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OpenGL sampler2D array
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Closed 8 months ago.
I would like to make my fragment shader take in multiple sampler2D's passed in as a form of uniform sampler2D u_Textures[3]. The vertex buffer has at the end of each verticie one value representing witch texture to sample from(I call it index). I am trying to render multiple textures in the same drawcall, but the program only shows one texture for every index I give to it.
My fragment shader code:
#version 450 core
layout(location = 0) out vec4 out_Color;
in vec2 v_TexCoord;
in float v_texIndex;
uniform sampler2D u_Textures[3];
void main()
{
int ind = int(v_texIndex);
out_Color = texture(u_Textures[ind], v_TexCoord);
}
This is how I acces the "u_Textures" to populate it:
unsigned int loc1 = glGetUniformLocation(sh.getRendererID(), "u_Textures");
GLfloat values[3] = { 0.0f, 1.0f, 2.0f };
glUniform1fv(loc1, 3, values);
This is how I load in the textures in memory from my 'Texture' class:
glGenTextures(1, &m_RendererID);
glBindTexture(GL_TEXTURE_2D, m_RendererID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_LocalBuffer);
and how I bind the texture:
void Texture::Bind(int slot) const {
glActiveTexture(slot + GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_RendererID);
}
I created 2 textures and bound them to different slots(1 and 2), and I try to draw 2 squares, 1 with each texture.
Texture tex1(path1);
Texture tex2(path2);
tex1.Bind(1);
tex2.Bind(2);
However, the output no matter how I change the texture Index or how I bind the textures is I get the same texture in both squares.
I should mention that the line int ind = int(v_texIndex); works good and it passes the right value.
What could be wrong here?
I am trying to render multiple textures in the same drawcall
Well... you can't.
The index used in an array of samplers must be a dynamically uniform expression. If the expression results in different values within the same draw call, then it's not dynamically uniform. And thus, you cannot use it as an index.
The layer index for array textures can be non-uniform. But the index into arrays of samplers cannot.
Related
I am trying to implement a color picking algorithm, so I render my entities with a unique color on a different Framebuffer, so I can then query that Framebuffer on the pixel my mouse is on (using glReadPixels) and select the entity under the mouse cursor.
This works fine on my integrated Intel HD Graphics 4600. I am able to read back the exact value I sent on the GPU.
However running the application using my Nvidia GTX 860M, the results are not consistent. A few random pixels have the original color but most of them have the color a bit altered.
The same thing happens on another computer that has a Geforce 8600 GT.
I tried running it using NSight Graphics, which allows me to view the memory of the Textures.
The arrow points to the correct pixel color. I would expect every pixel to have the same color.
I use this union to create a unique color...
union u_picking_color {
struct s_entity *ep;
glm::vec3 color;
};
then I query the Framebuffer like this:
struct s_entity *Renderer::GetEntity(int x, int y) {
union u_picking_color picking_color = { 0 };
m_picking_fbo.SetReadTarget();
glReadPixels(x, y, 1, 1, GL_RGB, GL_FLOAT, &picking_color.color);
return picking_color.ep;
}
here are the API calls used to create the Framebuffer:
glGenFramebuffers(1, &m_frameBufferId);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferId);
glGenTextures(1, &m_colorTextureId);
glBindTexture(GL_TEXTURE_2D, m_colorTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTextureId, 0);
glGenTextures(1, &m_depthTextureId);
glBindTexture(GL_TEXTURE_2D, m_depthTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTextureId, 0);
Also, here are the shaders used to draw on the framebuffer. They do not change the color. They only pass it through the pipeline.
