Reputation: 23
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;
}
Upvotes: 2
Views: 2743
Reputation: 210918
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);
Upvotes: 1