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February 1, 2020 00:34
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OpenGL shader chaining using FrameBuffer woes
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// setting up two shaders | |
bufferPass = setupRenderPass("bufferA.frag", 1 /* toBuffer */) | |
imagePass = setupRenderPass("image.frag", 0 /* toBuffer */) | |
// inside setupRenderPass | |
renderPass setupRenderPass(shaderFile, toBuffer) { | |
// ... | |
renderPass.prog = getShader(shaderFile); | |
renderPass.iChannel0 = glGetUniformLocation(renderPass.prog, "iChannel0"); | |
if (toFrameBuffer) { | |
GLuint FramebufferName = 0; | |
glGenFramebuffers(1, &FramebufferName); | |
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | |
GLuint renderedTexture; | |
glActiveTexture(GL_TEXTURE0); | |
glGenTextures(1, &renderedTexture); | |
glBindTexture(GL_TEXTURE_2D, renderedTexture); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, winw, winh, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0); | |
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | |
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers | |
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { | |
std::cout<<"Error setting up framebuffer!"<<std::endl; | |
exit(1); | |
return; | |
} | |
renderPass.FramebufferName = FramebufferName; | |
renderPass.texture = renderedTexture; | |
} | |
return renderPass; | |
// main loop | |
display(bufferA); | |
glBindFramebuffer(GL_FRAMEBUFFER, g_toy.bufferA.FramebufferName); | |
display(image); | |
glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
// display function | |
void display(renderpass& r) { | |
glUseProgram(r.prog); | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, r.texture); | |
glUniform1i(r.uloc_iChannel, 0); | |
glRecti(-1,-1,1,1); | |
} | |
// bufferA shader | |
layout(location = 0) out vec4 color; | |
... | |
color = vec4(1, 1, 0, 1); | |
// image shader | |
uniform sampler2D iChannel0; | |
... | |
color = texture(iChannel0, UV) |
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