Vertex:
#version 330 core
layout(location = 0) in vec3 v_Position;
//layout(location = 1) in vec3 v_Normal;
//layout(location = 2) in vec4 v_Color;
layout(location = 3) in vec3 v_PickingColor;
out vec4 color;
uniform mat4 u_ViewProjection;
void main()
{
color = vec4(v_PickingColor, 1);
gl_Position = u_ViewProjection * vec4(v_Position.x, v_Position.y, v_Position.z, 1.0f);
}
Fragment:
#version 330 core
out vec4 fragColor;
in vec4 color;
void main()
{
fragColor = color;
}
I tried disabling GL_BLEND and GL_DITHER with no success.
Turns out, even though I was using the same colour per-vertex, I should have used the 'flat' keyword on my shaders to prevent interpolation and avoid precision errors.
Vertex Shader:
flat out vec4 color;
Fragment Shader:
flat in vec4 color;
I have two framebuffers that I am rendering two different objects to. When I use the default framebuffer, I have both the objects rendering on the same one.
I want this behaviour to work when using multiple framebuffers! How do I merge two framebuffers and render the winning fragments on top (Depth tested)! Basically like a Photoshop Layer Merge but with depth testing!
I got as far as blitting a single framebuffer onto the default framebuffer, but I'm lost as to how I would merge two framebuffers together!
Note: I have a color and a depth attachment to the framebuffers.
Edit:
Alright. I almost have the setup of rendering to a quad working except for one little thing. My color buffes are properly sent to the shader using uniform samplers but my depth values return '0' all the time from the depth buffers.
This is how I have my depth buffers setup within the framebuffer.
glGenFramebuffers(1, &_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glGenTextures(1, &_cbo);
glGenTextures(1, &_dbo);
{
glBindTexture(GL_TEXTURE_2D, _cbo);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dim.x, dim.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
{
glBindTexture(GL_TEXTURE_2D, _dbo);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, dim.x, dim.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _cbo, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _dbo, 0);
This is how I send uniform samplers to the shader.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,cbo1);
glUniform1i(glGetUniformLocation(QuadShader.Program, "color1"),0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, cbo2);
glUniform1i(glGetUniformLocation(QuadShader.Program, "color2"), 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, dbo1);
glUniform1i(glGetUniformLocation(QuadShader.Program, "depth1"), 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, dbo2);
glUniform1i(glGetUniformLocation(QuadShader.Program, "depth2"), 3);
glBindVertexArray(BgVao);
glDrawArrays(GL_TRIANGLES, 0, 6);
This is how my shader looks:
uniform sampler2D color1;
uniform sampler2D color2;
uniform sampler2D depth1;
uniform sampler2D depth2;
out vec4 FragColor;
void main()
{
ivec2 texcoord = ivec2(floor(gl_FragCoord.xy));
vec4 depth1 = texelFetch(depth1, texcoord,0);
vec4 depth2 = texelFetch(depth2, texcoord,0);
if(depth1.z > depth2.z)
{
FragColor = texelFetch(color1, texcoord, 0);
}
else
{
FragColor = texelFetch(color2, texcoord, 0);
}
}
You will need a shader to achieve this. There is no built-in way to blit with depth values. Here is one way to do it that combines the contents of both FBOs.
Vertex shader (assumes a quad is drawn from (-1,-1) to (1,1) )
layout(location = 0) in vec4 Position;
void main()
{
// Snap the input coordinates to a quad with it lower-left at (-1, -1, 0)
// and its top-right at (1, 1, 0)
gl_Position = vec4(sign(Position.xy), 0.0, 1.0);
}
The pixel shader could look like this:
uniform sampler2D Color0;
uniform sampler2D Color1;
uniform sampler2D Depth0;
uniform sampler2D Depth1;
in vec2 TexCoords;
layout(location = 0) out vec4 FragColor;
void main()
{
ivec2 texcoord = ivec2(floor(gl_FragCoord.xy));
float depth0 = texelFetch(Depth0, texcoord, 0).r;
float depth1 = texelFetch(Depth1, texcoord, 0).r;
// possibly reversed depending on your depth buffer ordering strategy
if (depth0 < depth1) {
FragColor = texelFetch(Color0, texcoord, 0);
} else {
FragColor = texelFetch(Color1, texcoord, 0);
}
}
See also OpenGL - How to access depth buffer values? - Or: gl_FragCoord.z vs. Rendering depth to texture for how to access the depth texture.
