I was able to render YUV image on the screen using shaders.
To improve performance I want to use FBO. But I am not able to do it.
My initialization code is as below
void opengl_init(int w, int h) {
glGenFramebuffers(1, &framebuffer);
checkGlError("glGenFramebuffers");
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
checkGlError("glBindFramebuffer");
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &gYTexture);
glBindTexture(GL_TEXTURE_2D, gYTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &colorbuffer);
checkGlError("glGenRenderbuffers");
glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer);
checkGlError("glBindRenderbuffer");
glRenderbufferStorage(GL_RENDERBUFFER,
GL_RGB565, FRAME_WIDTH, FRAME_HEIGHT);
checkGlError("glRenderbufferStorage");
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, depthbuffer);
checkGlError("glFramebufferRenderbuffer");
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
gYTexture, 0);
checkGlError("glFramebufferTexture2D");
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
printf("Framebuffer is not complete: *status* = %d", status);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("Framebuffer is not complete: *status* = %d", status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGlError("glBindFramebuffer");
glGenBuffers(1, ioBuf);
checkGlError("glGenBuffers");
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &gUTexture);
glBindTexture(GL_TEXTURE_2D, gUTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE2);
glGenTextures(1, &gVTexture);
glBindTexture(GL_TEXTURE_2D, gVTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, w, h);
checkGlError("glViewport");
}
I render my frame using the below code
void opengl_renderframe(void *yuvbuf,int framewidth, int frameheight) {
static void *ubuf, *vbuf;
ubuf = (char *)yuvbuf + (framewidth * frameheight);
vbuf = (char *)ubuf + ((framewidth * frameheight) / 4);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
checkGlError("glBindFramebuffer");
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
checkGlError("glClearColor");
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
checkGlError("glClear");
glUseProgram(gProgram);
checkGlError("glUseProgram");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gYTexture);
glBindBuffer(GL_ARRAY_BUFFER, ioBuf);
checkGlError("glBindBuffer");
glBufferData(GL_ARRAY_BUFFER, (FRAME_WIDTH * FRAME_HEIGHT) , yuvbuf, GL_STATIC_DRAW);
checkGlError("glBufferData");
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, FRAME_WIDTH, FRAME_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
checkGlError("glTexImage2D");
glBindBuffer(GL_ARRAY_BUFFER, 0);
checkGlError("glBindBuffer");
glUniform1i(Ysamp, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gUTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, framewidth/2, frameheight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, ubuf );
glUniform1i(Usamp, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gVTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, framewidth/2, frameheight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, vbuf );
glUniform1i(Vsamp, 2);
glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gvPositionHandle);
checkGlError("glEnableVertexAttribArray");
glVertexAttribPointer(gaTextureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices2);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gaTextureCoordHandle);
checkGlError("glEnableVertexAttribArray");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGlError("glBindFramebuffer 0");
}
my fragment shader to render only Y data is as below
static const char gGrayScaleFragmentShader[] =
"precision mediump float;\n"
"varying vec2 vTextureCoord;\n"
"uniform sampler2D sTexture;\n"
"void main() {\n"
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n"
"}\n";
Related
This is the code for a ground object that gets rendered every frame in a game I'm making with c++ and openGl.
Ground::Ground() {
this->loadedObject = loadObject("ground.obj");
this->vertices = getVerticesFromLoadedObject(this->loadedObject);
this->textureCoords = getTextureCoordsFromLoadedObject(this->loadedObject);
this->textureData = loadTexture("ground.jpg");
glGenTextures(1, &this->textureId);
glBindTexture(GL_TEXTURE_2D, this->textureId);
}
void Ground::draw() {
glEnable(GL_TEXTURE_2D);
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_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, this->textureData.width, this->textureData.height, 0, GL_RGB, GL_UNSIGNED_BYTE, this->textureData.data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY_EXT);
tinyobj::shape_t shape = this->loadedObject.shape;
unsigned int vertexCount = shape.mesh.num_face_vertices.size() * 3;
glTexCoordPointer(2, GL_FLOAT, 0, this->textureCoords);
glVertexPointer(3, GL_FLOAT, 0, this->vertices);
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY_EXT);
glDisable(GL_TEXTURE_2D);
}
Even though this works, calling glTexImage2D every frame causes a memory leak, but I can't get the texture to show otherwise, I tried doing the call in Ground's constructor but it doesn't load the image at all. How do I load the image just once to avoid the memory leak?
