Drawing into framebuffer and then on screen - c#

I want to draw multiple images in to framebuffer and then also draw framebuffer on screen.
I also want to ReadPixels from frame buffer to store image on disk.
Is there some tutorial or example how to use framebuffer in OpenTK.
I found one example but is not in C# openTK
https://github.com/datenwolf/codesamples/blob/master/samples/OpenGL/minimalfbo/minimalfbo.c
Currently my code crashes application, and the ReadPixels returns an empty image.
namespace test
{
class Class1
{
int FramebufferName = -1;
int depthrenderbuffer;
int fbo_width = 0;
int fbo_height = 0;
public bool createImage = false;
DirectBitmap masterBitmap = null;
object masterBitmapSync = new object();
public int renderedTexture = 0;
public override void OnRender()
{
//https://github.com/datenwolf/codesamples/blob/master/samples/OpenGL/minimalfbo/minimalfbo.c
calculateMasterBitmapSize();
#region init
if (FramebufferName == -1)
{
//do this only once
//Framebuffer
GL.GenFramebuffers(1, out FramebufferName);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, FramebufferName);
checkGlError();
//Color renderbuffer.
lock (masterBitmapSync)
{
if (masterBitmap != null)
createTexture();
}
if (renderedTexture <= 0 || FramebufferName < 0)
{
Console.WriteLine("ERROR:");
}
checkGlError();
GL.BindTexture(TextureTarget.Texture2D, renderedTexture);
checkGlError();
//GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderedTexture);
//checkGlError();
/* Storage must be one of: */
/* GL_RGBA4, GL_RGB565, GL_RGB5_A1, GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX8. */
//GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent16, fbo_width, fbo_height);
//checkGlError();
//GL.FramebufferRenderbuffer(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.ColorAttachment0, RenderbufferTarget.Renderbuffer, renderedTexture);
//checkGlError();
/* Depth renderbuffer. */
GL.GenRenderbuffers(1, out depthrenderbuffer);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthrenderbuffer);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent16, fbo_width, fbo_height);
GL.FramebufferRenderbuffer(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, depthrenderbuffer);
checkGlError();
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
checkGlError();
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, fbo_width, fbo_height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.FramebufferTexture2D(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, renderedTexture, 0); //original texture 1280x720
checkGlError();
FramebufferErrorCode errorCode = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (errorCode != FramebufferErrorCode.FramebufferComplete)
{
if (errorCode == FramebufferErrorCode.FramebufferUnsupported)
Console.WriteLine("FramebufferUnsupported");
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.DeleteFramebuffers(1, ref FramebufferName);
GL.DeleteFramebuffers(1, ref depthrenderbuffer);
return;
}
checkGlError();
}
#endregion
#region drawInFramebuffer
checkGlError();
lock (masterBitmapSync)
{
if (masterBitmap != null)
createTexture();
}
checkGlError();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.Enable(EnableCap.Texture2D);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, FramebufferName);
checkGlError();
//GL.ColorMask(true, true, true, true);
GL.ClearColor(0, 0, 0, 0);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
checkGlError();
GL.Enable(EnableCap.Texture2D);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, renderedTexture);
checkGlError();
GL.Begin(PrimitiveType.Quads);
{
GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(LocalPoints[0].X, LocalPoints[0].Y);
GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(LocalPoints[1].X, LocalPoints[1].Y);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(LocalPoints[2].X, LocalPoints[2].Y);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(LocalPoints[3].X, LocalPoints[3].Y);
}
GL.End();
GL.Disable(EnableCap.Texture2D);
//TODO draw multipla images
//loop over all images and calling OnRender2()
if (createImage)
{
createImage = false;
GPoint p = new GPoint(0, 0); //TODO get correct x,y
using (Bitmap bitmap = new Bitmap(fbo_width, fbo_height))
{
BitmapData bits = bitmap.LockBits(new Rectangle(0, 0, fbo_width, fbo_height), ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
checkGlError();
GL.ReadPixels((int)p.X, (int)p.Y, fbo_width, fbo_height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0);
checkGlError();
bitmap.UnlockBits(bits);
bitmap.RotateFlip(RotateFlipType.Rotate180FlipX);
bitmap.Save(#"c:\Downloads\aaa\ReadPixels_" + DateTime.Now.ToString("HHmmss_fff") + ".png", ImageFormat.Png);
}
}
checkGlError();
//does command in next line, draw framebuffer on the screen?
