@sandufi wrote:
Hello guys,
anyone got working straight out of the box the shader example 09_gaussianBlurFilter on a Raspberry Pi? I don’t get any errors after doing the “make” and “make run”. However, I just get an empty grey window. I am interested in this example as it is a starting point from a project I will develop. I got working the first shader example 01_simpleColorQuad so all seems to be set up correctly. I have done the proper changes on the main.cpp as well as on the config.make file! (running on Raspbian Stretch) Here I paste the output:
pi@raspberrypi:~/openFrameworks/examples/shader/09_gaussianBlurFilter $ make run HOST_OS=Linux checking pkg-config libraries: cairo zlib gstreamer-app-1.0 gstreamer-1.0 gstreamer-video-1.0 gstreamer-base-1.0 libudev freetype2 fontconfig sndfile openal libcurl glfw3 rtaudio gtk+-3.0 with PKG_CONFIG_LIBDIR= [warning] ofAppEGLWindow: init(): X11 not availble on RPI yet, using a native window instead [notice ] ofAppEGLWindow: setupRPiNativeWindow(): screenRect: 1920x1080 [notice ] ofAppEGLWindow: setupRPiNativeWindow(): windowRect: 1024x768 [notice ] ofAppEGLWindow: createSurface(): setting up EGL Display [notice ] ofAppEGLWindow: createSurface(): EGL Display correctly set 0x1 [notice ] ofAppEGLWindow: createSurface(): no current renderer selected [notice ] ofAppEGLWindow: createSurface(): GLES2 renderer detected [notice ] ofAppEGLWindow: createSurface(): surface created correctly [notice ] ofAppEGLWindow: createSurface(): API bound correctly [notice ] ofAppEGLWindow: createSurface(): -----EGL----- [notice ] ofAppEGLWindow: createSurface(): EGL_VERSION_MAJOR = 1 [notice ] ofAppEGLWindow: createSurface(): EGL_VERSION_MINOR = 4 [notice ] ofAppEGLWindow: createSurface(): EGL_CLIENT_APIS = OpenGL_ES OpenVG [notice ] ofAppEGLWindow: createSurface(): EGL_VENDOR = Broadcom [notice ] ofAppEGLWindow: createSurface(): EGL_VERSION = 1.4 [notice ] ofAppEGLWindow: createSurface(): EGL_EXTENSIONS = EGL_KHR_image EGL_KHR_image_base EGL_KHR_image_pixmap EGL_KHR_vg_parent_image EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_lock_surface [notice ] ofAppEGLWindow: createSurface(): GL_RENDERER = VideoCore IV HW [notice ] ofAppEGLWindow: createSurface(): GL_VERSION = OpenGL ES 2.0 [notice ] ofAppEGLWindow: createSurface(): GL_VENDOR = Broadcom [notice ] ofAppEGLWindow: createSurface(): ------------- [notice ] ofAppEGLWindow: setupPeripherals(): peripheral setup complete [notice ] ofAppEGLWindow: setupNativeUDev(): created udev object [notice ] ofAppEGLWindow: setupMouse(): mouse_fd=5 devicePath=/dev/input/by-path/platform-3f980000.usb-usb-0:1.1.2:1.2-event-mouse [notice ] ofAppEGLWindow: setupMouse(): mouse device name = Microsoft Microsoft Nano Transceiver 1.1 [ error ] ofAppEGLWindow: ioctl GABS failed [ error ] ofAppEGLWindow: ioctl GABS failed [notice ] ofAppEGLWindow: setupKeyboard(): keyboard_fd=6 devicePath=/dev/input/by-path/platform-3f980000.usb-usb-0:1.1.2:1.0-event-kbd [notice ] ofAppEGLWindow: setupKeyboard(): keyboard device name = Microsoft Microsoft Nano Transceiver 1.1 [notice ] ofAppEGLWindow: setupPeripherals(): native event setup complete [warning] ofShader: GL_VERTEX_SHADER shader reports: Compiled [warning] precision highp float; #define IN attribute #define OUT varying #define TEXTURE texture2D #define TARGET_OPENGLES uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 textureMatrix; uniform mat4 modelViewProjectionMatrix; uniform float usingTexture; uniform float usingColors; uniform vec4 globalColor; IN vec4 position; IN vec4 color; IN vec4 normal; IN vec2 texcoord; OUT vec4 colorVarying; OUT vec2 texCoordVarying; void main(){ gl_Position = modelViewProjectionMatrix * position; if(usingTexture>.5) texCoordVarying = (textureMatrix*vec4(texcoord.x,texcoord.y,0,1)).xy; if(usingColors>.5) colorVarying = color; else colorVarying = globalColor; } [warning] ofShader: GL_FRAGMENT_SHADER shader reports: Compiled [warning] precision highp float; #define IN varying #define OUT #define TEXTURE texture2D #define FRAG_COLOR gl_FragColor #define TARGET_OPENGLES uniform sampler2D src_tex_unit0; uniform float usingTexture; uniform float bitmapText; IN vec4 colorVarying; IN vec2 texCoordVarying; void main(){ vec4 tex; if(usingTexture>.5){ tex = TEXTURE(src_tex_unit0, texCoordVarying); if(bitmapText>.5 && tex.a < 0.5){ discard; }else{ FRAG_COLOR = colorVarying*tex; } }else{ FRAG_COLOR = colorVarying; } } [warning] ofShader: GL_VERTEX_SHADER shader reports: Compiled [warning] uniform mat4 modelViewProjectionMatrix; attribute vec4 position; attribute vec2 texcoord; varying vec2 texCoordVarying; void main() { texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * position; } [warning] ofShader: GL_FRAGMENT_SHADER shader reports: Compiled [warning] precision highp float; uniform sampler2D tex0; uniform float blurAmnt; varying vec2 texCoordVarying; // Gaussian weights from http://dev.theomader.com/gaussian-kernel-calculator/ void main() { vec4 color = vec4(0.0, 0.0, 0.0, 0.0); color += 0.000229 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -4.0, 0.0)); color += 0.005977 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -3.0, 0.0)); color += 0.060598 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -2.0, 0.0)); color += 0.241732 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -1.0, 0.0)); color += 0.382928 * texture2D(tex0, texCoordVarying + vec2(0.0, 0)); color += 0.241732 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 1.0, 0.0)); color += 0.060598 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 2.0, 0.0)); color += 0.005977 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 3.0, 0.0)); color += 0.000229 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 4.0, 0.0)); gl_FragColor = color; } [warning] ofShader: GL_VERTEX_SHADER shader reports: Compiled [warning] uniform mat4 modelViewProjectionMatrix; attribute vec4 position; attribute vec2 texcoord; varying vec2 texCoordVarying; void main() { texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * position; } [warning] ofShader: GL_FRAGMENT_SHADER shader reports: Compiled [warning] precision highp float; uniform sampler2D tex0; uniform float blurAmnt; varying vec2 texCoordVarying; // Gaussian weights from http://dev.theomader.com/gaussian-kernel-calculator/ void main() { vec4 color = vec4(0.0, 0.0, 0.0, 0.0); color += 0.000229 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 4.0)); color += 0.005977 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 3.0)); color += 0.060598 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 2.0)); color += 0.241732 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 1.0)); color += 0.382928 * texture2D(tex0, texCoordVarying + vec2(0.0, 0.0)); color += 0.241732 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -1.0)); color += 0.060598 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -2.0)); color += 0.005977 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -3.0)); color += 0.000229 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -4.0)); color /= 25.0; gl_FragColor = color; }
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