How can I draw a series of IOSurfaces to another then draw it to the screen? I've played around with some source from apple in the MultiGPU sample project, but the best I managed to do is draw a white screen or get tons of artifacts and crash the app.
I'm very new to openGL and I don't quite understand the binding of framebuffers and textures and how they interact with IOSurfaces.
This is what I have to create a texture from an IOSurface (directly from Apple's source)
// Create an IOSurface backed texture
// Create an FBO using the name of this texture and bind the texture to the color attachment of the FBO
- (GLuint)setupIOSurfaceTexture:(IOSurfaceRef)ioSurfaceBuffer {
GLuint name;
CGLContextObj cgl_ctx = (CGLContextObj)[[self openGLContext] CGLContextObj];
glGenTextures(1, &name);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, name);
CGLTexImageIOSurface2D(cgl_ctx, GL_TEXTURE_RECTANGLE_EXT, GL_RGBA, 512, 512, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
ioSurfaceBuffer, 0);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate an FBO using the same name with the same texture bound to it as a render target.
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, name);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_EXT, name, 0);
if(!_depthBufferName) {
glGenRenderbuffersEXT(1, &_depthBufferName);
glRenderbufferStorageEXT(GL_TEXTURE_RECTANGLE_EXT, GL_DEPTH, 512, 512);
}
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_EXT, _depthBufferName);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return name;
}
And I have this piece of code to draw the surface to the screen. (Also from Apple's source)
// Fill the view with the IOSurface backed texture
- (void)textureFromCurrentIOSurface {
NSRect bounds = [self bounds];
CGLContextObj cgl_ctx = (CGLContextObj)[[self openGLContext] CGLContextObj];
// Render quad from our iosurface texture
glViewport(0, 0, (GLint)bounds.size.width, (GLint)bounds.size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (GLfloat)bounds.size.width, 0.0f, (GLfloat)bounds.size.height, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, [[NSApp delegate] currentTextureName]); // Grab the texture from the delegate
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glTexEnvi(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(512.0f, 0.0f);
glVertex2f((GLfloat)bounds.size.width, 0.0f);
glTexCoord2f(512.0f, 512.0f);
glVertex2f((GLfloat)bounds.size.width, (GLfloat)bounds.size.height);
glTexCoord2f(0.0f, 512.0f);
glVertex2f(0.0f, (GLfloat)bounds.size.height);
glEnd();
glDisable(GL_TEXTURE_RECTANGLE_EXT);
}
With a single IOSurface being draw to the screen this works fine. What am I missing to draw an IOSurface to another?
Assuming I have textures A, B, C, and D I want to:
-Draw A onto C in a specific region,
-Draw B onto C in a different region (may overlap A),
-Draw C to the screen.
I solved the issue using the following code, however there are some minor issues with scaling the IOSurface before drawing.
- (void)renderIOSurface:(IOSurfaceRef)surface toBuffer:(GLuint)buffer atPoint:(CGPoint)point withSize:(CGSize)size {
CGLContextObj cgl_ctx = (CGLContextObj)[[self openGLContext] CGLContextObj];
// Bind framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, buffer);
glViewport(0, 0, TEXWIDE, TEXHIGH);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, TEXWIDE, 0.0, TEXHIGH, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
GLsizei sH = (GLsizei)IOSurfaceGetHeight(surface);
GLsizei sW = (GLsizei)IOSurfaceGetWidth(surface);
// Create texture
GLuint name;
glGenTextures(1, &name);
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, name);
CGLTexImageIOSurface2D(cgl_ctx, GL_TEXTURE_RECTANGLE_EXT, GL_RGBA, sW, sH, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, surface, 0);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
//glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, name);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(point.x, point.y);
glTexCoord2f(sW, 0.0f);
glVertex2f(point.x + size.width, point.y);
glTexCoord2f(sW, sH);
glVertex2f(point.x + size.width, point.y + size.height);
glTexCoord2f(0.0f, sH);
glVertex2f(point.x, point.y + size.height);
glEnd();
//glDisable(GL_TEXTURE_RECTANGLE_EXT);
// Bindback to normal
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Delete the name texture
glDeleteTextures(1, &name);
// [[self openGLContext] flushBuffer];
// This flush is necessary to ensure proper behavior if the MT engine is enabled.