Update: with glTexImage2D in the constructor
Ground::Ground() {
this->loadedObject = loadObject("ground.obj");
this->vertices = getVerticesFromLoadedObject(this->loadedObject);
this->textureCoords = getTextureCoordsFromLoadedObject(this->loadedObject);
this->textureData = loadTexture("ground.jpg");
glGenTextures(1, &this->textureId);
glBindTexture(GL_TEXTURE_2D, this->textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, this->textureData.width, this->textureData.height, 0, GL_RGB, GL_UNSIGNED_BYTE, this->textureData.data);
}
void Ground::draw() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textureId);
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_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY_EXT);
tinyobj::shape_t shape = this->loadedObject.shape;
unsigned int vertexCount = shape.mesh.num_face_vertices.size() * 3;
glTexCoordPointer(2, GL_FLOAT, 0, this->textureCoords);
glVertexPointer(3, GL_FLOAT, 0, this->vertices);
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY_EXT);
glDisable(GL_TEXTURE_2D);
}
I've been struggling with this for a while, without any positive result. I've also implemented framebuffers with multiple render targets before, without any issues, but right now it wont work for some reason.
Here's the code for initialization:
// LOAD TEXTURE 1
glGenTextures(1, &m_Texture1);
glBindTexture(GL_TEXTURE_2D, m_Texture1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
// LOAD TEXTURE 2
glGenTextures(1, &m_Texture2);
glBindTexture(GL_TEXTURE_2D, m_Texture2);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_RGB16F, size.x, size.y, 0, GL_RGB, GL_FLOAT, NULL);
// LOAD TEXTURE 3
glGenTextures(1, &m_Texture3);
glBindTexture(GL_TEXTURE_2D, m_Texture3);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_RGB32F_ARB, size.x, size.y, 0, GL_RGB, GL_FLOAT, NULL);
// Load FBO
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_Texture1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_Texture2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_TEXTURE_2D, m_Texture3, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
And for drawing:
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
/// Draw the buffers, 3 color textures
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT };
glDrawBuffers(3, buffers);
/// Clear all the buffers
GLfloat color1[] = { 1.0f, 1.0, 0.0, 1.0 };
GLfloat color2[] = { 0.0f, 1.0, 0.0, 1.0 };
GLfloat color3[] = { 0.0f, 0.0, 1.0, 1.0 };
glClearBufferfv(GL_COLOR, 0, color1);
glClearBufferfv(GL_COLOR, 1, color2);
glClearBufferfv(GL_COLOR, 2, color3);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
I'm using gDEBugger for debugging buffers etc, and the 3 textures should be yellow, green and blue if i'm not right? But they are black for some reason...
I'm using single color rendering in frame buffer
glGenFramebuffersEXT(1, &frontFramebufferId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frontFramebufferId);
glGenTextures(1, &frontTextureId);
glBindTexture(GL_TEXTURE_2D, frontTextureId);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, frontTextureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, frameStride, frameHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frontFramebufferId);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, frontTextureId, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
When I'm resizing window it's gives me black color.
Resizing function:
glViewport(0, 0, frameStride, frameHeight);
glBindTexture(GL_TEXTURE_2D, frontTextureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, frameStride, frameHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frontFramebufferId);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, frontTextureId, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
It's necessary to use glFramebufferTexture2DEXT function on resize event? Or what is the problem? I'm using Nvidia's Cg framework.