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); //would draw to the default framebuffer again, basically finishing the drawing to the other framebuffer(the backbuffer which will be brought to front by SwapBuffers)
checkGlError();
#endregion
}
private void calculateMasterBitmapSize()
{
//for test example
fbo_width = 256;
fbo_height = 256 * 2;
DirectBitmap newBitmap = new DirectBitmap(fbo_width, fbo_height);
newBitmap.Bitmap.MakeTransparent();
setBitmap(newBitmap);
}
public void setBitmap(DirectBitmap bmp)
{
lock (masterBitmapSync)
{
if (masterBitmap != null)
masterBitmap.Dispose();
masterBitmap = bmp;
if (masterBitmap == null)
deleteTexture();
}
}
void deleteTexture()
{
if (renderedTexture > 0)
{
GL.DeleteTexture(renderedTexture);
renderedTexture = 0;
}
}
public void createTexture()
{
if (masterBitmap == null)
return;
int t = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, t);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, masterBitmap.Width, masterBitmap.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
Rectangle rect = new Rectangle(0, 0, masterBitmap.Width, masterBitmap.Height);
System.Drawing.Imaging.BitmapData data = masterBitmap.Bitmap.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.BindTexture(TextureTarget.Texture2D, t);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, rect.X, rect.Y, rect.Width, rect.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
masterBitmap.Bitmap.UnlockBits(data);
masterBitmap.Dispose();
masterBitmap = null;
if (renderedTexture > 0)
GL.DeleteTexture(renderedTexture);
renderedTexture = t;
}
private void checkGlError()
{
ErrorCode errorCode = GL.GetError();
if (errorCode != ErrorCode.NoError)
{
Console.WriteLine("ERROR: " + errorCode);
}
}
public void OnRender2()
{
/*
//this is example only
lock (bitmapSync)
{
if (bitmap != null)
createTexture();
}
GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, texture);
GL.Begin(PrimitiveType.Quads);
{
GL.TexCoord4(texCoords[0]); GL.Vertex4(LocalPoints[0].X, LocalPoints[0].Y, 1, 1); //UL
GL.TexCoord4(texCoords[1]); GL.Vertex4(LocalPoints[1].X, LocalPoints[1].Y, 1, 1); //UR
GL.TexCoord4(texCoords[2]); GL.Vertex4(LocalPoints[2].X, LocalPoints[2].Y, 1, 1); //LR
GL.TexCoord4(texCoords[3]); GL.Vertex4(LocalPoints[3].X, LocalPoints[3].Y, 1, 1); //LL
}
GL.End();
GL.Disable(EnableCap.Texture2D);
*/
}
}
}

"framebuffer" usually means memory on the graphics device used for final output to the screen. This is typically tricky to access from c#.
If you simply want to combine multiple images, and do not have any strict performance requirements, it would be much simpler to use a regular buffer to do the combining and then draw this buffer to the screen. The oldschool way to do this is to use a GDI graphics object to do the drawing.
An example using GDI & winforms
public class BitmapPaint : Control
{
private Bitmap buffer;
public BitmapPaint()
{
// Find out how large you want the output image to be
// This example does not handle disposal or resizing etc
buffer = new Bitmap(this.Width, this.Height);
}
public void Compose(IEnumerable<Bitmap> images)
{
using (var g = Graphics.FromImage(buffer))
{
foreach (var img in images)
{
// Adjust position etc if you need to
g.DrawImageUnscaled(img, 0, 0);
}
}
buffer.Save(#"c:\myFilename.bmp");
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
// Draw the buffer to the screen
e.Graphics.DrawImageUnscaled(buffer, 0, 0);
}
}
If you want higher performance it might be more appropriate to look for something like a 2D game engine that can manage the blitting and much more internally. Doing low level buffer manipulation is not a great fit for .Net since it typically involves raw pointers and resource management that is often easier to manage in C/C++.

Related

gl_InvocationID doesn't seem to update

I'm trying to render an image with a compute shader. For testing purposes, I try to render the gl_GlobalInvocationID to the image, but that only gives me a black screen. It does, however, work when I give the imageStore a predefined color. For example vec4(1, 0, 0, 1);. After some testing, it appears that the gl_GlobalInvocationID.xy doesn't get any further than [0,0]. What am I doing wrong?
I tested the values of gl_GlobalInvocationID by rendering a different color if the x or y coordinates got higher than 0, which they didn't.
