Question

I am trying to add some post-processing capabilities to a program. The rendering is done using openGL. I just want to allow the program to load some home made fragment shader and use them on the video stream.

I wrote a little piece of shader using "OpenGL Shader Builder" that just turns a texture in grayscale. The shaders works well in the shader builder but I can't make it work in the main program. The screens stays all black.

Here is the setup :

@implementation PluginGLView

- (id) initWithCoder: (NSCoder *) coder
{
const GLubyte * strExt;

if ((self = [super initWithCoder:coder]) == nil)
    return nil;

glLock = [[NSLock alloc] init];
if (nil == glLock) {
    [self release];
    return nil;
}

// Init pixel format attribs
NSOpenGLPixelFormatAttribute attrs[] =
{
    NSOpenGLPFAAccelerated,
    NSOpenGLPFANoRecovery,
    NSOpenGLPFADoubleBuffer,
    0
};

// Get pixel format from OpenGL
NSOpenGLPixelFormat* pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
if (!pixFmt)
{
    NSLog(@"No Accelerated OpenGL pixel format found\n");

    NSOpenGLPixelFormatAttribute attrs2[] =
    {
        NSOpenGLPFANoRecovery,
        0
    };

    // Get pixel format from OpenGL
    pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs2];
    if (!pixFmt) {
        NSLog(@"No OpenGL pixel format found!\n");

        [self release];
        return nil;
    }
}

[self setPixelFormat:[pixFmt autorelease]];

/*
long swapInterval = 1 ;
[[self openGLContext]
        setValues:&swapInterval
        forParameter:NSOpenGLCPSwapInterval];
*/
[glLock lock];
[[self openGLContext] makeCurrentContext];

// Init object members
strExt = glGetString (GL_EXTENSIONS);
texture_range  = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE;
texture_hint   = GL_STORAGE_SHARED_APPLE ;
client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE;
rect_texture   = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE;

// Setup some basic OpenGL stuff
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// Loads the shaders
shader=LoadShader(GL_FRAGMENT_SHADER,"/Users/alexandremathieu/fragment.fs");
program=glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glUseProgram(program);

[NSOpenGLContext clearCurrentContext];
[glLock unlock];

image_width = 1024;
image_height = 512;
image_depth = 16;

image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
image_base = (GLubyte *) calloc(((IMAGE_COUNT * image_width * image_height) / 3) * 4, image_depth >> 3);
if (image_base == nil) {
    [self release];
    return nil;
}

// Create and load textures for the first time
[self loadTextures:GL_TRUE];

// Init fps timer
//gettimeofday(&cycle_time, NULL);

drawBG = YES;

// Call for a redisplay
noDisplay = YES;
PSXDisplay.Disabled = 1;
[self setNeedsDisplay:true];

return self;
}

And here is the "render screen" function wich basically...renders the screen.

- (void)renderScreen
{
    int bufferIndex = whichImage;

    glBindTexture(GL_TEXTURE_RECTANGLE_EXT, bufferIndex+1);

    glUseProgram(program);
    int loc=glGetUniformLocation(program, "texture");
    glUniform1i(loc,bufferIndex+1);

    glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, image_width, image_height, GL_BGRA, image_type, image[bufferIndex]);


    glBegin(GL_QUADS);
        glTexCoord2f(0.0f, 0.0f);
        glVertex2f(-1.0f, 1.0f);

        glTexCoord2f(0.0f, image_height);
        glVertex2f(-1.0f, -1.0f);

        glTexCoord2f(image_width, image_height);
        glVertex2f(1.0f, -1.0f);

        glTexCoord2f(image_width, 0.0f);
        glVertex2f(1.0f, 1.0f);
    glEnd();

    [[self openGLContext] flushBuffer];
    [NSOpenGLContext clearCurrentContext];
    //[glLock unlock];

}

and finally here's the shader.

uniform sampler2DRect texture;

void main() {
    vec4 color, texel;
    color = gl_Color;
    texel = texture2DRect(texture, gl_TexCoord[0].xy);
    color *= texel;
    // Begin Shader
    float gray=0.0;
    gray+=(color.r + color.g + color.b)/3.0;
    color=vec4(gray,gray,gray,color.a);  
    // End Shader
    gl_FragColor = color;
 }

The loading and using of shaders works since I am able to turn the screen all red with this shader

void main(){
    gl_FragColor=vec4(1.0,0.0,0.0,1.0);
}

If the shader contains a syntax error I get an error message from the LoadShader function etc. If I remove the use of the shader, everything works normally.

I think the problem comes from the "passing the texture as a uniform parameter" thing. But these are my very firsts step with openGL and I cant be sure of anything.

Don't hesitate to ask for more info.

Thank you Stack O.

Was it helpful?

Solution

Texture samplers have to be set to the number of the active texture unit. So for example with glActiveTexture(GL_TEXTURE3) the sampler must be set to 3 as well. In your case the number should be 0.

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