How to visualize a texture using framebuffer objects and use this texture as input for my shader.
I need to do this for programmable mixing.
I can create FBO and texture individually, but could not display this texture and attach my frame buffer object.
I need to map the texture because I want to pass this texture to my shader so that I can write my own programmable blending equation.
#include <glad/glad.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include "shader.h"
#include "std_image.h"
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window" <<endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" <<endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("Shader.vs", "Shader.fs");
Shader ourShader2("Shader.vs", "Shader2.fs");
unsigned int FBO;
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
unsigned int attachment_index_color_texture = 0;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment_index_color_texture, GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
float vertices2[] = {
0.75f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.75f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices2[] = {
0, 1, 2,
0, 2, 3
};
unsigned int VBO[2],VAO[2],EBO[2];
glGenVertexArrays(2, VAO);
glGenBuffers(2, VBO);
glGenBuffers(2, EBO);
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
glBindVertexArray(VAO[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
ourShader2.use();
glBindVertexArray(VAO[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Change 1:
Now I am attaching my texture to fbo, as well as rendering on my text as shown below:
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
glBindVertexArray(VAO[0]);
unsigned int FBO, color, depth;
glGenFramebuffers(1, &FBO);
glGenTextures(1, &color);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindTexture(GL_TEXTURE_2D, color);
glGenRenderbuffers(1, &depth);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
800, 600,
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);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color, 0);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glViewport(0, 0, 800, 600);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ourShader2.use();
glBindVertexArray(VAO[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
There is only one question left: how can I transfer my texture “color” in my shader.
thanks for the help
Edit2:
I attach all my code, I can’t check why I don’t get anything on the screen.
main.cpp:
#include <glad/glad.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include "shader.h"
#include "std_image.h"
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window" <<endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" <<endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("Shader.vs", "Shader.fs");
Shader ourShader2("Shader.vs", "Shader2.fs");
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
float vertices2[] = {
0.75f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.75f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.75f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices2[] = {
0, 1, 2,
0, 2, 3
};
unsigned int VBO[2],VAO[2],EBO[2];
glGenVertexArrays(2, VAO);
glGenBuffers(2, VBO);
glGenBuffers(2, EBO);
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
glBindVertexArray(VAO[0]);
unsigned int FBO, color, depth;
glGenFramebuffers(1, &FBO);
glGenTextures(1, &color);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindTexture(GL_TEXTURE_2D, color);
glGenRenderbuffers(1, &depth);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
800, 600,
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);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color, 0);
unsigned int decalTexLocation;
decalTexLocation = glGetUniformLocation(ourShader.ID, "DecalTex");
glUniform1i(decalTexLocation, 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, color);
GLenum DrawBuffers[2] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, &DrawBuffers[0]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
glViewport(0, 0, 800, 600);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ourShader2.use();
glBindVertexArray(VAO[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Fragment Shader1:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}
Shader2:
out vec4 FragColor;
uniform sampler2D DecalTex;
in vec3 ourColor;
void main()
{
vec2 coords = gl_TexCoord[0].xy;
vec3 normalColor = texture2D(DecalTex, coords).rgb; //original color
FragColor = vec4(normalColor.x,normalColor.y,normalColor.z, 1.0);
}
Vertex Shader:
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
3:
2 , FBO ( ) .
.
2 2 .
, .
:
#include <glad/glad.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include "shader.h"
#include "std_image.h"
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window" <<endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" <<endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("Shader.vs", "Shader.fs");
Shader ourShader2("Shader2.vs", "Shader2.fs");
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
float vertices2[] = {
1.0, 1.0, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices2[] = {
0, 1, 2,
0, 2, 3
};
unsigned int VBO[2],VAO[2],EBO[2];
glGenVertexArrays(2, VAO);
glGenBuffers(2, VBO);
glGenBuffers(2, EBO);
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
;
unsigned int color;
glGenTextures(1, &color);
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
800, 600,
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);
unsigned int FBO;
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
while (!glfwWindowShouldClose(window))
{
ourShader.use();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ourShader2.use();
int texturehandle = glGetUniformLocation(ourShader.ID, "DecalTex");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, color);
glUniform1i(texturehandle, 0);
glBindVertexArray(VAO[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Veretx Shader 1:
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
1
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}
Vertex Shader 2
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 myUV;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
myUV = vec2(aPos.x,aPos.y);
}
2
#version 330 core
out vec4 FragColor;
uniform sampler2D DecalTex;
in vec3 ourColor;
in vec2 UV;
void main()
{
vec2 outUV = vec2(0.26,0.26);
vec4 myFragColor = texture2D(DecalTex,outUV);
vec4 tempFragColor = vec4(ourColor, 1.0);
FragColor = myFragColor + tempFragColor;
}
, :
vec4 myFragColor = texture2D(DecalTex,UV);
- myFragColor, .
vec2 outUV = vec2(0.26,0.26);
vec4 myFragColor = texture2D(DecalTex,outUV);
, , , .
, :
vec4 myFragColor = texture2D(DecalTex,UV);
4
, 1 :
(-0,5, -0,5) < ----- > (0,5,0,5)
(0,0) < ---- > (1,1)
(0,0) < ---- > (0.5,0.5) -------- > ( + )
(0,26,0,26) < ------- > (0,74,0,74) ------ > , ..?
:
out vec4 FragColor;
uniform sampler2D DecalTex;
in vec3 ourColor;
in vec2 myUV;
void main()
{
vec4 myFragColor = texture2D(DecalTex,myUV);
FragColor = vec4(ourColor,1.0);
vec4 tempFragColor = vec4(ourColor, 1.0);
FragColor = myFragColor + tempFragColor;
}
:
