FBO - Render to Texture - Image Processing

Hi all,

I’m currently trying to implement in OpenGL image processing algorithms.

I would like to successively use several shaders in order to perform several filters (Sobel Gaussian,…).
I understood that to do thius I had to render to texture thanks to a FBO. I read a lot of things about that, and wrote a code. But I’m not getting the result I expected.

For the moment, I’m just trying to use two shaders. So, I have an original image which is the input of my first shader. Then, I want to render the output of the shader to a texture which will then be the input of my second shader (pingpong technique). And finally, I want to display the output of the second shader.

But as result, I’m getting the original image.

My code is the following:

[b]int main(int argc, char** argv)
{
// Glut Initialisation
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
// Window Generation
glutInitWindowSize(1000,800);
glutInitWindowPosition(100, 100);
glutCreateWindow(“Night Vision”);

// Initialisation Function
init();

// Downloading Image
data = cLoadBitmap("lena.bmp", &height, &width);
checkGLErrors ("Downloading Image");

int read_tex = 0;
int write_tex = 1;

// Generating Texture
glEnable(GL_TEXTURE_2D);
glGenTextures(2, texImg);
// Init Texture0
glActiveTexture(GL_TEXTURE0);	
glBindTexture(GL_TEXTURE_2D, texImg[read_tex]);
setupTexture();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
checkGLErrors ("InitTexture0");
// Init Texture1
    glActiveTexture(GL_TEXTURE1); 
    glBindTexture(GL_TEXTURE_2D, texImg[write_tex]);
    setupTexture();
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLErrors ("InitTexture1");

// Setup Framebuffer Object
GLuint fb;
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
checkGLErrors ("Framebuffer->fb");

GLenum att_point[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glBindTexture(GL_TEXTURE_2D, texImg[read_tex]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, att_point[read_tex], GL_TEXTURE_2D, texImg[read_tex], 0);
glBindTexture(GL_TEXTURE_2D, texImg[write_tex]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, att_point[write_tex], GL_TEXTURE_2D, texImg[write_tex], 0);
checkFramebufferStatus();

//set the write texture as output buffer for the shader
glDrawBuffer(att_point[write_tex]);

// create, init and enable the shader
setupShaders("filter.vert", "sobel_filter_3.frag", p1);
checkGLErrors ("Shaders 1");
// attach the input texture(read texture) to the first texture unit
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texImg[read_tex]);
GLuint texLoc;                                
texLoc = glGetUniformLocation(p1,"tex");       
glUniform1i(texLoc, 0);                      
// draw a square with the texture on it so to perform the computation
ShaderDraw();

// swap the buffers
read_tex = 1;
write_tex = 0;

// Delete program 1 
glDeleteProgram(p1);

// set the write texture as output buffer for the shader
 glDrawBuffer(att_point[write_tex]);
    // create, init and enable the shaders
setupShaders("filter.vert", "gaussian7.frag", p2);
checkGLErrors ("Shaders 2");
// attach the input texture(read  texture) to the first texture unit
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texImg[read_tex]);                            
texLoc = glGetUniformLocation(p2,"tex");       
glUniform1i(texLoc, 0);                      
// draw a square with the texture on it so to perform the computation
    ShaderDraw();

// Delete program 2 & disable the FBO 
glDeleteProgram(p2);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glUseProgram(0);

// Bind the texture to display
glBindTexture(GL_TEXTURE_2D,texImg[0]);

// Glut Functions: Display, Reshape, Keyboard
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
// Calling Main
glutMainLoop();
return 0; 

}[/b]

Does someone have an idea of what is wrong???
I really need some help!

Thanks

Any suggestion???

Plz

Just to let you know that I figured it out.

It was a problem with the definition of the glVertex3f in drawing the quad.

In the display function :

glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, 0.0);
glEnd();

and for the shaderDraw function:

glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glEnd();

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