Note that I use texelFetch() here because linearly interpolating depth values does not give valid results.
Blitting will never use the depth test, so you have to use a full-screen shader pass to combine both framebuffers. There are two options:
Combine both framebuffers into a third one. This requires that both the color attachments as well as the depth attachments of both input FBOs are textures. You then render a full-screen quad and sample from both color buffers and depth textures. You basically do the depth test manually in the shader by comparing the two depth to decide which of the two color values you use as final output color for the fragment.
You composite one of the framebuffers into the other, using the real depth test. In that case, only one of the FBOs has to use textures, the other one can use renderbuffers or the window-system provided buffers. You just have to render a full-screen quad, this time sampling the depth and color textures only from one input FBO, and render into the output FBO with depth testing enabled. YOu just set the color value as output of the fragment shader and additionally output the depth value to gl_FragDepth.
This should be possible with a fragment shader that uses the color data from both framebuffers and the depth data from both framebuffers and fills in each pixel by evaluating, for each fragment, the texture corresponding to the fragment that won the depth test.
#version 430
layout(location = 0) in vec2 tex_coord;
layout(binding = 0) uniform sampler2D color_texture_1;
layout(binding = 1) uniform sampler2D color_texture_2;
layout(binding = 2) uniform sampler2D depth_texture_1;
layout(binding = 3) uniform sampler2D depth_texture_2;
layout(location = 0) out vec4 fragment_color;
void main() {
float depth_1 = texture(depth_texture_1, tex_coord).z;
float depth_2 = texture(depth_texture_2, tex_coord).z;
if(!/*check to verify *something* was rendered here in either framebuffer*/)
discard;
else {
if(depth_1 > depth_2) //I'm pretty sure positive z values face the user
fragment_color = texture(color_texture_1, tex_coord);
else
fragment_color = texture(color_texture_2, tex_coord);
}
}
You'd render a (full-screen, presumably) quad, use a pass-through vertex shader with this fragment shader, and attach the respective textures.
I don't know what format your Depth Texture is in; my assumption is that it contains vectors representing the individual fragment coordinates, and that the z-coordinate contains its depth. If that isn't the case, you'll need to make adjustments.
I have a simple RGBA texture that I will project on a rectangle/quad in OpenGL.
However, I want to do some operations in the rgb pixels of that texture, e.g., I want the displayed color to be some function of the RGB pixels of the original image.
My questions are: can I apply a fragment shader to a 2D texture? And if I can, How do I access the rgb value of the original texture image?
Any help would be appreciated.
You can certainly do this. Render the quad as usual and send the texture to the fragment shader as a sampler2D uniform.
Inside the fragment shader, you can then make calls to either texture or texelFetch. texture samples your texture, and texelFetch looks up an RGB texel from the texture without performing interpolation, etc.
Here is an example of what your fragment shader might look like:
Fragment shader
#version 330 core
uniform vec2 resolution;
uniform sampler2D myTexture;
out vec3 color;
void main()
{
vec2 pos = gl_FragCoord.xy / resolution.xy;
pos.y = resolution.y - pos.y;
color = texture(myTexture, pos).xyz;
}
And then on the application side:
Initialization
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_imageWidth, m_imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage);
m_textureUniformID = glGetUniformLocation(m_programID, "myTexture");
Render loop
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glUniform1i(m_textureUniformID, 0);
I have been having some issues with sampling a texture and sampling outside the bounds of the texture. I have set the texture to GL_CLAMP_TO_EDGE for wrapping, so when the texture goes out of bounds it clamps to the edge:
glBindTexture(GL_TEXTURE_2D, m_color_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
In my shader I am trying to implement DoF effects, the problem I was facing was seeing lots of small squares, so I started experimenting. I am using a deferred rendering method so for these effects I draw a fullscreen quad, inside my shader file is the following:
#version 330
uniform sampler2D color_texture;
uniform vec2 Resolution;
out vec4 fragment_colour;
void main(void)
{
vec2 inverseVP = vec2(1.0 / Resolution.x, 1.0 / Resolution.y);
vec2 coord = gl_FragCoord.xy * inverseVP;
vec4 texel_color = texture(color_texture, coord + (vec2(0.0, 0.1)));
fragment_colour = texel_color;
}
The color_texture is the accumulation of all my drawing generated from my FBO. In the shader I am just offsetting the pixel to read by 10% of the texture size. However when I try this, I get the following result:
In the image you see lots of small squares, I am at a loss as to why they are appearing, if I have no offset the scene is rendered normally. It seems that pixels not near the edge of the texture are affected, but they should not be.