I am using Derelict3 which uses the specific openGL3 standard and I am having an issue with the screen freezing (not updating) if glEnable(GL_DEPTH_TEST) is called, and the depth buffers not working if it is not. I have noticed that calls to set the clear color and enable depth testing are ignored if they are made prior to setting up the SDL_GL context and reloading Derelict3. I had to make them in the following order:
win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, flags);
if(!win){
writefln("Error creating SDL window");
SDL_Quit();
}
context=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
glVersion=DerelictGL3.reload();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepth(1.0);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
While this sorted out depth culling while writing to the standard double buffer, when I implement a framebuffer object with a renderBuffer as the new depth buffer I get a freeze... the program compiles and runs without warnings, but the rendered image to the screen aligned quad remains fixed. If I comment out glEnable(GL_DEPTH_TEST); the camera moves freely but the the rendered image pays no mind to depth testing and simply draws objects in order.
The framebuffer initialization code is:
//fbo
glEnable (GL_FRAMEBUFFER_SRGB);
glGenFramebuffers(1, &fbo);
assert(fbo > 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
assert(rbo > 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, projMat.w, projMat.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &fbon);
assert(fbon > 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbon);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbon, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fboc);
assert(fboc > 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fboc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fboc, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fbop);
assert(fbop > 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbop);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, fbop, 0);
glBindTexture(GL_TEXTURE_2D, 0);
int status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(status == GL_FRAMEBUFFER_COMPLETE);
buffs=[GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2];
glDrawBuffers(3, buffs.ptr);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
The code calling the fbo in draw() is:
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shad);
glUniformMatrix4fv(viewLoc, 1, GL_TRUE, player.mat.ptr);
current.draw();
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rend.draw();
I am at a loss as the same codes is working in c# as it ought.
My stupidity. Forgot to specify glDepthFunc
I'm experimenting with a renderer. What I want is to write a color buffer and a normal buffer to two separate textures. I got that part figured out.
However, the color buffer is supposed to be a combination of two textures. This should do the trick:
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
g_Shader->Enable();
RenderScene();
g_Shader->Disable();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
And this is the fragment shader: (GLSL)
uniform sampler2D tex_diffuse;
uniform sampler2D tex_normal;
void main()
{
gl_FragColor = texture2D(tex_diffuse, gl_TexCoord[0].st);
//gl_FragColor = texture2D(tex_normal, gl_TexCoord[0].st);
}
However, the second texture is the same as the first! Whichever texture is attached to GL_TEXTURE0 is the one used for both samplers.
Initializing the FBO:
glGenFramebuffersEXT(1, &g_FBOColor);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_FBOColor);
glGenTextures(1, &g_FBOTexColor);
glBindTexture(GL_TEXTURE_2D, g_FBOTexColor);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_FBOTexColor, 0);
glGenTextures(1, &g_FBOTexNormal);
glBindTexture(GL_TEXTURE_2D, g_FBOTexNormal);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, g_FBOTexNormal, 0);
glGenTextures(1, &g_FBOTexDepth);
glBindTexture(GL_TEXTURE_2D, g_FBOTexDepth);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, g_FBOTexDepth, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Complete render section:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_FBOColor);
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT);
glViewport(
0, 0,
Window::GetSingleton()->GetWidth(), Window::GetSingleton()->GetHeight()
);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
glDrawBuffers(2, buffers);
//glReadBuffer(GL_COLOR_ATTACHMENT0_EXT | GL_COLOR_ATTACHMENT1_EXT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
g_Shader->Enable();
RenderScene();
g_Shader->Disable();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Thanks in advance.
Well I figured it out. :)
The reason my textures didn't work was because I didn't set up the uniform locations. Fixed code:
g_Shader->Enable();
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glUniform1i(glGetUniformLocation(g_Shader->GetProgram(), "tex_diffuse"), 0);
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
glUniform1i(glGetUniformLocation(g_Shader->GetProgram(), "tex_normal"), 1);
RenderScene();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
g_Shader->Disable();