Compute shader:
#version 440
layout (local_size_x = 1, local_size_y = 1) in;
layout(rgba32f, binding = 0) uniform image2D frameBuffer;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(imageSize(frameBuffer));
vec4 pixel;
pixel = vec4(vec2(pixel_coords) / vec2(size.x, size.y),0, 1);
imageStore(frameBuffer, pixel_coords, pixel);
}
Framebuffer creation:
frameBuffer = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, frameBuffer);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba32f, Width, Height, 0, PixelFormat.Rgba, PixelType.Float, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba32f, Width, Height, 0, PixelFormat.Rgba, PixelType.Float, IntPtr.Zero);
GL.BindImageTexture(0, frameBuffer, 0, false, 0, TextureAccess.WriteOnly, SizedInternalFormat.Rgba32f);
Compute shader initialization
//Initialise compute shader in Onload()
cShader = new ComputeShader("../../RayTracer.glsl");
cShader.Use();
cShader.Dispatch(Width, Height, 1);
Compute shader class
class ComputeShader {
int handle;
//Initialize the compute shader given by the path
public ComputeShader(string path) {
handle = GL.CreateProgram();
int shader = GL.CreateShader(ShaderType.ComputeShader);
string source;
using (StreamReader sr = new StreamReader(path)) {
source = sr.ReadToEnd();
}
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
string shaderError = GL.GetShaderInfoLog(shader);
if (shaderError.Length > 0) {
Console.WriteLine(shaderError);
}
GL.AttachShader(handle, shader);
GL.LinkProgram(handle);
GL.DetachShader(handle, shader);
GL.DeleteShader(shader);
}
//Sets a uniform 4x4 matrix in the compute shader
public void SetMatrix4x4(string name, Matrix4 matrix) {
int location = GL.GetUniformLocation(handle, name);
GL.UniformMatrix4(location, false, ref matrix);
}
//Sets a uniform float in the compute shader
public void SetUniformFloat(string name, float val) {
int location = GL.GetUniformLocation(handle, name);
GL.Uniform1(location, val);
}
//Use the compute shader
public void Use() {
GL.UseProgram(handle);
}
//Dispatch the compute shader
public void Dispatch(int xGroups, int yGroups, int zGroups) {
GL.DispatchCompute(xGroups, yGroups, zGroups);
}
}
OnRenderFrameMethod:
protected override void OnRenderFrame(FrameEventArgs e) {
//Launch computer shaders
cShader.Use();
cShader.Dispatch(Width, Height, 1);
//Make sure frame is finsihed before proceeding
GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
//Clear previous frame
GL.Clear(ClearBufferMask.ColorBufferBit);
//Bind VAO
GL.BindVertexArray(VertexArrayObject);
//Bind texture
GL.BindTexture(TextureTarget.Texture2D, frameBuffer); //Renders GPU
//Draw primitives
GL.DrawElements(PrimitiveType.Triangles, canvasIndices.Length, DrawElementsType.UnsignedInt, 0);
//Swap buffers
Context.SwapBuffers();
base.OnRenderFrame(e);
}

Why OnPaint event of two glcontrols not running synchronously - opentk c#

I have two glControls. Each have it's on paint event. But before completely running the functions of paint1 event, system calls paint2 event. I thought the functions inside each event will be called completely synchronously. Can I make that way. Means, paint2 event should be called after completing paint1 event?
private void Form3_Load(object sender, EventArgs e)
{
glControl1.Visible = true;
glControl2.Visible = true;
GL.Enable(EnableCap.DepthTest);
}
private void glControl1_Load(object sender, EventArgs e)
{
if (glControl2.Created &&
glControl2.Context.IsCurrent)
{ glControl2.Context.MakeCurrent(null); }
if (glControl1.Context.IsCurrent == false)
{
glControl1.MakeCurrent();
}
obj_openTK.Init();
}
private void glControl2_Load(object sender, EventArgs e)
{
if (glControl1.Created &&
glControl1.Context.IsCurrent)
{ glControl1.Context.MakeCurrent(null); }
if (glControl2.Context.IsCurrent == false)
{ glControl2.MakeCurrent(); }
obj_openTK.Init();
}
private void glControl1_Paint(object sender, PaintEventArgs e)
{
if (glControl2.Created &&
glControl2.Context.IsCurrent)
{ glControl2.Context.MakeCurrent(null); }
if (glControl1.Context.IsCurrent == false)
{ glControl1.MakeCurrent(); }
Render();
}
private void glControl2_Paint(object sender, PaintEventArgs e)
{
try{
if (glControl1.Created &&
glControl1.Context.IsCurrent)
{ glControl1.Context.MakeCurrent(null); }
if (glControl2.Context.IsCurrent == false)
{ glControl2.MakeCurrent(); }
Render2();
}
catch(Exception ex)
{
string exx = ex.ToString();
string stacktrace = ex.StackTrace.ToString();
}
}
private void Render()//for first image
{
GL.DeleteTextures(1, ref texture);
texture = obj_openTK.LoadTexture(image);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
obj_openTK.DrawImage(texture,glControl1);
GL.Flush();
glControl1.SwapBuffers();
}
private void Render2()// for second image
{
GL.DeleteTextures(1, ref texture);
texture = obj_openTK.LoadTexture(image2);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
obj_openTK.DrawImage(texture, glControl2);
GL.Flush();
glControl2.SwapBuffers();
}
===============openTK class========================
class openTK
{
int positionLocation1;
int program;
int positionLocation;
int vertShader;
int fragShader;
int buffer;
float[] vertices = {
// Left bottom triangle
-1f, -1f, 0f,
1f, -1f, 0f,
1f, 1f, 0f,
// Right top triangle
1f, 1f, 0f,
-1f, 1f, 0f,
-1f, -1f, 0f
};
public int LoadTexture(Bitmap bitmap)
{
int tex = -1;
if (bitmap != null)
{
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
GL.GenTextures(1, out tex);
GL.BindTexture(TextureTarget.Texture2D, tex);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
}
return tex;
}
public void DrawImage(int image, GLControl glControl)
{
GL.MatrixMode(MatrixMode.Projection);
GL.PushMatrix();
GL.LoadIdentity();
GL.MatrixMode(MatrixMode.Modelview);
GL.PushMatrix();
GL.LoadIdentity();
GL.Disable(EnableCap.Lighting);
GL.Enable(EnableCap.Texture2D);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, image);
GL.Uniform1(positionLocation1, 0);
RunShaders();
GL.Disable(EnableCap.Texture2D);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Modelview);
ErrorCode ec = GL.GetError();
if (ec != 0)
System.Console.WriteLine(ec.ToString());
Console.Read();
}
private void RunShaders()
{
GL.UseProgram(program);
GL.DrawArrays(PrimitiveType.Triangles, 0, vertices.Length / 3);
ErrorCode ec = GL.GetError();
if (ec != 0)
System.Console.WriteLine(ec.ToString());
Console.Read();
}
private void Init()
{
CreateShaders();
CreateProgram();
InitBuffers();
}
private void CreateProgram()
{
program = GL.CreateProgram();
GL.AttachShader(program, vertShader);
GL.AttachShader(program, fragShader);
GL.LinkProgram(program);
}
private void InitBuffers()
{
buffer = GL.GenBuffer();
positionLocation = GL.GetAttribLocation(program, "a_position");
positionLocation1 = GL.GetUniformLocation(program, "sTexture");
GL.EnableVertexAttribArray(positionLocation);
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(positionLocation, 3, VertexAttribPointerType.Float, false, 0, 0);
}
private void CreateShaders()
{
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, #"attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy+1)/2 ;
gl_Position = vec4(a_position, 1);
}");
GL.CompileShader(vertShader);
/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, #"precision highp float;
uniform sampler2D sTexture;varying vec2 vTexCoord;
void main ()
{
vec4 color = texture2D (sTexture, vTexCoord);
gl_FragColor = color;
}");
GL.CompileShader(fragShader);
}
}
Now when running this code , paint1 throws below exception. It is because render2() is calling before completing render().
OpenTK.Graphics.GraphicsContextException: 'Failed to swap buffers for context 131072 current.
A quick and simple way would be by adding a lock to your code...
private object locker = new object();
private void glControl1_Paint(object sender, PaintEventArgs e)
{
lock(locker) {
if (glControl2.Created &&
glControl2.Context.IsCurrent)
{ glControl2.Context.MakeCurrent(null); }
if (glControl1.Context.IsCurrent == false)
{ glControl1.MakeCurrent(); }
Render();
}
}
private void glControl2_Paint(object sender, PaintEventArgs e)
{
lock(locker) {
if (glControl1.Created &&
glControl1.Context.IsCurrent)
{ glControl1.Context.MakeCurrent(null); }
if (glControl2.Context.IsCurrent == false)
{ glControl2.MakeCurrent(); }
Render2();
}
}
When one block of code gets a lock on locker, then any other attempt to lock will be delayed until the first lock is cleared.
If you need to control further the order of the lock, you could use a queue to hold an identifier on which block of code is trying to get a lock, if it isn't the one you want first, delay that lock until the correct one locks first. This could cause issues however, if for some reason the expected "first" lock does not happen. Then the second will not, unless you add a wait timeout.
EDIT:
In your Render functions...
private void Render()
{
GL.DeleteTextures(1, ref texture);
texture = obj_openTK.LoadTexture(image);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
obj_openTK.DrawImage(texture,glControl1);
GL.Flush();
glControl1.SwapBuffers();
}
private void Render2()
{
GL.DeleteTextures(1, ref texture2);
texture2 = obj_openTK.LoadTexture(image2);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
obj_openTK.DrawImage(texture2, glControl2);
GL.Flush();
glControl2.SwapBuffers();
}
I believe you are calling GL.Clear() too much. It really only needs to be called once per loop. Also, I do not think GL.Flush() is doing anything for you since you are double buffering.
Beyond that, I do not believe the problem lies in the code you have provided, but likely something with the construction or configuration of your glControl1 and glControl2.

Opentk shows out of memory exception - OPENGL

I'm completely new to openGL.
I have to show two images side by side using shader code.
It shows properly using below code. But throws an
out of memory
exception and the entire system gets hangs.
Can you please check my code to see what might be the cause?
I think the problem is that I'm not properly deallocating memory from openTK textures after I don't need them, so I'm generating massive amounts of images, but I don't know how to fix this.
