SDL OpenGL Textures Plagued with Green Tint - c

I am receiving an unexpected output when attempting to use SDL_image to load an image to an OpenGL texture.
The pertinent parts of my code are:
/**
* Load texture
* #param {char*} [filename] File name to load
* #param {int*} [textw] Texture width pointer (value returned)
* #param {int*} [texth] Texture height pointer (value returned)
* #return {GLuint}
* #link http://sdl.beuc.net/sdl.wiki/OpenGL_Texture_Example
**/
GLuint LoadTexture(char *filename, int *textw, int *texth) {
GLuint textureid;
int mode;
SDL_Surface *surface = IMG_Load(filename);
// could not load filename
if (!surface) {
return 0;
}
// work out what format to tell glTexImage2D to use...
if (surface->format->BytesPerPixel == 3) { // RGB 24bit
mode = GL_RGB;
printf( "GL_RGB\n" );
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
mode = GL_RGBA;
printf( "GL_RGBA\n" );
} else {
SDL_FreeSurface(surface);
return 0;
}
// Record texture dimensions
*textw = surface->w;
*texth = surface->h;
// create one texture name
glGenTextures(1, &textureid);
// tell opengl to use the generated texture name
glBindTexture(GL_TEXTURE_2D, textureid);
// this reads from the sdl surface and puts it into an opengl texture
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
// these affect how this texture is drawn later on...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// clean up
SDL_FreeSurface(surface);
return textureid;
}
/**
* Render
* #param {GLuint} [textureid] OpenGL texture to apply
**/
void render( textureid ) {
//Clear color buffer
glClear( GL_COLOR_BUFFER_BIT );
//Render quad
if ( gRenderQuad ) {
// Set color
glColor3f(0.0f,1.0f,0.0f);
// tell opengl to use the generated texture name
glBindTexture(GL_TEXTURE_2D, textureid);
glEnable(GL_TEXTURE_2D);
// Draw rectangle
glBegin( GL_QUADS );
// Top left
glTexCoord2i(0, 1);
glVertex2f( -1.0f, -1.0f );
// Top right
glTexCoord2i(1, 1);
glVertex2f( 1.0f, -1.0f );
// Bottom left
glTexCoord2i(1, 0);
glVertex2f( 1.0f, 1.0f );
// Bottom right
glTexCoord2i(0, 0);
glVertex2f( -1.0f, 1.0f );
glEnd();
glDisable(GL_TEXTURE_2D );
}
}
The native image I load is:
But the output is:
From what I have read on another Stack Overflow post, I believe it may be an inverted channel issue, but the proposed solution does not fix my issue. What is wrong with my approach/code?

There is nothing wrong with the loading of the texture as far as I can tell. The reason the output has a green tint is because you set:
glColor3f(0.0f, 1.0f, 0.0f);
This color value will be multiplied with the color sample from the texture meaning that the red and blue components of the final output will always be 0, which is why the image appears to have a green tint. If you want to use the original texture color you should always set:
glColor3f(1.0f, 1.0f, 1.0f);

Related

From C matrix to texture in modern OpenGL?

