/*** Olive - Non-Linear Video Editor Copyright (C) 2019 Olive Team This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ***/ #include "renderfunctions.h" extern "C" { #include } #include #include #include #include #include #include #include "timeline/clip.h" #include "timeline/sequence.h" #include "project/media.h" #include "nodes/oldeffectnode.h" #include "project/footage.h" #include "effects/transition.h" #include "ui/collapsiblewidget.h" #include "rendering/audio.h" #include "global/math.h" #include "global/timing.h" #include "global/config.h" #include "panels/timeline.h" #include "qopenglshaderprogramptr.h" #include "shadergenerators.h" GLfloat olive::rendering::blit_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; GLfloat olive::rendering::blit_texcoords[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 }; GLfloat olive::rendering::flipped_blit_texcoords[] = { 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; void PrepareToDraw(QOpenGLFunctions* f) { f->glGenerateMipmap(GL_TEXTURE_2D); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } void olive::rendering::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) { QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions(); PrepareToDraw(func); QOpenGLVertexArrayObject m_vao; m_vao.create(); m_vao.bind(); QOpenGLBuffer m_vbo; m_vbo.create(); m_vbo.bind(); m_vbo.allocate(blit_vertices, 18 * sizeof(GLfloat)); m_vbo.release(); QOpenGLBuffer m_vbo2; m_vbo2.create(); m_vbo2.bind(); m_vbo2.allocate(flipped ? flipped_blit_texcoords : blit_texcoords, 12 * sizeof(GLfloat)); m_vbo2.release(); pipeline->bind(); pipeline->setUniformValue("mvp_matrix", matrix); pipeline->setUniformValue("texture", 0); GLuint vertex_location = pipeline->attributeLocation("a_position"); m_vbo.bind(); func->glEnableVertexAttribArray(vertex_location); func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0); m_vbo.release(); GLuint tex_location = pipeline->attributeLocation("a_texcoord"); m_vbo2.bind(); func->glEnableVertexAttribArray(tex_location); func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); m_vbo2.release(); func->glDrawArrays(GL_TRIANGLES, 0, 6); pipeline->release(); } void draw_clip(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, GLuint fbo, GLuint texture, bool clear) { ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); if (clear) { ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); } ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture); olive::rendering::Blit(pipeline); ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } GLuint draw_clip(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, const FramebufferObject& fbo, GLuint texture, bool clear) { fbo.BindBuffer(); if (clear) { ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); } ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture); olive::rendering::Blit(pipeline); ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); fbo.ReleaseBuffer(); return fbo.texture(); } void process_effect(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, Clip* c, OldEffectNode* e, double timecode, GLTextureCoords& coords, GLuint& composite_texture, bool& fbo_switcher, bool& texture_failed, int data) { if (e->IsEnabled()) { if (e->Flags() & OldEffectNode::CoordsFlag) { e->process_coords(timecode, coords, data); } bool can_process_shaders = ((e->Flags() & OldEffectNode::ShaderFlag) && olive::runtime_config.shaders_are_enabled); if (can_process_shaders || (e->Flags() & OldEffectNode::SuperimposeFlag)) { if (!e->is_open()) { e->open(); } if (can_process_shaders && e->is_shader_linked()) { for (int i=0;igetIterations();i++) { e->process_shader(timecode, coords, i); composite_texture = draw_clip(ctx, e->GetShaderPipeline(), c->fbo.at(fbo_switcher), composite_texture, true); fbo_switcher = !fbo_switcher; } } if (e->Flags() & OldEffectNode::SuperimposeFlag) { GLuint superimpose_texture = e->process_superimpose(ctx, timecode); if (superimpose_texture == 0) { qWarning() << "Superimpose texture was nullptr, retrying..."; texture_failed = true; } else if (composite_texture == 0) { // if there is no previous texture, just