem to be any errors within the program when I checked cudaErrors and OpenGL Errors.
I am not sure if this has something to do with it but when I call:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
My quad does not seem to display.
I have mainly found inspiration from this website.
Thank you very much!
Here is my code:
Main.cpp
#include <GL/glew.h>
#include <windows.h>
#include <GL/GL.h>
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/System.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "GeneralTypedef.h"
#include "OpenGLTest.cuh"
int main()
{
// create the window
sf::RenderWindow window(sf::VideoMode(1024, 1024), "OpenGL");
//window.setVerticalSyncEnabled(true);
sf::Vector2u windowSize;
windowSize = sf::Vector2u(window.getSize());
bool running = true;
glewInit();
window.resetGLStates();
std::printf("OpenGL: %s:", glGetString(GL_VERSION));
// We will not be using SFML's gl states.
OpenGLTest* test = new OpenGLTest(window.getSize());
sf::Time time;
while (running)
{
// handle events
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
// end the program
running = false;
}
else if (event.type == sf::Event::Resized)
{
// adjust the viewport when the window is resized
glViewport(0, 0, event.size.width, event.size.height);
windowSize = window.getSize();
}
}
// clear the buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
test->createFrame(time.asMicroseconds());
test->drawFrame();
window.display();
}
// release resources...
delete test;
return 0;
}
OpenGLTest.cuh
#ifndef OPENGLTEST_CUH
#define OPENGLTEST_CUH
#include <GL/glew.h>
#include <windows.h>
#include <GL/GL.h>
#include <cuda.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include <SFML/OpenGL.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "GeneralTypedef.h"
class OpenGLTest
{
public:
uchar4* image;
GLuint gltexture;
GLuint pbo;
cudaGraphicsResource_t cudaPBO;
uchar4* d_textureBufferData;
sf::Vector2u windowSize;
OpenGLTest(sf::Vector2u windowSize)
{
this->windowSize = sf::Vector2u(windowSize);
this->setupOpenGL();
};
~OpenGLTest()
{
delete image;
image == nullptr;
cudaFree(d_textureBufferData);
d_textureBufferData == nullptr;
glDeleteTextures(1, &gltexture);
}
void drawFrame();
void createFrame(float time);
private:
void setupOpenGL();
};
#endif //OPENGLTEST_CUH
OpenGLTest.cu
#include "OpenGLTest.cuh"
__global__ void createGPUTexture(uchar4* d_texture)
{
uint pixelID = blockIdx.x*blockDim.x + threadIdx.x;
d_texture[pixelID].x = 0;
d_texture[pixelID].y = 1;
d_texture[pixelID].z = 1;
d_texture[pixelID].w = 0;
}
__global__ void wow(uchar4* pos, unsigned int width, unsigned int height,
float time)
{
int index = blockIdx.x * blockDim.x + threadIdx.x;
unsigned int x = index%width;
unsigned int y = index / width;
if (index < width*height) {
unsigned char r = (x + (int)time) & 0xff;
unsigned char g = (y + (int)time) & 0xff;
unsigned char b = ((x + y) + (int)time) & 0xff;
// Each thread writes one pixel location in the texture (textel)
pos[index].w = 0;
pos[index].x = r;
pos[index].y = g;
pos[index].z = b;
}
}
void OpenGLTest::drawFrame()
{
glColor3f(1.0f,1.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, gltexture);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, windowSize.x, windowSize.y, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, float(windowSize.y));
glTexCoord2f(1.0f, 0.0f);
glVertex2f(float(windowSize.x), float(windowSize.y));
glTexCoord2f(1.0f, 1.0f);
glVertex2f(float(windowSize.x), 0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex2f(0.0f, 0.0f);
glEnd();
glFlush();
// Release
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// Test Triangle
/*
glBegin(GL_TRIANGLES);
glColor3f(0.1, 0.2, 0.3);
glVertex2f(0, 0);
glVertex2f(10, 0);
glVertex2f(0, 100);
glEnd();
*/
}
void OpenGLTest::createFrame(float time)
{
cudaGraphicsMapResources(1, &cudaPBO, 0);
size_t numBytes;
cudaGraphicsResourceGetMappedPointer((void**)&d_textureBufferData, &numBytes, cudaPBO);
int totalThreads = windowSize.x * windowSize.y;
int nBlocks = totalThreads/ 256;
// Run code here.
createGPUTexture << <nBlocks, 256>> >(d_textureBufferData);
//wow << <nBlocks, 256 >> >(d_textureBufferData, windowSize.x, windowSize.y, time);
// Unmap mapping to PBO so that OpenGL can access.
cudaGraphicsUnmapResources(1, &cudaPBO, 0);
}
void OpenGLTest::setupOpenGL()
{
image = new uchar4[1024*1024];
glViewport(0, 0, windowSize.x, windowSize.y);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, windowSize.x, windowSize.y, 0.0, -1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
// Unbind any textures from previous.