Problem
I am trying to write a simple program in C, using OpenGL, that would allow "drawing" a 2D C array (int **, 32-bit integers) according to a color palette.
For the moment (I am not there yet, far from it :) ) I'm learning how to send an array of 32-bits signed ints to the GPU and show it somehow.
I'm trying to do this in modern OpenGL.
My approach (bear with me as I just started learning these topics two days ago):
Geometry data consists of four vertices (vertices) for defining a rectangle based of two triangles (defining by picking the vertices using indices (indices)). The vertices data is also interleaved with 2D texture coordinates (for texture sampling in the shaders).
I do the generation and binding of VAO, VBO and EBO, to get the vertex data from RAM to VRAM.
Then, I create a 2D texture using glTexImage2D(), with internal format equal to GL_R32I as my C array is of type int **. I am not so sure about the format and type parameters, but I've set them to GL_RED_INTEGER and GL_UNSIGNED_INT, respectively.
In the fragment shader I'm trying to "read" the original integers by doing something like texture(texture1, TexCoord).r but probably this isn't right... also tried to cast that red component to float: (float) texture(texture1, TexCoord).r but does not work either. Just to give you some reassurance that might code does somethings right, leaving only FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f); in the fragment shader does show that colour, meaning I get a rectangle filling up the window with that color. So only when I start fiddling with the texture I get either a black screen or cyan RGB: (0, 1.0, 1.0, 1.0).
Note: My C array is named plane, and right now it is filled up with a left block of 0 values and a right block of 1s.
Right now, I'd be happy if I could hard code an if-statement inside the fragment shader that colored the 0s and 1s from the 32-bit plane into any two other colors. Then I think I could proceed to include a 1D texture with the color palette... as done here.
Code
pixel.h
#ifndef PIXEL_H
#define PIXEL_H
/*
To make sure there will be no header conflicts, you can define
GLFW_INCLUDE_NONE before the GLFW header to explicitly disable
inclusion of the development environment header. This also allows
the two headers to be included in any order.
*/
#define GLFW_INCLUDE_NONE
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <plane.h>
#include <utils.h>
#include <stdlib.h>
#include <stdio.h>
#endif
pixel.c
#include <pixel.h>
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" TexCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform isampler2D texture1;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f);\n"
" //FragColor = vec4(texture(texture1, TexCoord).r, 1.0f, 1.0f, 1.0f);\n"
"}\n\0";
int main(void)
{
// Window width and height.
const unsigned int width = 20;
const unsigned int height = 10;
// Before you can use most GLFW functions, the library must be initialized.
if (!glfwInit()) {
printf("Could not initialise GLFW library!");
exit(EXIT_FAILURE);
}
/*
* By default, the OpenGL context GLFW creates may have any version.
* You can require a minimum OpenGL version by setting the
* GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints
* before creation. If the required minimum version is not supported
* on the machine, context (and window) creation fails.
*/
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create a GLFW window.
GLFWwindow* window = glfwCreateWindow(width, height, "pixel example", NULL, NULL);
if (!window)
{
printf("Window or OpenGL context creation failed!\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Before you can use the OpenGL API, you must have a current OpenGL context.
glfwMakeContextCurrent(window);
/*