return the superimposes texture // UNLESS this is a shader-extended superimpose effect in which case, // we'll need to draw it below composite_texture = superimpose_texture; } else { // if the source texture is not already a framebuffer texture, // we'll need to make it one before drawing a superimpose effect on it if (composite_texture != c->fbo.at(0).texture() && composite_texture != c->fbo.at(1).texture()) { draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), composite_texture, true); } composite_texture = draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), superimpose_texture, false); } } } } } GLuint olive::rendering::compose_sequence(ComposeSequenceParams ¶ms) { GLuint final_fbo = params.type == olive::kTypeVideo ? params.main_buffer->buffer() : 0; Sequence* s = params.seq; long playhead = s->playhead; if (!params.nests.isEmpty()) { for (int i=0;imedia()->to_sequence().get(); playhead += params.nests.at(i)->clip_in(true) - params.nests.at(i)->timeline_in(true); playhead = rescale_frame_number(playhead, params.nests.at(i)->track()->sequence()->frame_rate(), s->frame_rate()); } if (params.type == olive::kTypeVideo && !params.nests.last()->fbo.isEmpty()) { params.nests.last()->fbo.at(0).BindBuffer(); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); final_fbo = params.nests.last()->fbo.at(0).buffer(); } } int audio_track_count = 0; QVector current_clips; // loop through clips, find currently active, and sort by track QVector sequence_clips = s->GetAllClips(); for (int i=0;itype() == params.type) { bool clip_is_active = false; // is the clip a "footage" clip? if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { Footage* m = c->media()->to_footage(); // does the clip have a valid media source? if (!m->invalid && !(c->type() == olive::kTypeAudio && !is_audio_device_set())) { // is the media process and ready? if (m->ready) { const FootageStream* ms = c->media_stream(); // does the media have a valid media stream source and is it active? if (ms != nullptr && c->IsActiveAt(playhead)) { // open if not open if (!c->IsOpen()) { c->Open(); } clip_is_active = true; // increment audio track count if (c->type() == olive::kTypeAudio) audio_track_count++; } else if (c->IsOpen()) { // close the clip if it isn't active anymore c->Close(false); } } else { // media wasn't ready, schedule a redraw params.texture_failed = true; } } } else { // if the clip is a nested sequence or null clip, just open it if (c->IsActiveAt(playhead)) { if (!c->IsOpen()) { c->Open(); } clip_is_active = true; } else if (c->IsOpen()) { c->Close(false); } } // if the clip is active, added it to "current_clips", sorted by track if (clip_is_active) { bool added = false; // track sorting is only necessary for video clips // audio clips are mixed equally, so we skip sorting for those if (params.type == olive::kTypeVideo) { // insertion sort by track for (int j=0;jtrack() < c->track()) { current_clips.insert(j, c); added = true; break; } } } if (!added) { current_clips.append(c); } } } } } QMatrix4x4 projection; if (params.type == olive::kTypeVideo) { // set default coordinates based on the sequence, with 0 in the direct center params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); int half_width = s->width()/2; int half_height = s->height()/2; projection.ortho(-half_width, half_width, -half_height, half_height, -1, 1); } // loop through current clips for (int i=0;istate_change_lock.lock(); } else { got_mutex = c->state_change_lock.tryLock(); } if (got_mutex && c->IsOpen()) { // if clip is a video clip if (c->type() == olive::kTypeVideo) { // textureID variable contains texture to be drawn on screen at the end GLuint textureID = 0; // store video source dimensions int video_width = c->media_width(); int video_height = c->media_height(); // prepare framebuffers for backend drawing operations if (c->fbo.isEmpty()) { // create 3 fbos for nested sequences, 2 for most clips int fbo_count = (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) ? 