public partial class Form7ImageOnly : Form
{
string file = "opentksquare.png";
string file1 = "img_smile.png";
int program;
int vertShader;
int fragShader;
int buffer;
int positionLocation;
int positionLocation1;
int positionLocation2;
int texture;
int texture1;
int ScreenWidth;
int ScreenHeight;
float[] vertices = {
// Left bottom triangle
-1f, -1f, 0f,
1f, -1f, 0f,
1f, 1f, 0f,
// Right top triangle
1f, 1f, 0f,
-1f, 1f, 0f,
-1f, -1f, 0f
};
public Form7ImageOnly()
{
InitializeComponent();
}
private void Form7ImageOnly_Load(object sender, EventArgs e)
{
glControl.Resize += new EventHandler(glControl_Resize);
glControl.Paint += new PaintEventHandler(glControl_Paint);
GL.Enable(EnableCap.DepthTest);
Application.Idle += Application_Idle;
glControl_Resize(glControl, EventArgs.Empty);
}
void Application_Idle(object sender, EventArgs e)
{
while (glControl.IsIdle)
{
Render();
}
}
private void Render()
{
ScreenWidth = Screen.PrimaryScreen.Bounds.Width;
ScreenHeight = Screen.PrimaryScreen.Bounds.Height;
glControl.Size = new System.Drawing.Size(ScreenWidth, ScreenHeight);//full screen
texture = LoadTexture(file);
texture1 = LoadTexture(file1);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
DrawImage(texture,texture1);
}
private void glControl_Paint(object sender, PaintEventArgs e)
{
Render();
}
private void glControl_Resize(object sender, EventArgs e)
{
Init();
}
private void Init()
{
CreateShaders();
CreateProgram();
InitBuffers();
}
public void DrawImage(int image,int image1)
{
GL.Viewport(new Rectangle(0, 0, ScreenWidth, ScreenHeight));
GL.MatrixMode(MatrixMode.Projection);
GL.PushMatrix();
GL.LoadIdentity();
GL.MatrixMode(MatrixMode.Modelview);
GL.PushMatrix();
GL.LoadIdentity();
GL.Disable(EnableCap.Lighting);
GL.Enable(EnableCap.Texture2D);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, image);
GL.Uniform1(positionLocation1, 0);
GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, image1);
GL.Uniform1(positionLocation2, 1);
RunShaders();
//GL.Begin(PrimitiveType.Quads);
//GL.TexCoord2(0, 1);
//GL.Vertex3(0, 0, 0);
//GL.TexCoord2(1, 1);
//GL.Vertex3(1920, 0, 0);
//GL.TexCoord2(1, 0);
//GL.Vertex3(1920, 1080, 0);
//GL.TexCoord2(0, 0);
//GL.Vertex3(0, 1080, 0);
//GL.End();
GL.Disable(EnableCap.Texture2D);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Modelview);
ErrorCode ec = GL.GetError();
if (ec != 0)
System.Console.WriteLine(ec.ToString());
Console.Read();
glControl.SwapBuffers();
}
private void RunShaders()
{
GL.ClearColor(Color.Violet);
GL.UseProgram(program);
GL.DrawArrays(PrimitiveType.Triangles, 0, vertices.Length / 3);
ErrorCode ec = GL.GetError();
if (ec != 0)
System.Console.WriteLine(ec.ToString());
Console.Read();
}
private void CreateProgram()
{
program = GL.CreateProgram();
GL.AttachShader(program, vertShader);
GL.AttachShader(program, fragShader);
GL.LinkProgram(program);
}
private void CreateShaders()
{
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, #"attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy + 1) / 2;
gl_Position = vec4(a_position, 1);
}");
GL.CompileShader(vertShader);
/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, #"precision highp float;
uniform sampler2D sTexture;uniform sampler2D sTexture1;
uniform int screenwidth;
varying vec2 vTexCoord;
void main ()
{
if ( vTexCoord.x<0.5 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else
gl_FragColor = texture2D (sTexture1, vec2(1.0- (vTexCoord.x*2.0-1.0), vTexCoord.y));
}");
GL.CompileShader(fragShader);
}
private void InitBuffers()
{
buffer = GL.GenBuffer();
positionLocation = GL.GetAttribLocation(program, "a_position");
positionLocation1 = GL.GetUniformLocation(program, "sTexture");
positionLocation2 = GL.GetUniformLocation(program, "sTexture1");
GL.EnableVertexAttribArray(positionLocation);
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(positionLocation, 3, VertexAttribPointerType.Float, false, 0,0);
}
public int LoadTexture(string file)
{
Bitmap bitmap = new Bitmap(file);
int tex = -1;
if (bitmap != null)
{
GL.DeleteTextures(1, ref tex);
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
GL.GenTextures(1, out tex);
GL.BindTexture(TextureTarget.Texture2D, tex);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,data.Width,data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
}
return tex;
}
}

Opengl texturing weird rendering. Black and white, RGB separated, tiling [duplicate]

This question already has an answer here:
C# OpenTK - Textured Quad
(1 answer)
Closed 5 years ago.
So im trying to render a texture to a quad using OpenGL and im getting a really weird artifact and I think it being caused by my loading method but im not truly sure.