* If you are using an extension loader library to access modern OpenGL
* then this is when to initialize it, as the loader needs a current
* context to load from. This example uses glad, but the same rule applies
* to all such libraries.
*/
gladLoadGL();
/*
* Set a framebuffer size callback to update the viewport when
* the window size changes.
*/
glfwSetFramebufferSizeCallback(window, fb);
/*
*
* Data to be drawn.
*
*/
int **plane = NewPlane(width, height);
PLANE(width, height, if (i < width / 2) plane[i][j] = 0; else plane[i][j] = 1;)
//plane[width/2][height/2] = 1;
//PLANE(width, height, printf("%d %d %d\n", i, j, plane[i][j]);)
printf("size of int: %ld bytes\n", sizeof(int));
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// float vertices[] = {
// 1.0f, 1.0f, 0.0f, // top right
// 1.0f, -1.0f, 0.0f, // bottom right
// -1.0f, -1.0f, 0.0f, // bottom left
// -1.0f, 1.0f, 0.0f // top left
// };
float vertices[] = {
// positions // texture coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
printf("VAO: %d\n", VAO);
glGenBuffers(1, &VBO);
printf("VBO: %d\n", VBO);
glGenBuffers(1, &EBO);
printf("EBO: %d\n", EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
if (plane) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, plane);
}
/*
*
* Main loop
*
*/
while (!glfwWindowShouldClose(window))
{
// Check if Escape is pressed and signal to close the window.
input(window);
// The glClearColor function is a state-setting function
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// The glClear is a state-using function in that it uses the
// current state to retrieve the clearing color from.
glClear(GL_COLOR_BUFFER_BIT);
// Rendering goes here.
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
plane.h
#ifndef PLANE_H
#define PLANE_H
#include <stdlib.h>
#include <stdio.h>
#define PLANE(width, height, A) {int i,j,_ii,_jj;for(i=0,_ii=width;i<_ii;i++)for(j=0,_jj=height;j<_jj;j++){A};}
int **NewPlane(int, int);
#endif
plane.c
#include <plane.h>
int **NewPlane(int width,int height)
{
int **a;
int i,j;
a = (int **)calloc((size_t)(width),sizeof(int *));
if (a == NULL) {
fprintf(stderr,"NewPlane: error in memory allocation\n");
exit(EXIT_FAILURE);
}
a[0] = (int *)calloc((size_t)((width)*(height)),sizeof(int));
if (a[0] == NULL) {
fprintf(stderr,"NewPlane: error in memory allocation\n");
exit(EXIT_FAILURE);
}
for (i=1,j=width; i < j; i++)
a[i] = a[i-1] + height;
return a;
}
I got it working now, there were a few things that needed to be fixed.
As #Rabbid76 indicated, the conversion of the integral values in value (in the fragment shader code) to floating-point numbers within the range [0, 1] was an important change.
Also, as pointed out by #tstanisl, the data passed to glTexImage2D() needs to be contiguous in memory, so, in my case, changing the call to glTexImage2D(..., plane[0]) was also important.
Finally, I was missing:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
as explained in GL_R32I TexImage2D not uploading correctly.
texture is an overloaded function. If you lookup a isampler2D with texture the type of the return value is ivec4:
uniform isampler2D texture1;
void main()
{
int value = texture(texture1, TexCoord).r;
// [...]
}
Since the internal data type is GL_R32I, the returned value is in the range of -2,147,483,648 to 2,147,483,647. However, the color channel for the default framebuffer must be in the range [0.0, 1.0]. Therefore, you need to scale the integral value (maxValue should be the highest value in the texture):
FragColor = vec4(float(value) / maxValue, 1.0f, 1.0f, 1.0f);
Integral textures cannot be interpolated, therefore the minifying filter and magnification filter must to be GL_NEAREST (or GL_NEAREST_MIPMAP_NEAREST in case of GL_TEXTURE_MIN_FILTER):
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

