I have OpenGL ES 3.0 and I'm trying to create a texture:
case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_HALF_FLOAT, 0); break;
case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, 0); break;
case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_HALF_FLOAT, 0); break;
(for this code glGetError() return 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0);
But when attaching to framebuffer the glCheckFramebufferStatus(GL_FRAMEBUFFER) return 36054.
Surface CreateSurface(GLsizei width, GLsizei height, int numComponents)
{
GLuint fboHandle;
glGenFramebuffers(1, &fboHandle);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
GLuint textureHandle;
glGenTextures(1, &textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
switch (numComponents) {
case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_HALF_FLOAT, 0); break;
case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, 0); break;
case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_HALF_FLOAT, 0); break;
default: PezFatalError("Illegal slab format.");
}
PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to create normals texture");
GLuint colorbuffer;
glGenRenderbuffers(1, &colorbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0);
PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to attach color buffer");
PezCheckCondition(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER), "Unable to create FBO.");
Surface surface = { fboHandle, textureHandle, numComponents };
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return surface;
}
What am I doing wrong?
Textures attached to GL_COLOR_ATTACHMENTn are required to use color-renderable format. Unfortunately, float formats are not color-renderable. For list of color-renderable formats, check Table 3.12 in http://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.2.pdf
Related
I have 5 textures, such as diffuse specular normal roughness ao, roughness and ao are 8bit jpg.
I got glError 0x502 while loading rouggness/ao texture after call glTexImage2D, but other three texture is OK.
And this issue just occured with android 12, android 11/10/9/8 is no error. How I can fix this issue?
code:
GLuint textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
GLenum format;
if (nrComponents == 1) {
format = GL_RED;
} else if (nrComponents == 3) {
format = GL_RGB;
} else {
format = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(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);
According to https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml, GL_RED is not an acceptable value for internalFormat (parameter 3 in glTexImage2D).
I think you need internalFormat=GL_R8 and format=GL_RED. Or you could use GL_LUMINANCE for both.
I'm trying to copy a texture into another using 'glBlitFramebuffer', I'm working on the classic open gl example hello-gl2 from android ndk-samples. I changed the shaders to support texture and i can correctly render a textured triangle. I also changed the opengl es version requested on the java side so to request opengl-es3 and i updated the Cmakelists file to link the right library. After calling glBlitFramebuffer(0,0,tw, th, 0, 0, tw, th, GL_COLOR_BUFFER_BIT, GL_LINEAR); i get the after blitTexture glBlitFramebuffer() glError (0x502) error. What is the root cause for that?
Code I use:
To generate the textures:
void createTexture(GLuint &tex, int width, int height, int r){
int rowlen = width * 3;
unsigned char buf[width*3*height];
for (int i=0; i<rowlen; i+=3)
for (int j=0; j<height; j++) {
int col = ((int (i/(3*r))) + (int (j/r)))%2;
buf[i+j*rowlen] = buf[i+1+j*rowlen] = buf[i+2+j*rowlen] = col * 255;
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buf);
// set the texture wrapping/filtering options (on the currently bound texture object)
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);
LOGI("DEBUG C++ Texture created [%d]", tex);
}
to setup the framebuffer:
bool SetupFramebuffer(GLuint tex, int width, int height)
{
if (fb == 0)
{
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, 0);
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
LOGE("Incomplete frame buffer object!");
return false;
}
LOGI("Created FBO %d for texture %d.",
fb, tex);
}
return true;
}
to build the array of textures inside the setupGraphics function:
createTexture(tex, tw, th, 6);
for (int i = 0; i<25; i++) createTexture(aniTex[i], tw, th, 3+i);
SetupFramebuffer(tex, tw, th);
and finally to blit the framebuffer:
const GLenum attachment[1] = { GL_COLOR_ATTACHMENT0 };
void blitTexture() {
static int time = 0;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
checkGlError("blitTexture glBindFramebuffer");
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL_TEXTURE_2D, aniTex[time], 0);
checkGlError("blitTexture glFramebufferTexture2D");
glReadBuffer(GL_COLOR_ATTACHMENT1);
checkGlError("blitTexture glReadBuffer");
glDrawBuffers(1, attachment);
checkGlError("blitTexture glDrawBuffers");
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) LOGE("Incomplete frame buffer object!");
glBlitFramebuffer(0,0,tw, th, 0, 0, tw, th, GL_COLOR_BUFFER_BIT, GL_LINEAR);
checkGlError("blitTexture glBlitFramebuffer");
int samples;
glGetFramebufferParameteriv(GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, &samples);
LOGI("SAMPLES draw buffer %d", samples);
time = ++time%25;
}
full project can be found here: https://github.com/AndrewBloom/BlitFramebufferExample
I have generated a frame buffer object(FBO), bind it, attached a texture to its GL_COLOR_ATTACHMENT0. Then ensure that I get its status as GL_FRAMEBUFFER_COMPLETE. I have another texture(which is displaying on display), let's call it workingTexture. Now I want to render this workingTexture onto FBO, so I bind this FBO and then render workingTexture.
Then I bind default frame buffer(reserved for display) and try to render the texture attached to FBO, thinking that I will get my texture onto display, but I get black texture.