When you get close to the quad you can see that it is tring to render the red green and blue next to each other. kinda looks like what a pixel on a tv looks like
Rendered Quad
Close up of quad
Texture
LoadTexture
public static uint LoadTexture(string filePath)
{
Bitmap bitmap = new Bitmap("Res/" + filePath);
Gl.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
uint textureID = Gl.GenTexture();
Gl.BindTexture(TextureTarget.Texture2d, textureID);
BitmapData data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgb8, data.Width, data.Height, 0, OpenGL.PixelFormat.Bgr, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
Gl.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
Gl.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return textureID;
}
Rendering
public void Render(TexturedModel texturedModel, StaticShader shader)
{
RawModel model = texturedModel.model;
using (MemoryLock vertexPositions = new MemoryLock(model.vertexPositions))
using (MemoryLock texturePositions = new MemoryLock(texturedModel.textureCords))
{
Gl.VertexAttribPointer((uint)shader.locationPosition, model.dimension, VertexAttribType.Float, false, 0, vertexPositions.Address);
Gl.EnableVertexAttribArray((uint)shader.locationPosition);
Gl.VertexAttribPointer((uint)shader.locationTexturedCoords, 2, VertexAttribType.Float, false, 0, texturePositions.Address);
Gl.EnableVertexAttribArray((uint)shader.locationTexturedCoords);
Gl.PixelStore(PixelStoreParameter.UnpackAlignment, 0);
Gl.ActiveTexture(TextureUnit.Texture0);
Gl.BindTexture(TextureTarget.Texture2d, texturedModel.texture.TextureID);
Gl.Uniform1(shader.locationTextureSampler, 0);
Gl.UniformMatrix4(shader.locationProjectionMatrix, false, projectionMatrix.ToArray());
viewMatrix = Maths.CreateViewMatrix(camera);
Gl.UniformMatrix4(shader.locationViewMatrix, false, viewMatrix.ToArray());
Gl.UniformMatrix4(shader.locationTransformationMatrix, false, model.modelMatrix.ToArray());
//Gl.DrawArrays(PrimitiveType.Triangles, 0, model.vertexPositions.Length / model.dimension);
Gl.DrawElements(PrimitiveType.Triangles, model.indices.Length, DrawElementsType.UnsignedInt, model.indices);
}
}
Shader program
public class StaticShader : ShaderProgram
{
private static string VERTEX_FILE = #"Shader/VertexShader.txt";
private static string FRAGMENTSHADER = #"Shader/FragmentShader.txt";
public int locationPosition;
public int locationTexturedCoords;
public int locationTransformationMatrix;
public int locationProjectionMatrix;
public int locationViewMatrix;
public int locationTextureSampler;
public StaticShader() : base(VERTEX_FILE, FRAGMENTSHADER)
{
locationTransformationMatrix = this.GetUniformLocation("transformationMatrix");
locationProjectionMatrix = this.GetUniformLocation("projectionMatrix");
locationViewMatrix = this.GetUniformLocation("viewMatrix");
locationTexturedCoords = this.GetAttribLocation("textureCords");
locationPosition = this.GetAttribLocation("position");
locationTextureSampler = this.GetUniformLocation("textureSampler");
}
}
Fragment shader
varying vec2 outTextureCords;
uniform sampler2D textureSampler;
void main() {
gl_FragColor = texture(textureSampler, outTextureCords);
}
vertices
public float[] vertexPositions = new float[] {
-0.5f,0.5f,0, //V0
-0.5f,-0.5f,0, //V1
0.5f,-0.5f,0, //V2
0.5f,0.5f,0 //V3
};
public int[] indices = new int[] {
0,1,3, //Top left triangle (V0,V1,V3)
3,1,2 //Bottom right triangle (V3,V1,V2)
};
public float[] textureCords = {
0,0,
0,1,
1,1,
1,0
};
Change the opengl format in the TexImage2d to B and switch internalFormat to rgba
Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgba, data.Width, data.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);

Texture is lacking colors

I have a following picture:
Window displays two textures, the left texture is generated by binding it to a FBO and rendering to FBO, 50 random triangles.
The right texture is generated by glTexImage2D with full-color image of Mona Lisa, but as you can see the image is lacking red colors, I think the problem is in OpenGL part, since I've investigated bytes that are passed to glTexImage2D and they do contain Red...