How to "palettetize" a 2D texture in modern OpenGL?

Problem
I am trying to write a simple program in C, using OpenGL, that would allow "drawing" a 2D C array (int **, 32-bit integers) according to a color palette.
For the moment (I am not there yet, far from it :) ) I'm learning how to send an array of 32-bits signed ints to the GPU and show it somehow.
I'm trying to do this in modern OpenGL.
My approach (bear with me as I just started learning these topics two days ago):
Geometry data consists of four vertices (vertices) for defining a rectangle based of two triangles (defining by picking the vertices using indices (indices)). The vertices data is also interleaved with 2D texture coordinates (for texture sampling in the shaders).
I do the generation and binding of VAO, VBO and EBO, to get the vertex data from RAM to VRAM.
Then, I create a 2D texture using glTexImage2D(), with internal format equal to GL_R32I as my C array is of type int **. I am not so sure about the format and type parameters, but I've set them to GL_RED_INTEGER and GL_UNSIGNED_INT, respectively.
In the fragment shader I'm trying to "read" the original integers by doing something like texture(texture1, TexCoord).r but probably this isn't right... also tried to cast that red component to float: (float) texture(texture1, TexCoord).r but does not work either. Just to give you some reassurance that might code does somethings right, leaving only FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f); in the fragment shader does show that colour, meaning I get a rectangle filling up the window with that color. So only when I start fiddling with the texture I get either a black screen or cyan RGB: (0, 1.0, 1.0, 1.0).
Note: My C array is named plane, and right now it is filled up with a left block of 0 values and a right block of 1s.
Right now, I'd be happy if I could hard code an if-statement inside the fragment shader that colored the 0s and 1s from the 32-bit plane into any two other colors. Then I think I could proceed to include a 1D texture with the color palette... as done here.
Code
pixel.h
#ifndef PIXEL_H
#define PIXEL_H
/*
To make sure there will be no header conflicts, you can define
GLFW_INCLUDE_NONE before the GLFW header to explicitly disable
inclusion of the development environment header. This also allows
the two headers to be included in any order.
*/
#define GLFW_INCLUDE_NONE
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <plane.h>
#include <utils.h>
#include <stdlib.h>
#include <stdio.h>
#endif
pixel.c
#include <pixel.h>
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" TexCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform isampler2D texture1;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.8f, 0.2f, 1.0f);\n"
" //FragColor = vec4(texture(texture1, TexCoord).r, 1.0f, 1.0f, 1.0f);\n"
"}\n\0";
int main(void)
{
// Window width and height.
const unsigned int width = 20;
const unsigned int height = 10;
// Before you can use most GLFW functions, the library must be initialized.
if (!glfwInit()) {
printf("Could not initialise GLFW library!");
exit(EXIT_FAILURE);
}
/*
* By default, the OpenGL context GLFW creates may have any version.
* You can require a minimum OpenGL version by setting the
* GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints
* before creation. If the required minimum version is not supported
* on the machine, context (and window) creation fails.
*/
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create a GLFW window.
GLFWwindow* window = glfwCreateWindow(width, height, "pixel example", NULL, NULL);
if (!window)
{
printf("Window or OpenGL context creation failed!\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Before you can use the OpenGL API, you must have a current OpenGL context.
glfwMakeContextCurrent(window);
/*
* If you are using an extension loader library to access modern OpenGL
* then this is when to initialize it, as the loader needs a current
* context to load from. This example uses glad, but the same rule applies
* to all such libraries.
*/
gladLoadGL();
/*
* Set a framebuffer size callback to update the viewport when
* the window size changes.
*/
glfwSetFramebufferSizeCallback(window, fb);
/*
*
* Data to be drawn.
*
*/
int **plane = NewPlane(width, height);
PLANE(width, height, if (i < width / 2) plane[i][j] = 0; else plane[i][j] = 1;)
//plane[width/2][height/2] = 1;
//PLANE(width, height, printf("%d %d %d\n", i, j, plane[i][j]);)
printf("size of int: %ld bytes\n", sizeof(int));
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// float vertices[] = {
// 1.0f, 1.0f, 0.0f, // top right
// 1.0f, -1.0f, 0.0f, // bottom right
// -1.0f, -1.0f, 0.0f, // bottom left
// -1.0f, 1.0f, 0.0f // top left
// };
float vertices[] = {
// positions // texture coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
printf("VAO: %d\n", VAO);
glGenBuffers(1, &VBO);
printf("VBO: %d\n", VBO);
glGenBuffers(1, &EBO);
printf("EBO: %d\n", EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
if (plane) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, plane);
}
/*
*
* Main loop
*
*/
while (!glfwWindowShouldClose(window))
{
// Check if Escape is pressed and signal to close the window.
input(window);
// The glClearColor function is a state-setting function
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// The glClear is a state-using function in that it uses the
// current state to retrieve the clearing color from.
glClear(GL_COLOR_BUFFER_BIT);
// Rendering goes here.
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
plane.h
#ifndef PLANE_H
#define PLANE_H
#include <stdlib.h>
#include <stdio.h>
#define PLANE(width, height, A) {int i,j,_ii,_jj;for(i=0,_ii=width;i<_ii;i++)for(j=0,_jj=height;j<_jj;j++){A};}
int **NewPlane(int, int);
#endif
plane.c
#include <plane.h>
int **NewPlane(int width,int height)
{
int **a;
int i,j;
a = (int **)calloc((size_t)(width),sizeof(int *));
if (a == NULL) {
fprintf(stderr,"NewPlane: error in memory allocation\n");
exit(EXIT_FAILURE);
}
a[0] = (int *)calloc((size_t)((width)*(height)),sizeof(int));
if (a[0] == NULL) {
fprintf(stderr,"NewPlane: error in memory allocation\n");
exit(EXIT_FAILURE);
}
for (i=1,j=width; i < j; i++)
a[i] = a[i-1] + height;
return a;
}
Since integral textures cannot be interpolated, the minifying filter and magnification filter needs to be on of the "nearest" filters:
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
texture is an overloaded function. If you lookup a isampler2D with texture the type of the return value is ivec4:
uniform isampler2D texture1;
void main()
{
int value = texture(texture1, TexCoord).r;
// [...]
}
Since the internal data type is GL_R32I, the returned value is in the range of -2,147,483,648 to 2,147,483,647. The format of the default framebuffer is a unsigned normalized floating point format. The data in the buffer represent the values in the range [0.0, 1.0]. Therefore, you need to scale the integral value (maxValue should be the highest value in the texture):
FragColor = vec4(float(value) / maxValue, 1.0f, 1.0f, 1.0f);
One way get colors form an integral texture is to create a 1-dimensional texture that is a table of colors and use the integral value from the texture to lookup a color in the table:
uniform isampler2D indexTexture;
uniform sampler1D colorTable;
void main()
{
int index = texture(indexTexture, TexCoord).r;
vec4 color = texelFetch(colorTable, index, 0);
// [...]
}