Does anyone know the issue here?
[Edit2]: Nothing wrong with this code. My shader class didn't load the uniforms correctly.
[Edit]: It seems like I can only use GL_TEXTURE0/texture unit 0 by some reason.
What I want is to draw a 2d texture and a 3d texture, but only the texture with texture unit 0(GL_TEXTURE_0) will work. And I use both of them at the same time in the shader I can't see anything using that shader.
This is the fragment shader code I want to use:
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
in vec3 fragmentPosition;
// Ouput data
out vec3 color;
uniform sampler3D textureSampler3D;
uniform sampler2D textureSampler2D;
float getInputLight(vec3 pos);
void main(){
// Get the nearest corner
vec3 cornerPosition = vec3(round(fragmentPosition.x), round(fragmentPosition.y), round(fragmentPosition.z));
float light = getInputLight(cornerPosition);
color = (0.5+16*light)*fragmentColor;
}
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture2D(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return texture(textureSampler3D, vec3(pos.x/16, pos.y/16, pos.z/16)).r;
}
But with that I can't see anything made by that shader. If I use this I can see what the 2d textures does.
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return 0.f;
}
If I use this it will work perfectly except that I only have the 3d texture:
float getInputLight(vec3 pos) {
return texture(textureSampler3D, pos/16).r;
}
That means that I can only use one of the textures on the shaders. When I say that I use the 3d texture then I change getInputLight so I it just used the 3d texture. I do the same thing with 2d textures except that I change it to the other version.
This is the c++ code I use to load the 3d texture:
glGenTextures(1, &m_3dTextureBuffer);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, voxelMatrixWidth, voxelMatrixHeight, voxelMatrixDepth, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_lightData);
This is the code I use to load the 2d texture:
GLuint buffer;
unsigned char *voidData = new unsigned char[256];
// With this I can see if the shader has right data.
for (int i = 0; i < 256; ++i)
voidData[i] = i%16;
glGenTextures(1, &buffer);
glBindTexture(GL_TEXTURE_2D, buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 16, 16, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)voidData);
m_3dTextureBuffer = buffer;
This is the code I run before it draws the vertex buffer:
GLint texture3dId = shader->getUniform(1);
GLint texture2dId = shader->getUniform(2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glUniform1i(texture3dId, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_2dTextureBuffer);
//glUniform1i(texture3dId,1);
If I use texture unit 0(TEXTURE0) for both 2d texture and 3d texture I get data/pixels of what I expect.
This is a picture of it and it is what I expect:
http://oi57.tinypic.com/3wrbd.jpg
If I use different units I get this random data and it falshes sometimes(every pixel turns black/0 for a frame). The random data doesn't change either. If you look in some direction it doesn't flash and some directions flash faster than others.
http://oi58.tinypic.com/2ltiqoo.jpg
When I swap texture unit of the 3d texture an the 2d texture the same thing happens, but the 2d texture works an the 3d texture fails.
Do you have any idea what it could be?
There was nothing wrong with this code. My shader class didn't load the uniforms correctly.