// glFlush();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
}
Related
I have a piece of code that loads a textures using glTexImage2D like this:
// to test texturing
CGImageRef imageRef = [[UIImage imageNamed:#"Blob.png"] CGImage];
int width = CGImageGetWidth(imageRef);
int height = CGImageGetHeight(imageRef);
GLubyte* textureData = (GLubyte *)malloc(width * height * 4); // if 4 components per pixel (RGBA)
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(textureData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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_CLAMP_TO_EDGE);
glTexParameteri(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, textureData);
glBindTexture(GL_TEXTURE_2D, 0);
I replaced the code with this, the code doesn throw any error but shows a black image instead.
NSError *error;
GLKTextureInfo *texture = [GLKTextureLoader textureWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"Blob.png" ofType:Nil]
options:Nil
error:&error]; assert(!error);
//bind the texture to texture unit 0
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(texture.target, texture.name);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnable(texture.target);
glBindTexture(GL_TEXTURE_2D, 0);
What could be the problem?
The project I want to port is at https://github.com/glman74/simpleFBO
pathForResource:#"Blob.png" ofType:Nil
Should be
pathForResource:#"Blob" ofType:#"png"
And most of the time you should use nil instead if Nil
This is how I've solved it:
This goes in the OpenGL initialisation code
NSError *error;
GLKTextureInfo *texture = [GLKTextureLoader
textureWithContentsOfFile:
[[NSBundle mainBundle] pathForResource:#"Blob.png" ofType:Nil]
options:Nil
error:&error];
And this goes in the rendering method, in this case glkView:drawInRect:
glBindTexture(GL_TEXTURE_2D, 0);
I'm trying to use OpenCL to draw to a cl_image that I got from a OpenGL texture and then render that texture. The problem is when I run my code on CL_DEVICE_TYPE_CPU it works fine however when I run on CL_DEVICE_TYPE_GPU the texture appears to be some random pixels. I'm new to OpenCL and not sure what's goin on so I'll post code below, also using OpenCL on OSX.
Host Code:
#import "GLView.h"
#import <GLKit/GLKit.h>
#import <OpenCL/OpenCL.h>
#import "kernel.cl.h"
#define WIDTH 500
#define HEIGHT 500
static GLfloat squareVertexData[] =
{
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f
};
#interface GLView ()
#property (strong, nonatomic) GLKBaseEffect *effect;
#property (nonatomic) GLuint vertexArray;
#property (nonatomic) GLuint vertexBuffer;
#property (nonatomic) GLuint tex;
#property (nonatomic) cl_image clImage;
#property (nonatomic) dispatch_queue_t queue;
#end
#implementation GLView
#pragma mark - Lifecycle methods
- (void)awakeFromNib
{
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAOpenGLProfile,
NSOpenGLProfileVersion3_2Core,
NSOpenGLPFAColorSize, 8,
NSOpenGLPFAAlphaSize, 8,
0
};
NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
[self setPixelFormat:pixelFormat];
NSOpenGLContext *context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
CGLEnable([context CGLContextObj], kCGLCECrashOnRemovedFunctions);
[self setOpenGLContext:context];
}
- (void)dealloc
{
[self.openGLContext makeCurrentContext];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArrays(1, &_vertexArray);
glDeleteTextures(1, &_tex);
gcl_release_image(self.clImage);
}
#pragma mark - NSOpenGLView methods
- (void)prepareOpenGL
{
GLint swapInterval = 1;
[self.openGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
glGenVertexArrays(1, &_vertexArray);
glBindVertexArray(self.vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertexData), squareVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 20, (char *)NULL + (0));
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 20, (char *)NULL + (12));
glBindVertexArray(0);
self.effect = [[GLKBaseEffect alloc] init];
self.effect.transform.projectionMatrix = GLKMatrix4MakeOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
glGenTextures(1, &_tex);
glBindTexture(GL_TEXTURE_2D, self.tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
self.effect.texture2d0.name = self.tex;
CGLShareGroupObj sharegroup = CGLGetShareGroup(self.openGLContext.CGLContextObj);
gcl_gl_set_sharegroup(sharegroup);
self.clImage = gcl_gl_create_image_from_texture(GL_TEXTURE_2D, 0, self.tex);
self.queue = gcl_create_dispatch_queue(CL_DEVICE_TYPE_GPU, NULL);
dispatch_sync(self.queue, ^{
cl_ndrange range = {
2,
{ 0 },
{ WIDTH, HEIGHT },
{ 0 }
};
mykernel_kernel(&range, self.clImage);
});
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(self.vertexArray);
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
[self.openGLContext flushBuffer];
}
#end
Kernel Code:
kernel void mykernel(write_only image2d_t image)
{
size_t x = get_global_id(0);
size_t y = get_global_id(1);
uint4 color;
color.x = 255;
color.w = 255;
write_imageui(image, (int2) (x,y), color);
}
I’m not clear why you’re asking for:
NSOpenGLPFAColorSize, 8,
This seems like not a lot of color. Possibly it’d work better if you ask for 32-bits (8 per pixel, plus alpha at end?):
NSOpenGLPFAColorSize, 32,
That’s the default created by Scene Kit, anyhow.