can't draw object in openGL

I've drawn a square in opengl in 1st window , and when I try to draw some object on second screen .I am getting a blank screen.
here is my code.
#include <GL/glut.h>
void display() {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
//glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
// Draw a Red 1x1 Square centered at origin
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(0.0f, 1.0f, 0.0f); // Red
glVertex2f(-0.5f, -0.5f); // x, y
glVertex2f( 0.5f, -0.5f);
glVertex2f( 0.5f, 0.5f);
glVertex2f(-0.5f, 0.5f);
glEnd();
glFlush(); // Render now
}
void displayc2()
{
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(0.0f, 1.0f, 0.0f); // green
glVertex2f(-0.5f, -0.5f); // x, y
glVertex2f( 0.5f, -0.5f);
glVertex2f( 0.5f, 0.5f);
glVertex2f(-0.5f, 0.5f);
glEnd();
}
void keycb(unsigned char key,int x , int y)
{
int win2;
if(key=='a') exit(0);
else if(key == 'b')
{
win2 = glutCreateWindow("window 2");
glutInitWindowSize(450, 450); // Set the window's initial width & height
glutInitWindowPosition(50, 50);
glutDisplayFunc(displayc2);
glutMainLoop(); // Enter the event-processing loop
}
}
int main(int argc, char** argv) {
int win1;
glutInit(&argc, argv); // Initialize GLUT
win1 = glutCreateWindow("OpenGL Setup Test"); // Create a window with the given title
glutInitWindowSize(450, 450); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutDisplayFunc(display); // Register display callback handler for window re-paint
glutKeyboardFunc(keycb);
glutMainLoop(); // Enter the event-processing loop
return 0;
}
What I am trying to do is , when I press the character 'b' on my keyboard , it should display a second screen . The first screen and the object are coming successfully But,here I am getting the second screen but i am not getting the object in the second screen.the second screen is blank in this case. tell me whats wrong in this code or is there any other way to acheive this ?
I am doing opengl in ubuntu 18.04 using C programming.
Some remarks to make your problem work:
before using glutDisplayFunc, you must select the window. If you have only one window, the question does not ask, but if you have two, you must call glutSetWindow(...) before.
note too that glutInitWindow... function work for the next window to be created.
glutMainLoop should be called once.
And finally, do not forget to call glFlush() at the end of display functions:
#include <GL/glut.h>
int win1, win2;
void display()
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.5f, -0.5f); // x, y
glVertex2f(0.5f, -0.5f);
glVertex2f(0.5f, 0.5f);
glVertex2f(-0.5f, 0.5f);
glEnd();
glFlush(); // Render now
}
void displayc2()
{
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(0.0f, 1.0f, 0.0f); // green
glVertex2f(-0.5f, -0.5f); // x, y
glVertex2f(0.5f, -0.5f);
glVertex2f(0.5f, 0.5f);
glVertex2f(-0.5f, 0.5f);
glEnd();
glFlush(); // Render now
}
void keycb(unsigned char key, int x, int y)
{
if (key == 'a')
exit(0);
else if (key == 'b'&&win2==0) {
glutInitWindowSize(450, 450);
glutInitWindowPosition(250, 250);
win2 = glutCreateWindow("window 2");
// Select the window for glutDisplayFunc
glutSetWindow(win2);
glutDisplayFunc(displayc2);
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv); // Initialize GLUT
glutInitWindowSize(450, 450); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
win1 = glutCreateWindow("OpenGL Setup Test"); // Create a window with the given title
glutDisplayFunc(display); // Register display callback handler for window re-paint
glutKeyboardFunc(keycb);
glutMainLoop(); // Enter the event-processing loop
return 0;
}