Here is C#/Mono/OpenTK source
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
using System.Runtime.InteropServices;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform;
using OpenTK.Platform.X11;
using OpenTK.Input;
using ManOCL;
namespace GlTest
{
public class MainClass: GameWindow
{
public MainClass()
: base(800, 600, new GraphicsMode(new ColorFormat(0, 0, 0, 0), 32, 0))
{
this.VSync = VSyncMode.Off;
}
public uint fbo;
public uint textureA;
public uint textureB;
public int textureAWidth = 1024;
public int textureAHeight = 1024;
public int textureBWidth;
public int textureBHeight;
Random rand = new Random();
protected override void OnLoad(EventArgs e)
{
GL.Enable(EnableCap.Blend);
GL.ShadeModel(ShadingModel.Smooth);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.CullFace);
// GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
// Create Color Tex
GL.GenTextures(1, out textureA);
GL.BindTexture(TextureTarget.Texture2D, textureA);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, textureAWidth, textureAHeight, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder);
GL.GenTextures(1, out textureB);
GL.BindTexture(TextureTarget.Texture2D, textureB);
Bitmap bmp = new Bitmap("/Projects/MonaLisa/MonaLisa.bmp");
Console.WriteLine(textureBWidth = bmp.Width);
Console.WriteLine(textureBHeight = bmp.Height);
//get the data out of the bitmap
System.Drawing.Imaging.BitmapData bmpBits = bmp.LockBits
(
new System.Drawing.Rectangle(0,0,textureBWidth, textureBHeight),
System.Drawing.Imaging.ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppRgb
);
for (int row = 0; row < 1; row++)
{
for (int col = 0; col < 32; col++)
{
Console.WriteLine
(
"{0}, {1}, {2}, {3}",
Marshal.ReadByte(bmpBits.Scan0, (row * textureBWidth + col) * 4 + 0),
Marshal.ReadByte(bmpBits.Scan0, (row * textureBWidth + col) * 4 + 1),
Marshal.ReadByte(bmpBits.Scan0, (row * textureBWidth + col) * 4 + 2),
Marshal.ReadByte(bmpBits.Scan0, (row * textureBWidth + col) * 4 + 3)
);
}
}
Console.WriteLine(bmpBits.Width);
Console.WriteLine(bmpBits.Height);
GL.TexImage2D
(
TextureTarget.Texture2D,
0,
PixelInternalFormat.Rgba,
textureBWidth,
textureBHeight,
0,
OpenTK.Graphics.OpenGL.PixelFormat.Rgba,
PixelType.UnsignedByte,
bmpBits.Scan0
);
// GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, textureBWidth, textureBHeight, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder);
//free the bitmap data (we dont need it anymore because it has been passed to the OpenGL driver
bmp.UnlockBits(bmpBits);
// Create a FBO and attach the textures
GL.Ext.GenFramebuffers(1, out fbo);
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, fbo);
GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, textureA, 0);
#region Test for Error
switch (GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt))
{
case FramebufferErrorCode.FramebufferCompleteExt:
{
Console.WriteLine("FBO: The framebuffer is complete and valid for rendering.");
break;
}
case FramebufferErrorCode.FramebufferIncompleteAttachmentExt:
{
Console.WriteLine("FBO: One or more attachment points are not framebuffer attachment complete. This could mean there’s no texture attached or the format isn’t renderable. For color textures this means the base format must be RGB or RGBA and for depth textures it must be a DEPTH_COMPONENT format. Other causes of this error are that the width or height is zero or the z-offset is out of range in case of render to volume.");
break;
}
case FramebufferErrorCode.FramebufferIncompleteMissingAttachmentExt:
{
Console.WriteLine("FBO: There are no attachments.");
break;
}
/* case FramebufferErrorCode.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
{
Console.WriteLine("FBO: An object has been attached to more than one attachment point.");
break;
}*/
case FramebufferErrorCode.FramebufferIncompleteDimensionsExt:
{
Console.WriteLine("FBO: Attachments are of different size. All attachments must have the same width and height.");
break;
}
case FramebufferErrorCode.FramebufferIncompleteFormatsExt:
{
Console.WriteLine("FBO: The color attachments have different format. All color attachments must have the same format.");
break;
}
case FramebufferErrorCode.FramebufferIncompleteDrawBufferExt:
{
Console.WriteLine("FBO: An attachment point referenced by GL.DrawBuffers() doesn’t have an attachment.");
break;
}
case FramebufferErrorCode.FramebufferIncompleteReadBufferExt:
{
Console.WriteLine("FBO: The attachment point referenced by GL.ReadBuffers() doesn’t have an attachment.");
break;
}
case FramebufferErrorCode.FramebufferUnsupportedExt:
{
Console.WriteLine("FBO: This particular FBO configuration is not supported by the implementation.");
break;
}
default:
{
Console.WriteLine("FBO: Status unknown. (yes, this is really bad.)");
break;
}
}
// using FBO might have changed states, e.g. the FBO might not support stereoscopic views or double buffering
int[] queryinfo = new int[6];
GL.GetInteger(GetPName.MaxColorAttachmentsExt, out queryinfo[0]);
