I am a bloody newbie to OpenGL and it still looks sometimes like black magic to me. I just want to load and display an texture for testing purposes and I do not want to use the tutorial libraries to really understand what happens. But I just get a black screen and I cannot find the reason for it.
My c++ source code
int main(){
new cpp_logger();
GLint program_rgb_;
Mat img = imread("plane.jpg");
std::string file_path = "plane.jpg";
// Set viewport window size and clear color bit.
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
//set viewport
glViewport(0, 0, img.size().width, img.size().height);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
GLfloat vertices[] = {-1, 1, -1, -1, 1, 1, 1, -1,
0, 0, 0, 1, 1, 0, 1, 1};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//create program and shader
program_rgb_ = glCreateProgram();
const char* vertexShader = read_shader("vertex.glsl"); //simple method to read the shader files
const char* fragmentShader = read_shader("fragment.glsl");
CreateShader(program_rgb_, GL_VERTEX_SHADER, vertexShader); //simple method to link and compile shader programs
CreateShader(program_rgb_, GL_FRAGMENT_SHADER, fragmentShader);
glLinkProgram(program_rgb_);
glUseProgram(program_rgb_);
//use fast 4-byte alignment (default anyway) if possible because using OpenCV
glPixelStorei(GL_UNPACK_ALIGNMENT, (img.step & 3) ? 1 : 4);
//set length of one complete row in data (doesn't need to equal image.cols)
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, img.step/img.elemSize());
flip(img, img, 0);
// Load texture
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
//set parameters
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data);
glUniform1i(glGetUniformLocation(program_rgb_,"tex"), 0);
uint8_t* result = new uint8_t[img.cols * img.rows * 4];
while(true){
GLint pos_location = glGetAttribLocation(program_rgb_, "a_position");
GLint tc_location = glGetAttribLocation(program_rgb_, "a_texCoord");
// Specify the layout of the vertex data
glEnableVertexAttribArray(pos_location);
glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
//specify color data
glEnableVertexAttribArray(tc_location);
glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, static_cast<float*>(0) + 8);
// Draw a rectangle from the 2 triangles using 6 indices
glDrawArrays(GL_TRIANGLES, 0, 8);
glReadPixels(0, 0, img.rows, img.cols, GL_BGRA_EXT, GL_UNSIGNED_BYTE, (void*)result);
auto result_ = cv::Mat(img.rows, img.cols, CV_8UC4, result);
imshow("img", result_);
if(waitKey(1) >= 0) break;
}
destroyAllWindows();
return EXIT_SUCCESS;
}
My fragment shader
#version 150 core
precision mediump float;
in vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
my vertex shader
#version 150 core
out vec2 texCoord;
attribute vec2 a_texCoord;
attribute vec4 a_position;
void main()
{
texCoord = a_texCoord;
gl_Position = a_position;
}
Thank you a lot for your help!
EDIT
Sorry for the missunderstanding. I meant: I do not want to use the libraries like SOIL and SFML and I want to go an alternative way to fully understand what actually happens.
Related
I'm generating noise into 3D texture in compute shader and then building mesh out of it on CPU. It works fine when I do that in the main loop, but I noticed that I'm only getting ~1% of noise filled on the first render. Here is minimal example, where I'm trying to fill 3D texture with ones in shader, but getting zeroes or noise in return:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
void error(const char* message) { ... }
const char* slurp_file(const char* filename) { ... }
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(100, 100, "", NULL, NULL);
glfwMakeContextCurrent(window);
gladLoadGL();
// create texture
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// allocate it
size_t size = 4;
glTexImage3D(GL_TEXTURE_3D, 0, GL_R32F, size, size, size, 0, GL_RED, GL_FLOAT, NULL);
// create shader
const char* shader_source = slurp_file("shaders/example.comp");
GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &shader_source, NULL);
glCompileShader(shader);
// check it
int code;
glGetShaderiv(shader, GL_COMPILE_STATUS, &code);
if (!code) error("shader compilation failed");
// create program
int program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
// check it
glGetProgramiv(program, GL_LINK_STATUS, &code);
if (!code) error("program linkage failed");
// run shader
glUseProgram(program);
// i don't think it's needed, as 0 would be a default value
int uniform_loc = glGetUniformLocation(program, "img_output");
glUniform1i(uniform_loc, 0);
// dispatch and sync
glDispatchCompute(size, size, size);
// originally i had GL_TEXTURE_FETCH_BARRIER_BIT here
glMemoryBarrier(GL_ALL_BARRIER_BITS);
// read texture data
float* data = malloc(size * size * size * sizeof(float));
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
glGetTexImage(GL_TEXTURE_3D, 0, GL_RED, GL_FLOAT, data);
// prints 0s or noise, but i expect all 1s
for (int i = 0; i < size * size * size; i++)
printf("%f ", data[i]);
}
Here is the shader:
#version 430
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, r32f) writeonly uniform image3D img_output;
void main() {
ivec3 texture_coords = ivec3(gl_GlobalInvocationID.xyz);
vec4 pixel = vec4(1, 0, 0, 0);
imageStore(img_output, texture_coords, pixel);
}
Just adding sleep after glDispatchCompute does nothing, so I think I'm missing some locking? Or maybe texture should be configured in some other way?