OpenGL C++ order for using a vertex buffer and a texture buffer

I'm having issues loading a texture onto my triangle strips. I'm following Anton Gerdelan's tutorial, and after failing with my main program, I went back to the basics and just tried to make a plain square and put his texture on it (the skull and crossbones).
I completely copy and pasted code from his "Hello Triangle" page, which worked, but once trying to fit in code from his texture tutorial above (and changing the triangle to a square), all I'm getting is a big white square with no texture.
I've checked the status of my shaders with glGetShaderiv() and they returned positive, I checked the image I loaded to see if the pixel data was sensible, so I believe my error is in declaring my VBOs, or the order/parameters in which I'm using them.
Here's the complete code which I copied, which compiles fine in Visual Studio 2013, except the output isn't what is expected.
I am using the static libraries of GLEW and GLFW, along with the STBI Image header
#include <GL/glew.h> // include GLEW and new version of GL on Windows
#include <GL/glfw3.h> // GLFW helper library
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb/stb_image.h>
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"layout (location=1) in vec2 vt; // per-vertex texture co-ords"
"out vec2 texture_coordinates; "
"void main () {"
" gl_Position = vec4 (vp, 1.0);"
" texture_coordinates = vt; "
"}";
const char* fragment_shader =
"#version 400\n"
"in vec2 texture_coordinates;"
"uniform sampler2D basic_texture;"
"out vec4 frag_colour;"
"void main () {"
"vec4 texel = texture(basic_texture, texture_coordinates);"
"frag_colour = texel; "
"}";
float points[] = {
-0.5f, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f
};
float texcoords[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
};
GLFWwindow* window;
unsigned int vt_vbo;
unsigned int tex = 0;
GLuint vao = 0;
GLuint vbo = 0;
GLuint shader_programme;
void initializeGL(){
// start GL context and O/S window using the GLFW helper library
if (!glfwInit()) {
printf("ERROR: could not start GLFW3\n");
return;
}
window = glfwCreateWindow(640, 480, "Texture Test", NULL, NULL);
if (!window) {
printf("ERROR: could not open window with GLFW3\n");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// get version info
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("Renderer: %s\n", renderer);
printf("OpenGL version supported %s\n", version);
// tell GL to only draw onto a pixel if the shape is closer to the viewer
glEnable(GL_DEPTH_TEST); // enable depth-testing
glDepthFunc(GL_LESS); // depth-testing interprets a smaller value as "closer"
}
void startShaders(){
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
GLint vsstat;
glGetShaderiv(vs, GL_COMPILE_STATUS, &vsstat);
GLint fsstat;
glGetShaderiv(fs, GL_COMPILE_STATUS, &fsstat);
printf("%i\n%i\n", vsstat, fsstat);
}
void loadImage(){
int x, y, n;
int force_channels = 4;
unsigned char* image_data = stbi_load("skulluvmap.png", &x, &y, &n, force_channels);
if (!image_data) {
printf("ERROR: could not load %s\n", "skulluvmap.png");
}
int width_in_bytes = x * 4;
unsigned char *top = NULL;
unsigned char *bottom = NULL;
unsigned char temp = 0;
int half_height = y / 2;
for (int row = 0; row < half_height; row++) {
top = image_data + row * width_in_bytes;
bottom = image_data + (y - row - 1) * width_in_bytes;
for (int col = 0; col < width_in_bytes; col++) {
temp = *top;
*top = *bottom;
*bottom = temp;
top++;
bottom++;
}
}
printf("first 4 bytes are: %i %i %i %i\n",
image_data[0], image_data[1], image_data[2], image_data[3]
);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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);
}
void generateBuffers(){
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0); // don't forget this!
glGenBuffers(1, &vt_vbo);
glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), texcoords, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1); // don't forget this!
}
void mainLoop(){
while (!glfwWindowShouldClose(window)) {
// wipe the drawing surface clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int tex_loc = glGetUniformLocation(shader_programme, "basic_texture");
glUseProgram(shader_programme);
glUniform1i(tex_loc, 0); // use active texture 0
// draw points 0-4 from the currently bound VAO with current in-use shader
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// update other events like input handling
glfwPollEvents();
// put the stuff we've been drawing onto the display
glfwSwapBuffers(window);
}
}
int main() {
initializeGL();
startShaders();
loadImage();
generateBuffers();
mainLoop();
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
}
You're misusing your second buffer which is supposed to be the buffer with texcoords. So what you really want to achieve is having a pair of texture coordinates for every vertex. It means that you texcoords array should in fact store 4 pairs because you have 4 triples in the points array. So that's the first fix. You probably want it to look like:
float texcoords[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0, 0.0,
1.0, 1.0,
};
Then in the generateBuffers, your vt_vbo is wrong. The data should be passed this way:
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), texcoords, GL_STATIC_DRAW);
because you only want to pass 8 values there. 2 texcoords for each vertex.
Edit:
This however, doesn't fully explain why your texture doesn't appear at all. I primarily thought that there might be a problem with your texcoords pointer but it doesn't seem to be the case.