GL.GetInteger(GetPName.AuxBuffers, out queryinfo[1]);
GL.GetInteger(GetPName.MaxDrawBuffers, out queryinfo[2]);
GL.GetInteger(GetPName.Stereo, out queryinfo[3]);
GL.GetInteger(GetPName.Samples, out queryinfo[4]);
GL.GetInteger(GetPName.Doublebuffer, out queryinfo[5]);
Console.WriteLine("max. ColorBuffers: " + queryinfo[0] + " max. AuxBuffers: " + queryinfo[1] + " max. DrawBuffers: " + queryinfo[2] +
"\nStereo: " + queryinfo[3] + " Samples: " + queryinfo[4] + " DoubleBuffer: " + queryinfo[5]);
Console.WriteLine("Last GL Error: " + GL.GetError());
#endregion Test for Error
GL.PushAttrib(AttribMask.ViewportBit);
{
GL.Viewport(0, 0, textureAWidth, textureAHeight);
OpenTK.Matrix4 orthogonal = OpenTK.Matrix4.CreateOrthographicOffCenter(0, 1, 0, 1, -3, 3);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref orthogonal);
Matrix4 lookat = Matrix4.LookAt(0, 0, 1, 0, 0, 0, 0, 1, 0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref lookat);
// clear the screen in red, to make it very obvious what the clear affected. only the FBO, not the real framebuffer
GL.ClearColor(0f, 0f, 0f, 0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
// smack 50 random triangles into the FBO's textures
GL.Begin(BeginMode.Triangles);
{
for (int i = 0; i < 50; i++)
{
GL.Color4(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())));
GL.Vertex3(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), 0);
GL.Color4(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())));
GL.Vertex3(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), 0);
GL.Color4(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())), ((float)(rand.NextDouble())));
GL.Vertex3(((float)(rand.NextDouble())), ((float)(rand.NextDouble())), 0);
}
}
GL.End();
}
GL.PopAttrib();
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0); // disable rendering into the FBO
GL.ClearColor(1f, 1f, 1f, 0.0f);
GL.Color3(1f, 1f, 1f);
GL.Enable(EnableCap.Texture2D); // enable Texture Mapping
GL.BindTexture(TextureTarget.Texture2D, 0); // bind default texture
// IntPtr cglContext = Monobjc.OpenGL.CGL.GetCurrentContext();
//
// IntPtr cglShareGroup = Monobjc.OpenGL.CGL.GetShareGroup(cglContext);
//
// ManOCL.Context.ShareWithCGL(cglShareGroup);
//
// Kernel kernel = ManOCL.Kernel.Create
// (
// "kernel1",
// #"__kernel void kernel1(__global int *srcimg, __global int * output, __global int *smp)
// {
// }",
// new Argument[]
// {
// DeviceGlobalMemory.CreateFromArray(new int[1]),
// DeviceGlobalMemory.CreateFromArray(new int[2]),
// DeviceGlobalMemory.CreateFromArray(new int[1])
// }
// );
// Console.WriteLine("Success!");
// Console.WriteLine(kernel);
}
protected override void OnUnload(EventArgs e)
{
// Clean up what we allocated before exiting
GL.DeleteTextures(1, ref textureA);
GL.DeleteTextures(1, ref textureB);
GL.Ext.DeleteFramebuffers(1, ref fbo);
base.OnUnload(e);
}
protected override void OnResize (EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
double aspect_ratio = Width / (double)Height;
OpenTK.Matrix4 perspective = OpenTK.Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4 * 3 / 2, (float)aspect_ratio, 1, 64);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref perspective);
Matrix4 lookat = Matrix4.LookAt(0, 0, 3, 0, 0, 0, 0, 1, 0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref lookat);
base.OnResize(e);
}
protected override void OnUpdateFrame (FrameEventArgs e)
{
base.OnUpdateFrame(e);
if (Keyboard[Key.Escape])
{
this.Exit();
}
}
protected override void OnRenderFrame(FrameEventArgs e)
{
this.Title = "Frames per Second: " + (1.0 / e.Time);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.PushMatrix();
{
// Draw the Color Texture
GL.Translate(-1f, 0f, 0f);
GL.BindTexture(TextureTarget.Texture2D, textureA);
GL.Begin(BeginMode.Quads);
{
GL.TexCoord2(0f, 1f);
GL.Vertex2(-1.0f, 1.0f);
GL.TexCoord2(0.0f, 0.0f);
GL.Vertex2(-1.0f, -1.0f);
GL.TexCoord2(1.0f, 0.0f);
GL.Vertex2(1.0f, -1.0f);
GL.TexCoord2(1.0f, 1.0f);
GL.Vertex2(1.0f, 1.0f);
}
GL.End();
GL.Translate(2f, 0f, 0f);
GL.BindTexture(TextureTarget.Texture2D, textureB);
GL.Begin(BeginMode.Quads);
{
GL.TexCoord2(0f, 0f);
GL.Vertex2(-1.0f, 1.0f);
GL.TexCoord2(0.0f, 1.0f);
GL.Vertex2(-1.0f, -1.0f);
GL.TexCoord2(1.0f, 1.0f);
GL.Vertex2(1.0f, -1.0f);
GL.TexCoord2(1.0f, 0.0f);
GL.Vertex2(1.0f, 1.0f);
}
GL.End();
GL.Translate(0f, 0f, 0f);
}
GL.PopMatrix();
this.SwapBuffers();
}
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (MainClass example = new MainClass())
{
example.Title = "FrameBufferObjects";
example.Run(1.0, 0.0);
}
}
#endregion
}
}
In the bit of code where you set your texture data:
GL.TexImage2D
(
TextureTarget.Texture2D,
0,
PixelInternalFormat.Rgba,
textureBWidth,
textureBHeight,
0,
OpenTK.Graphics.OpenGL.PixelFormat.Rgba,
PixelType.UnsignedByte,
bmpBits.Scan0
);
Change your pixel format to
OpenTK.Graphics.OpenGL.PixelFormat.Bgra;
Windows bitmaps and opengl have a different endianess on pixels i.e. the bytes are reversed.

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