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
// Create new textures.
glGenTextures(1, &gltexture);
glBindTexture(GL_TEXTURE_2D, gltexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Create image with same resolution as window.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, windowSize.x , windowSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
// Create pixel buffer boject.
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, windowSize.x * windowSize.y * sizeof(uchar4), image, GL_STREAM_COPY);
cudaGraphicsGLRegisterBuffer(&cudaPBO, pbo, cudaGraphicsMapFlagsNone);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
GeneralType
#ifndef GENERALTYPEDEF_CUH
#define GENERALTYPEDEF_CUH
typedef unsigned int uint;
#endif // GENERALTYPEDEF_CUH
After rewriting the entire code and understanding it more, I have figured out the reason. The color components for the uchar4 in the kernel function is mapped from 0-255. The w component is transparency. As such, it should be mapped to 255 for the image to show. I hope this helps for those who may have the same problem. Some sites have this value set very low as well.
My problem is getting more than one texture accessible in a GLSL shader.
Here's what I'm doing:
Shader:
uniform sampler2D sampler0;
uniform sampler2D sampler1;
uniform float blend;
void main( void )
{
vec2 coords = gl_TexCoord[0];
vec4 col = texture2D(sampler0, coords);
vec4 col2 = texture2D(sampler1, coords);
if (blend > 0.5){
gl_FragColor = col;
} else {
gl_FragColor = col2;
}
};
So, I simply choose between the two color values based on a uniform variable. Simple enough (this is a test), but instead of the expected behavior, I get all black when blend <= 0.5.
OpenGL code:
m_sampler0location = m_shader.FindUniform("sampler0");
m_sampler1location = m_shader.FindUniform("sampler1");
m_blendlocation = m_shader.FindUniform("blend");
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
m_extensions.glUniform1iARB(m_sampler0location, 0);
glBindTexture(GL_TEXTURE_2D, Texture0.Handle);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
m_extensions.glUniform1iARB(m_sampler1location, 1);
glBindTexture(GL_TEXTURE_2D, Texture1.Handle);
glBegin(GL_QUADS);
//lower left
glTexCoord2f(0, 0);
glVertex2f(-1.0, -1.0);
//upper left
glTexCoord2f(0, maxCoords0.t);
glVertex2f(-1.0, 1.0);
//upper right
glTexCoord2f(maxCoords0.s, maxCoords0.t);
glVertex2f(1.0, 1.0);
//lower right
glTexCoord2f(maxCoords0.s, 0);
glVertex2f(1.0, -1.0);
glEnd()
The shader is compiled and bound before all this. All the sanity checks in that process indicate that it goes ok.
As I said, the value of col in the shader program reflects fragments from a texture; the value of col2 is black. The texture that is displayed is the last active texture - if I change the last glBindTexture to bind Texture0.Handle, the texture changes. Fixed according to Bahbar's reply.
As it is, the scene renders all black, even if I add something like gl_FragColor.r = blend; as the last line of the shader. But, if I comment out the call glActiveTexture(GL_TEXTURE1);, the shader works again, and the same texture appears in both sampler0 and sampler1.
What's going on? The line in question, glActiveTexture(GL_TEXTURE1);, seems to work just fine, as evidenced by a subsequent glGetIntegerv(GL_ACTIVE_TEXTURE, &anint). Why does it break everything so horribly? I've already tried upgrading my display drivers.