opengl render to texture just see a black region

I am having some trouble in OpenGL, making a render to texture example work. At initialization, i generate a texture 'randtex' with random values of green and black. If i render this texture directly to the window (mapped into a quad) it works all well.
like this:
But if i render 'randtex' into another texture 'tex' which is attached to a framebuffer object, then rendering 'tex' on the screen just gives me a black image on the fbo's blue background and from what i know it should give me the original texture over the blue background. In other words, this is what i am getting
vertex shader for display only (display_shaderp).
#version 420
in vec4 pos;
in vec2 tex_coord;
out vec2 vtex_coord;
uniform mat4 projection;
uniform mat4 modelview;
void main(){
gl_Position = projection * modelview * pos;
vtex_coord = tex_coord;
}
fragment shader for display only (display_shaderp)
#version 420
in vec2 vtex_coord;
uniform sampler2D tex;
out vec4 color;
void main(){
color = texture2D(tex, vtex_coord);
//color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
shader program compiles and links ok, i get no gl errors and framebuffer is complete without errors too.
This is the rendering code:
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, win_width, win_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, (GLfloat)win_width / (GLfloat) win_height, 0.1f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslate3f(0.0f, 0.0f, -3.0f)
// render to texture
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0,0, win_width, win_height);
glClearColor(0.0, 0.0, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(fbo_shaderp);
GLfloat m_matrix[16], p_matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m_matrix);
glGetFloatv(GL_PROJECTION_MATRIX, p_matrix);
glUniformMatrix4fv(glGetUniformLocation(fbo_shaderp, "modelview"),1,GL_FALSE,m_matrix);
glUniformMatrix4fv(glGetUniformLocation(fbo_shaderp, "projection"),1,GL_FALSE,p_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, randtex);
glUniform1i(glGetUniformLocation(fbo_shaderp, "tex"), randtex);
GLuint _p = glGetAttribLocation(fbo_shaderp, "pos");
GLuint _t = glGetAttribLocation(fbo_shaderp, "tex_coord");
glVertexAttribPointer(_p, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer(_t, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(sizeof(float)*3));
glEnableVertexAttribArray(_p);
glEnableVertexAttribArray(_t);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// render to the window
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0, win_width, win_height);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(display_shaderp);
glUniformMatrix4fv(glGetUniformLocation(display_shaderp,"modelview"),1,GL_FALSE,m_matrix);
glUniformMatrix4fv(glGetUniformLocation(display_shaderp,"projection"),1,GL_FALSE,p_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(glGetUniformLocation(display_shaderp, "tex"), 0);
GLuint _p = glGetAttribLocation(display_shaderp, "pos");
GLuint _t = glGetAttribLocation(display_shaderp, "tex_coord");
glVertexAttribPointer ( _p, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0 );
glVertexAttribPointer ( _t, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*) (sizeof(float) * 3) );
glEnableVertexAttribArray(_p);
glEnableVertexAttribArray(_t);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glUseProgram(0);
And the code to create textures and framebuffer
int i = 0;
// create a random texture 'randtex'
glGenTextures(1, &randtex);
glBindTexture(GL_TEXTURE_2D, randtex);
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);
// random data
GLubyte* data = (GLubyte *) malloc(width*height*4*sizeof(GLubyte));
GLubyte val;
for (i = 0; i < width * height * 4; i+=4){
if ((double)rand()/(double)RAND_MAX > 0.8)
val = 255;
else
val = 0;
data[i] = 0;
data[i+1] = val;
data[i+2] = 0;
data[i+3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, data);
// create an empty texture 'tex'
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, 0);
// create framebuffer and attach 'tex'
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D, tex, 0);
GLenum status;
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "glCheckFramebufferStatus: error %p", status);
shaders for render to texture (fbo_shaderp)
render to texture vertex shader
in vec4 pos;
in vec2 tex_coord;
out vec2 vtex_coord;
uniform mat4 projection;
uniform mat4 modelview;
void main(){
gl_Position = projection * modelview * pos;
vtex_coord = tex_coord;
}
render to texture fragment shader
#version 420
in vec2 vtex_coord;
layout(location = 0) out vec4 color;
uniform sampler2D tex;
void main(){
color = texture2D(tex, vtex_coord);
//color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
In this last shader, if i use the commented line to paint all white and comment out the
texture one, i do get a white image but also opengl error right after rendering to texture "OpenGL Error: invalid value", so this actually confuses me more.
glUniform1i(glGetUniformLocation(fbo_shaderp, "tex"), randtex);
You must not give the ID of the texture, but the slot you bind the texture to. So in your case, that should be
glUniform1i(glGetUniformLocation(fbo_shaderp, "tex"), 0);

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