3 : 2; c->fbo.resize(fbo_count); for (int j=0;jfbo[j].Create(params.ctx, video_width, video_height); } } bool convert_frame_to_internal = false; // if media is footage if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { // retrieve video frame from cache and store it in c->texture c->Cache(qMax(playhead, c->timeline_in(true)), false, params.nests, params.playback_speed); if (!c->Retrieve()) { params.texture_failed = true; } else { // retrieve ID from c->texture textureID = c->texture; } if (textureID == 0) { qWarning() << "Failed to create texture"; } else { convert_frame_to_internal = true; } } // if clip should actually be shown on screen in this frame if (playhead >= c->timeline_in(true) && playhead < c->timeline_out(true)) { // simple bool for switching between the two framebuffers bool fbo_switcher = false; params.ctx->functions()->glViewport(0, 0, video_width, video_height); if (c->media() != nullptr) { if (c->media()->get_type() == MEDIA_TYPE_SEQUENCE) { // for a nested sequence, run this function again on that sequence and retrieve the texture // add nested sequence to nest list params.nests.append(c); // compose sequence textureID = compose_sequence(params); // remove sequence from nest list params.nests.removeLast(); // compose_sequence() would have written to this clip's fbo[0], so we switch to fbo[1] fbo_switcher = !fbo_switcher; } else if (c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { // Convert frame from source to linear colorspace if (olive::config.enable_color_management) { // Convert texture to sequence's internal format if (textureID != c->fbo.at(0).texture() && textureID != c->fbo.at(1).texture()) { textureID = draw_clip(params.ctx, params.pipeline, c->fbo.at(fbo_switcher), textureID, true); fbo_switcher = !fbo_switcher; } // Check if this clip has an OCIO shader set up or not if (c->ocio_shader == nullptr) { // Set default input colorspace QString input_cs = OCIO::ROLE_SCENE_LINEAR; if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { input_cs = c->media()->to_footage()->Colorspace(); } // Try to get a shader based on the input color space to scene linear try { OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); OCIO::ConstProcessorRcPtr processor = config->getProcessor(input_cs.toUtf8(), OCIO::ROLE_SCENE_LINEAR); c->ocio_shader = olive::shader::SetupOCIO(params.ctx, c->ocio_lut_texture, processor, c->media()->to_footage()->alpha_is_associated); } catch (OCIO::Exception& e) { qWarning() << e.what(); } } // Ensure we got a shader, and if so, blit with it if (c->ocio_shader != nullptr) { textureID = olive::rendering::OCIOBlit(c->ocio_shader.get(), c->ocio_lut_texture, c->fbo.at(fbo_switcher), textureID); fbo_switcher = !fbo_switcher; } } } } // set up default coordinates for drawing the clip GLTextureCoords coords; coords.vertex_top_left = QVector3D(-video_width/2, -video_height/2, 0.0f); coords.vertex_top_right = QVector3D(video_width/2, -video_height/2, 0.0f); coords.vertex_bottom_left = QVector3D(-video_width/2, video_height/2, 0.0f); coords.vertex_bottom_right = QVector3D(video_width/2, video_height/2, 0.0f); coords.texture_top_left = QVector2D(0.0f, 0.0f); coords.texture_top_right = QVector2D(1.0f, 0.0f); coords.texture_bottom_left = QVector2D(0.0f, 1.0f); coords.texture_bottom_right = QVector2D(1.0f, 1.0f); coords.opacity = 1.0; // == EFFECT CODE START == // get current sequence time in seconds (used for effects) double timecode = get_timecode(c, playhead); // run through all of the clip's effects for (int j=0;jeffects.size();j++) { OldEffectNode* e = c->effects.at(j).get(); process_effect(params.ctx, params.pipeline, c, e, timecode, coords, textureID, fbo_switcher, params.texture_failed, kTransitionNone); } // if the clip has an opening transition, process that now if (c->opening_transition != nullptr) { int transition_progress = playhead - c->timeline_in(true); if (transition_progress < c->opening_transition->get_length()) { process_effect(params.ctx, params.pipeline, c, c->opening_transition.get(), double(transition_progress)/double(c->opening_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionOpening); } } // if the clip has a closing transition, process that now if (c->closing_transition != nullptr) { int transition_progress = playhead - (c->timeline_out(true) - c->closing_transition->get_length()); if (transition_progress >= 0 && transition_progress < c->closing_transition->get_length()) { process_effect(params.ctx, params.pipeline, c, c->closing_transition.get(), double(transition_progress)/double(c->closing_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionClosing); } } // == EFFECT CODE END == // Check whether the parent clip is auto-scaled if (c->autoscaled() && (video_width != s->width() && video_height != s->height())) { float width_multiplier = float(s->width()) / float(video_width); float height_multiplier = float(s->height()) / float(video_height); float scale_multiplier = qMin(width_multiplier, height_multiplier); coords.matrix.scale(scale_multiplier, scale_multiplier); } // Configure effect gizmos if they exist if (params.gizmos != nullptr) { // set correct gizmo coords at this matrix params.gizmos->gizmo_draw(timecode, coords); // convert gizmo coords to screen coords params.gizmos->gizmo_world_to_screen(coords.matrix, projection); } if (textureID > 0) { // set viewport to sequence size params.ctx->functions()->glViewport(0, 0, s->width(), s->height()); // == START RENDER CLIP IN CONTEXT OF SEQUENCE == // use clip textures for nested sequences, otherwise use main frame buffers GLuint back_buffer_1; GLuint back_buffer_2; GLuint backend_tex_1; GLuint backend_tex_2; GLuint comp_texture; if (params.nests.size() > 0) { back_buffer_1 = params.nests.last()->fbo[1].buffer(); back_buffer_2 = params.nests.last()->fbo[2].buffer(); backend_tex_1 = params.nests.last()->fbo[1].texture(); backend_tex_2 = params.nests.last()->fbo[2].texture(); comp_texture = params.nests.last()->fbo[0].texture(); } else { back_buffer_1 = params.backend_buffer1->buffer(); back_buffer_2 = params.backend_buffer2->buffer(); backend_tex_1 = params.backend_buffer1->texture(); backend_tex_2 = params.backend_buffer2->texture(); comp_texture = params.main_buffer->texture(); } // render a backbuffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, back_buffer_1); params.ctx->functions()->glClearColor(0.0, 0.0, 0.0, 0.0); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); // bind final clip texture params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, textureID); // set texture filter to bilinear PrepareToDraw(params.ctx->functions()); // draw clip on screen according to gl coordinates params.pipeline->bind(); params.pipeline->setUniformValue("mvp_matrix", projection * coords.matrix); params.pipeline->setUniformValue("texture", 0); params.pipeline->setUniformValue("opacity", coords.opacity); GLfloat vertices[] = { coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f, coords.vertex_top_right.x(), coords.vertex_top_right.y(), 0.0f, coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f, coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f, coords.vertex_bottom_left.x(), coords.vertex_bottom_left.y(), 0.0f, coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f, }; GLfloat texcoords[] = { coords.texture_top_left.x(), coords.texture_top_left.y(), coords.texture_top_right.x(), coords.texture_top_right.y(), coords.texture_bottom_right.x(), coords.texture_bottom_right.y(), coords.texture_top_left.x(), coords.texture_top_left.y(), coords.texture_bottom_left.x(), coords.texture_bottom_left.y(), coords.texture_bottom_right.x(), coords.texture_bottom_right.y(), }; QOpenGLVertexArrayObject vao; vao.create(); vao.bind(); QOpenGLBuffer vertex_buffer; vertex_buffer.create(); vertex_buffer.bind(); vertex_buffer.allocate(vertices, 18 * sizeof(GLfloat)); vertex_buffer.release(); QOpenGLBuffer texcoord_buffer; texcoord_buffer.create(); texcoord_buffer.bind(); texcoord_buffer.allocate(texcoords, 12 * sizeof(GLfloat)); texcoord_buffer.release(); GLuint vertex_location = params.pipeline->attributeLocation("a_position"); vertex_buffer.bind(); params.ctx->functions()->glEnableVertexAttribArray(vertex_location); params.ctx->functions()->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0); vertex_buffer.release(); GLuint tex_location = params.pipeline->attributeLocation("a_texcoord"); texcoord_buffer.bind(); params.ctx->functions()->glEnableVertexAttribArray(tex_location); params.ctx->functions()->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); texcoord_buffer.release(); params.ctx->functions()->glDrawArrays(GL_TRIANGLES, 0, 6); params.pipeline->setUniformValue("opacity", 1.0f); params.pipeline->release(); // release final clip texture params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // == END RENDER CLIP IN CONTEXT OF SEQUENCE == // // // PROCESS POST-SHADERS // // // copy front buffer to back buffer (only if we're using a blending mode) /* if (coords.blendmode >= 0) { draw_clip(params.ctx, params.pipeline, back_buffer_2, comp_texture, true); } */ // == START FINAL DRAW ON SEQUENCE BUFFER == // bind front buffer as draw buffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, final_fbo); // Check if we're using a blend mode (< 0 means no blend mode) //if (coords.blendmode < 0) { params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1); olive::rendering::Blit(params.pipeline); params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); //} else { /* // load background texture into texture unit 0 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_2); // load foreground texture into texture unit 1 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1); // bind and configure blending mode shader params.blend_mode_program->bind(); params.blend_mode_program->setUniformValue("blendmode", coords.blendmode); params.blend_mode_program->setUniformValue("opacity", coords.opacity); params.blend_mode_program->setUniformValue("background", 0); params.blend_mode_program->setUniformValue("foreground", 1); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); olive::rendering::Blit(params.pipeline); // release blend mode shader params.blend_mode_program->release(); // unbind texture from texture unit 1 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); // unbind texture from texture unit 0 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); */ //} // unbind framebuffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // == END FINAL DRAW ON SEQUENCE BUFFER == } } } else if (c->type() == olive::kTypeAudio) { if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) { params.nests.append(c); compose_sequence(params); params.nests.removeLast(); } else { // Check whether cacher is currently active, if not activate it now bool got_mutex2 = false; if (params.wait_for_mutexes) { c->cache_lock.lock(); got_mutex2 = true; } else { got_mutex2 = c->cache_lock.tryLock(got_mutex2); } if (got_mutex2) { c->cache_lock.unlock(); c->Cache(playhead, (params.viewer != nullptr && !params.viewer->playing), params.nests, params.playback_speed); } } } } else { params.texture_failed = true; } if (got_mutex) { c->state_change_lock.unlock(); } } if (audio_track_count == 0) { WakeAudioWakeObject(); } if (!params.nests.isEmpty() && !params.nests.last()->fbo.isEmpty()) { // returns nested clip's texture return params.nests.last()->fbo[0].texture(); } return 0; } void olive::rendering::compose_audio(Viewer* viewer, Sequence* seq, int playback_speed, bool wait_for_mutexes) { ComposeSequenceParams params; params.viewer = viewer; params.ctx = nullptr; params.seq = seq; params.type = olive::kTypeAudio; params.gizmos = nullptr; params.wait_for_mutexes = wait_for_mutexes; params.playback_speed = playback_speed; compose_sequence(params); } GLuint olive::rendering::OCIOBlit(QOpenGLShaderProgram *pipeline, GLuint lut, const FramebufferObject& fbo, GLuint texture) { if (pipeline == nullptr) { return 0; } QOpenGLContext* ctx = QOpenGLContext::currentContext(); QOpenGLExtraFunctions* xf = ctx->extraFunctions(); xf->glActiveTexture(GL_TEXTURE2); xf->glBindTexture(GL_TEXTURE_3D, lut); xf->glActiveTexture(GL_TEXTURE0); pipeline->bind(); pipeline->setUniformValue("tex2", 2); //textureID = draw_clip(params.ctx, pipeline, c->fbo.at(fbo_switcher), textureID, true); GLuint textureID = draw_clip(ctx, pipeline, fbo, texture, true); pipeline->release(); xf->glActiveTexture(GL_TEXTURE2); xf->glBindTexture(GL_TEXTURE_3D, 0); xf->glActiveTexture(GL_TEXTURE0); return textureID; }