I tried to display a picture, but it is not displayed.
Here is my code for an NSOpenGLView subclass:
//
// MyOpenGLView.m
// OpenGLTests
//
// Created by Tom Schamberger on 10.12.12.
// Copyright (c) 2012 Tom Schamberger. All rights reserved.
//
#import "MyOpenGLView.h"
#implementation MyOpenGLView
- (id)initWithFrame:(NSRect)frame
{
NSOpenGLPixelFormat * pf = [MyOpenGLView basicPixelFormat];
self = [super initWithFrame: frame pixelFormat: pf];
return self;
}
+ (NSOpenGLPixelFormat*) basicPixelFormat
{
NSOpenGLPixelFormatAttribute attributes [] = {
NSOpenGLPFAWindow,
NSOpenGLPFADoubleBuffer, // double buffered
NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)16, // 16 bit depth buffer
(NSOpenGLPixelFormatAttribute)nil
};
return [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
}
- (void) prepareOpenGL
{
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glPolygonOffset (1.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
if([self loadTextures])
NSLog(#"Load");
}
- (void)drawRect:(NSRect)dirtyRect
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture( GL_TEXTURE_2D, texture);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glColor3f(1, 1, 1);
glBegin( GL_QUADS );
glTexCoord2f( 0.0f, 0.0f);
glVertex2f( -0.5f, -0.5f);
glTexCoord2f( 1.0f, 0.0f);
glVertex2f( 0.5f, -0.5f);
glTexCoord2f( 1.0f, 1.0f);
glVertex2f( 0.5f, 0.5f);
glTexCoord2f( 0.0f, 1.0f);
glVertex2f( -0.5f, 0.5f);
glEnd();
glFlush();
}
- (BOOL) loadTextures
{
NSImage *img = [NSImage imageNamed:#"NeHe.bmp"];
if(img == nil)
return FALSE;
else if(img.size.height == 0 || img.size.width == 0)
return FALSE;
NSBitmapImageRep *rep = [[NSBitmapImageRep alloc] initWithData: [img TIFFRepresentation]];
glGenTextures( 1, &texture);
glBindTexture( GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, rep.size.width,
rep.size.height, 0, GL_RGB,
GL_UNSIGNED_BYTE, rep.bitmapData);
return TRUE;
}
#end
It draws a rectangle, but the texture is not displayed.
You should probably set you clear color alpha to 0.0 rather than 0.5
This code for loading a texture works.
backGroundPath = #"Background.bmp";
NSData* backGroundData = [NSData dataWithContentsOfFile:backGroundPath options:NSUncachedRead error:nil];
backGroundImage = [NSBitmapImageRep imageRepWithData:backGroundData];
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures( 1, backGroundTexture);
glBindTexture(GL_TEXTURE_2D, backGroundTexture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, backGroundImage.size.width,
backGroundImage.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
backGroundImage.bitmapData);
I have app with erasing function. For example I open colored image, it adds grayscale layer on top of it, and with mouse I can erase top (grayscale) layer parts. Later there is ability to save image to file. If pixels for saving are taken as GL_RGB it works OK:
And if pixels for saving are taken as GL_RGBA i have some issues (the white space is transparent):
Original version of image is drawn to framebuffer1, then app draws brush strokes to framebuffer2 and then grayscale version of image is drawn to framebuffer3. Then all these framebuffers are drawn to main_framebuffer and main_framebuffer is drawn to screen. Erasing is done via glBlendFunc and glBlendFuncseparate. When doing glReadPixels, pixels are readed from main_framebuffer. Where can be my problem?