Here's a basic GLUT example (written on OS X, adapt as needed) that generates two checkerboard textures, loads a shader with two samplers and combines them by tinting each (one red, one blue) and blending. See if this works for you:
#include <stdio.h>
#include <stdlib.h>
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#define kTextureDim 64
GLuint t1;
GLuint t2;
/* adapted from the red book */
GLuint makeCheckTex() {
GLubyte image[kTextureDim][kTextureDim][4]; // RGBA storage
for (int i = 0; i < kTextureDim; i++) {
for (int j = 0; j < kTextureDim; j++) {
int c = ((((i & 0x8) == 0) ^ ((j & 0x8)) == 0))*255;
image[i][j][0] = (GLubyte)c;
image[i][j][1] = (GLubyte)c;
image[i][j][2] = (GLubyte)c;
image[i][j][3] = (GLubyte)255;
}
}
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
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_RGBA, kTextureDim, kTextureDim, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
return texName;
}
void loadShader() {
#define STRINGIFY(A) #A
const GLchar* source = STRINGIFY(
uniform sampler2D tex1;
uniform sampler2D tex2;
void main() {
vec4 s1 = texture2D(tex1, gl_TexCoord[0].st);
vec4 s2 = texture2D(tex2, gl_TexCoord[0].st + vec2(0.0625, 0.0625));
gl_FragColor = mix(vec4(1, s1.g, s1.b, 0.5), vec4(s2.r, s2.g, 1, 0.5), 0.5);
}
);
GLuint program = glCreateProgram();
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar* log = (GLchar*)malloc(logLength);
glGetShaderInfoLog(shader, logLength, &logLength, log);
printf("Shader compile log:\n%s\n", log);
free(log);
}
glAttachShader(program, shader);
glLinkProgram(program);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar* log = (GLchar*)malloc(logLength);
glGetProgramInfoLog(program, logLength, &logLength, log);
printf("Program link log:\n%s\n", log);
free(log);
}
GLuint t1Location = glGetUniformLocation(program, "tex1");
GLuint t2Location = glGetUniformLocation(program, "tex2");
glUniform1i(t1Location, 0);
glUniform1i(t2Location, 1);
glUseProgram(program);
}
void init()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
t1 = makeCheckTex();
t2 = makeCheckTex();
loadShader();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, t1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, t2);
glBegin(GL_QUADS);
//lower left
glTexCoord2f(0, 0);
glVertex2f(-1.0, -1.0);
//upper left
glTexCoord2f(0, 1.0);
glVertex2f(-1.0, 1.0);
//upper right
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
//lower right
glTexCoord2f(1.0, 0);
glVertex2f(1.0, -1.0);
glEnd();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2, 2, -2, 2, -2, 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
glutInitWindowSize(512, 512);
glutInitWindowPosition(0, 0);
glutCreateWindow("GLSL Texture Blending");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(display);
init();
glutMainLoop();
return 0;
}
Hopefully the result will look something like this (you can comment out the glUseProgram call to see the first texture drawn without the shader):
Just to help other people who might be interested in using multiple textures and will feel hopeless after days searching for an answer. I found that you need to call
glUseProgram(program);
GLuint t1Location = glGetUniformLocation(program, "tex1");
GLuint t2Location = glGetUniformLocation(program, "tex2");
glUniform1i(t1Location, 0);
glUniform1i(t2Location, 1);
In that order for it to work (glUseProgram is the last instruction for 99% of the sample code I've found online). Now it may be only the case for me and not affect anyone else on Earth, but just in case I thought I'd share.
Quite late reply, but for anybody encountering this - I encountered same problem and after short fiddling, I realized that calling glActiveTexture(GL_TEXTURE0) fixes the issue.
It seems something down the line gets confused if active texture unit is not 'reset' to zero.
This could be system-dependent behavior; I'm running 64bit Archlinux with Mesa 8.0.4.
When compiling your shader to test, I found two errors:
coords should be assigned the st portion of the 4-component gl_TexCoord, e.g.
vec2 coords = gl_TexCoord[0].st;
The shader should not end with a semicolon.
Are you checking anywhere in your main program that shader compiles correctly? You may want to look at GL_COMPILE_STATUS via glGetShader and glGetShaderInfoLog.
It sounds like your glActiveTexture call does not work. Are you sure you set up the function pointer correctly ?
Verify by calling glGetIntegerv(GL_ACTIVE_TEXTURE, &anint) after having called your glActiveTexture(GL_TEXTURE1).
Also glEnable(GL_TEXTURE_2D) are not useful. The shader itself specifies what texture units to use, and which target of each unit to "enable".
Edit to add:
Well, your new situation is peculiar. The fact that you can't even show red is weird, in particular (well, did you set alpha to 1 just to make sure ?).
That said, you should restore GL_TEXTURE0 as the glActiveTexture after you're done setting the texture unit 1 (i.e. after the glBindTexture call).