2011-07-23 9 views
5

Mam następujący obraz:Texture brakuje kolorów

enter image description here

Okno wyświetla dwie tekstury, tekstury w lewo jest generowany poprzez wiązanie go do FBO i renderowania do FBO, 50 losowych trójkątów.

Prawa tekstura jest generowana przez glTexImage2D z pełnokolorowym obrazem Mona Lisa, ale jak widać obraz jest pozbawiony czerwonych kolorów, myślę, że problem jest w części OpenGL, ponieważ badałem bajty, które przeszły do glTexImage2D i robią zawierać czerwony ...

Oto C#/Mono/OpenTK źródło

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 
    } 
} 

Odpowiedz

7

W kawałku kodu, w którym można ustawić swoje dane tekstura:

 GL.TexImage2D 
     (
      TextureTarget.Texture2D, 
      0, 
      PixelInternalFormat.Rgba, 
      textureBWidth, 
      textureBHeight, 
      0, 
      OpenTK.Graphics.OpenGL.PixelFormat.Rgba, 
      PixelType.UnsignedByte, 
      bmpBits.Scan0 
     ); 

Zmiana formatu pikseli do

OpenTK.Graphics.OpenGL.PixelFormat.Bgra; 

map bitowych Windows i OpenGL mają inną kolejność bajtów w pikselach czyli bajty są odwrócone.

+0

Dziękujemy! .......... – Lu4