brigadir
now I draw to main framebuffer like that:
glPushMatrix();
glLoadIdentity();
glViewport(0, 0, _width, _height);
glMatrixMode(GL_PROJECTION);
glFrustum(0, _width, 0, _height, 0.1, 100);
glTranslatef(0.0,0.0,-0.5);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, main_framebuffer);
glClearColor(0.93, 0.93, 0.93, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, _width, _height);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, framebuffer1_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0, _height);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0, 0.0);
glTexCoord2f(1.0f, 1.0f); glVertex2f(_width, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex2f(_width, _height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ZERO);
glBindTexture(GL_TEXTURE_2D, framebuffer2_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, _height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(_width, _height);
glTexCoord2f(1.0f, 0.0f); glVertex2f(_width, 0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
glBindTexture(GL_TEXTURE_2D, framebuffer3_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, _height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(_width, _height);
glTexCoord2f(1.0f, 0.0f); glVertex2f(_width, 0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glColorMask (0.0, 0.0, 0.0, 1.0);
glBegin(GL_QUADS);
glColor4f(1.0, 1.0, 1.0, 1.0);
glVertex2f(0.0, oglAukstis);
glColor4f(1.0, 1.0, 1.0, 1.0);
glVertex2f(0.0, 0.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glVertex2f(oglPlotis, 0.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glVertex2f(oglPlotis, oglAukstis);
glEnd();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glPopMatrix();
And when I try to load same image as earlier in this question I get:
And when I save it I get:
You should disable writing to alpha channel of main buffer.
// draw framebuffers 1-3 ...
glColorMask (true, true, true, false);
// render to main buffer ...
glColorMask (true, true, true, true); // revert to default state
I'm trying to get the bytes from a RGBA texture in openGL ES. I think I'm trying to imitate glGetTexImage from vanilla openGL. As is right now, the pixels are all nil, from the call to glClear, not the texture data I'm looking for.
This is a method in a category extending SPTexture from Sparrow Framework.
-(NSMutableData *) getPixelsFromTexture
{
GLsizei width = (GLsizei) self.width;
GLsizei height = (GLsizei) self.height;
GLint oldBind = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBind);
glBindTexture(GL_TEXTURE_2D, self.textureID);
GLuint fbo[1];
glGenFramebuffersOES(1, fbo);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo[0]);
GLuint rbo[1];
glGenRenderbuffersOES(1, rbo);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, rbo[0]);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGBA4_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, rbo[0]);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(#"Incomplete FBO");
}
// draw
static float texCoords[8] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
static float vertexCoords[8] = { -1.0f, -1.0f, 1-.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f };
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glOrthof(0.0f, self.width, self.height, 0.0f, 0.0f, 1.0f);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glVertexPointer(2, GL_FLOAT, 0, vertexCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// end draw
GLsizei count = width * height * 4;
GLubyte * pixels = (GLubyte *)malloc((sizeof(GLubyte) * count));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glBindTexture(GL_TEXTURE_2D, oldBind);
glDeleteRenderbuffersOES(1, rbo);
glDeleteFramebuffersOES(1, fbo);
return [NSMutableData dataWithBytes:pixels length:count];
}
What am I doing wrong?
So, I was eventually able to solve this using a variation of the code seen here. My code is:
#interface SPRenderTexture (RenderToImage)
- (NSMutableData *)renderToPixelData;
#end
#implementation SPRenderTexture (RenderToImage)
- (NSMutableData *)renderToPixelData
{
__block NSMutableData * pixels = nil;
[self bundleDrawCalls:^()
{
float scale = [SPStage contentScaleFactor];
int width = scale * self.width;
int height = scale * self.height;
int nrOfColorComponents = 4; //RGBA
int rawImageDataLength = width * height * nrOfColorComponents;
GLenum pixelDataFormat = GL_RGBA;
GLenum pixelDataType = GL_UNSIGNED_BYTE;
GLubyte *rawImageDataBuffer = (GLubyte *) malloc(rawImageDataLength);
glReadPixels(0, 0, width, height, pixelDataFormat, pixelDataType, rawImageDataBuffer);
pixels = [[NSMutableData alloc] initWithBytes:rawImageDataBuffer length:rawImageDataLength];
}];
return [pixels autorelease];
}
#end
I hope this will be useful to other people.