Renderizando para textura com OpenGL C++

Aug 16 2020

Estou tentando renderizar alguns polígonos em uma textura e, em seguida, renderizar a textura na tela. Não tenho certeza de como depurar meu código, pois isso exigiria sondar o estado interno do OpenGL, então gostaria de receber dicas sobre como me depurar mais do que apontar o erro que cometi. De qualquer forma, comentei o código que escrevi explicando o que espero que cada linha faça.

Aqui está uma descrição do que o código deve fazer. Basicamente, fiz um vertex shader que fornece a posição, UV e cor para o fragment shader. O fragment shader tem um uniforme para ativar a amostragem de textura, caso contrário, ele apenas produzirá a cor de entrada. Em ambos os casos, a cor é multiplicada por uma cor uniforme. Primeiro, crio uma textura e a preencho com dados brutos de pixel vermelho e verde para testar. Essa textura é renderizada corretamente na tela (vejo a parte vermelha e verde corretamente quando a inicializei). Então eu tento fazer a renderização real na textura. Tento renderizar um pequeno quadrado azul no meio dele (sampler desabilitado no fragment shader, cor uniforme definida como azul), mas não consigo fazer com que esse quadrado azul apareça na textura renderizada.

#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);
}

editar: Esqueci de colocar o código do shader aqui, embora o problema não esteja dentro do shader porque funciona quando usado para renderizar a textura na tela.

vértice.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;
}

fragmento.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;
}

Respostas

1 Rabbid76 Aug 16 2020 at 23:48

A textura anexada ao framebuffer tem um tamanho diferente da janela. Portanto, você deve ajustar o retângulo da viewport ( glViewport) para o tamanho do framebuffer atualmente vinculado, antes de desenhar a geometria:

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);