Relevant code
code to generate workingTexture...
int[] workingTexture = new int[1];
glGenTextures(1, workingTexture, 0); // generate workingTexture
glActiveTexture(GL_TEXTURE0); // attach it to TEXTURE_UNIT0
glBindTexture(GL_TEXTURE_2D, workingTexture[0]);
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_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
code to generate fbo
int[] fboName = new int[1];
int[] fboTextureName = new int[1];
final int fboTextureUnit = 1; // attach this texture to texture unit GL_TEXTURE1
glGenFramebuffers(1, fboName, 0);
int generatedTextureNameForFBO =
generateTextureForFBO(fboTextureUnit,
width, height);
fboTextureName[0] = generatedTextureNameForFBO;
glBindFramebuffer(GL_FRAMEBUFFER, fboName[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, generatedTextureNameForFBO, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
// created FBO is not complete
throw new RuntimeException("FBO status INCOMPLETE 😔😔");
}
method used to generate texture attached to fbo
private int generateTextureForFBO(#IntRange(from = 0) final int textureUnit,
#IntRange(from = 1) final int width,
#IntRange(from = 1) final int height) {
int[] textureName = new int[1];
glGenTextures(1, textureName, 0);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textureName[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
// glBindTexture(GL_TEXTURE_2D, 0);
// 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_MIRRORED_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// glBindTexture(GL_TEXTURE_2D, 0);
return textureName[0];
}
Now coming to drawing part...
#Override
public void onDrawFrame(GL10 unused) {
glClear(GL_COLOR_BUFFER_BIT);
//renderTex(mViewMatrix, 0, texProgram); // this texture is drawing on screen
glBindFramebuffer(GL_FRAMEBUFFER, fboName[0]);
renderTex(mViewMatrix, 0, texProgram); // rendering workingTexture onto FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
renderTex(mViewMatrix, fboTextureUnit[0], texProgram); // texture appears black
}
renderTex is a simple method to render texture. It is working fine.
Also I have checked for GL_ERROR but there is no error.
My understanding of application created FBO is that every read and write glCall will happen on currently bound FBO, so is my understanding of FBO incorrect, or is there some error in my code.
Platform OpenGL|es 20 on Android
The texture which is generated in generateTextureForFBO is mipmap incomplete.
If you do not generate mipmaps (by glGenerateMipmap), then setting the GL_TEXTURE_MIN_FILTER is important. Since the default filter is GL_NEAREST_MIPMAP_LINEAR the texture would be mipmap incomplete, if you don not change the minifying function to GL_NEAREST or GL_LINEAR.
Set the texture minifying function (GL_TEXTURE_MIN_FILTER) by glTexParameter:
glBindTexture(GL_TEXTURE_2D, textureName[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
When i try glTranslatef(1,-1,0); it pushes my quad's lefthand corner to the center of the screen instead of what im trying to do, moving it 1 pixel to the left and 1 down. Im pretty sure this is because my viewport isnt set correctly but im unsure why. pic, view setup code and drawing code below.
setupView:
-(void)setupView:(GLView*)view
{
printf("setup view");
glClearColor(0,1,1, 1);
// Enable Smooth Shading, default not really needed.
glShadeModel(GL_SMOOTH);
// Depth buffer setup.
glClearDepthf(1.0f);
//enable textures.
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CGRect rect = view.bounds;
glOrthof( 0,rect.size.width,-rect.size.height, 0, -1, 1 ) ;
glViewport(0, 0,rect.size.width,rect.size.height);
glMatrixMode(GL_PROJECTION);
// Bind the number of textures we need, in this case one.
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP,GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glLoadIdentity();
NSString *path = [[NSBundle mainBundle] pathForResource:#"cm2" ofType:#"jpg"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(#"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
// Flip the Y-axis
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
[texData release];
}
drawView:
- (void)drawView:(GLView*)view
{
//draw calls
glColor4f(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
static const Vertex3D vertices[] = {
{0, 0, 1}, //TL
{ 1024.0f,0, 1}, //TR
{0, -1024.0f, 1}, //BL
{ 1024.0f, -1024.0f, 1} //BR
};
static const GLfloat texCoords[] = {
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
glTranslatef(1,-1, 1);
glScalef(scale,scale,1);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
You need to first set up your viewport, then set the matrix mode to projection, then call glOrtho, like so:
glViewPort (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, width, 0, height, -1, 1); // Usually this is -width/2,width/2,-height/2,height/2
Also, you probably want to set the matrix mode to ModelView after that to draw your model.
Due to performance issues, I have had to transfer my android opengl code from Java to C. I believe I transfered all of the OpenGL code, but I now have many errors with the section of my code that draws a bitmap as a texture to the screen.
When I run the project in an emulator, the current code does not display anything and appears to have a memory leak because it slowly takes up all the memory and forces other apps to close.
Here is the code that controls this part:
In the header file:
extern unsigned char colors[1024*512*3]; // 3 bytes per pixel
In the c file:
void appRender(int width, int height, unsigned char colors)
{
unsigned int textureID;
float vertices[] =
{
0.0f, 0.0f,
512.0f, 0.0f,
0.0f, 1024.0f,
512.0f, 1024.0f
};
float texture[] =
{
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
unsigned char indices[] =
{
0, 1, 3,
0, 3, 2
};
UpdateView();
//onDraw
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glOrthof(0.0f, 320.0f, 430.0f, 0.0f, 1.0f, -1.0f);
//texture stuff
glGenTextures(1,&textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//Different possible texture parameters, e.g
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 512, 1024, 0, GL_RGB ,GL_UNSIGNED_BYTE, colors);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
Any help would be greatly appreciated.
There does not appear to be a call to glEnable(GL_TEXTURE_2D) to enable texturing in your example.
You can call glGetError() to find out if what you are doing is incorrect. This has helped me debug problems in the past.
Also you appear to be creating your texture in your appRender() method. If this is called for every frame you draw then it could be the cause of your memory leak as you are repeatedly recreating the same texture.
Typically you should only generate and define the texture once during initialization.
So the following should be done once before rendering.
glGenTextures(1,&textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//Different possible texture parameters, e.g
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 512, 1024, 0, GL_RGB ,GL_UNSIGNED_BYTE, colors);
Then when drawing you can do
glEnable(GL_TEXTURE_2D)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, textureID);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D)