You need to bind the texture to the image unit before executing the compute shader. The binding between the texture object and the shader is established through the texture image unit. The shader knows the unit because you set the unit variable or specify the binding point with a layout qualifier, but you also need to bind the object to the unit:
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
glDispatchCompute(size, size, size);
I'm trying to make a skybox that can change with a button.
My solution for this is to bind my skyboxes and load my textures in the following way:
//SkyBox
GLuint skyboxVBO, skyboxVAO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0);
// Load textures
vector<const GLchar*> facesN;
facesN.push_back("SkyBox/night/right.tga");
facesN.push_back("SkyBox/night/left.tga");
facesN.push_back("SkyBox/night/top.tga");
facesN.push_back("SkyBox/night/bottom.tga");
facesN.push_back("SkyBox/night/back.tga");
facesN.push_back("SkyBox/night/front.tga");
GLuint cubemapTextureN = TextureLoading::LoadCubemap(facesN);
vector<const GLchar*> faces;
faces.push_back("SkyBox/day/right.tga");
faces.push_back("SkyBox/day/left.tga");
faces.push_back("SkyBox/day/top.tga");
faces.push_back("SkyBox/day/bottom.tga");
faces.push_back("SkyBox/day/back.tga");
faces.push_back("SkyBox/day/front.tga");
GLuint cubemapTexture = TextureLoading::LoadCubemap(faces);
Then, in the program loop I draw the skybox with the following:
// Draw skybox as last
glDepthFunc(GL_LEQUAL); // Change depth function so depth test passes when values are equal to depth buffer's content
SkyBoxshader.Use();
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // Remove any translation component of the view matrix
glUniformMatrix4fv(glGetUniformLocation(SkyBoxshader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(SkyBoxshader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// skybox cube
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE1);
if (daytime == 1.0f) {
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
}
else {
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTextureN);
}
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS); // Set depth function back to default
In theory, whenever I press the button that changes the value of daytime, the skybox should change its textures to cubemapTextureN and, with another press of the button, change back to cubemapTexture. Instead, it just draws the texture that was loaded last, cubemapTexture in this case.
I already tested daytime and it does change, so it's not that.
Also, I tried loading cubemapTextureN after cubemapTexture and by doing so cubemapTextureN gets drawn instead, but still no change. I'm assuming somehow while loading the second textures, the first ones get updated, which shouldn't happen since they have different names, unless i'm understanding it wrong.
Easy solution would be to just make models of the entire skyboxes and work with that, but if possible I want to see if I can use this solution.
Edit:
These are the Shaders for the skybox.
Fragment shader:
#version 330 core
in vec3 TexCoords;
out vec4 color;
uniform samplerCube skybox;
void main()
{
color = texture(skybox, TexCoords);
}
Vertex shader:
#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
vec4 pos = projection * view * vec4(position, 1.0);
gl_Position = pos.xyww;
TexCoords = position;
}
And their use:
Shader SkyBoxshader("Shaders/SkyBox.vs", "Shaders/SkyBox.frag");
Also, if this is usefull, this is the header with the definition of TextureLoading, which contains LoadCubemap
#pragma once
// GLEW
#include <GL/glew.h>
// Other Libs
#include "stb_image.h"
// Other includes
#include "Model.h"
#include <vector>
class TextureLoading
{
public:
static GLuint LoadTexture(GLchar *path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Failed to load texture" << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
static GLuint LoadCubemap(vector<const GLchar * > faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char *data = stbi_load(faces[i], &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return textureID;
}
};
There's some Artifacts on my FrameBuffer Depth Texture I can't get rid off:
The Code used to init the FrameBuffer:
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &color);
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, DISPLAY_WIDTH, DISPLAY_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, DISPLAY_WIDTH, DISPLAY_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color, 0);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, depth, 0);
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, attachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "FBO FEHLER" << std::endl;
}
Code used to draw the FrameBuffer:
shader->bind();
// Bind Textures
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, color);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depth);
glUniform1i(shader->getUniform("tex"), 0);
glUniform1i(shader->getUniform("depth"), 1);
glUniformMatrix4fv(shader->getUniform("matrix"), 1, GL_FALSE, glm::value_ptr(ortho));
// Draw Call
glBindBuffer(GL_ARRAY_BUFFER,fbovbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, (void*)12);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Unbind
shader->unbind();//*/
FragmentShader of the actual rendering:
#version 330 core
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_depth;
in float temp;
void main(void){
out_color = vec4(1,0.0,0.0,1.0);
out_depth = vec4(gl_FragCoord.z);
}
FragmentShader of the FrameBuffer rendering:
#version 330 core
in vec2 fuv;
out vec4 color;
uniform sampler2D tex;
uniform sampler2D depth;
void main(){
vec4 d = texture2D(depth, fuv);
gl_FragDepth = d.a;
vec4 c = texture2D(tex,fuv);
if(c.a<0.1){
discard;
}
color = c;
//color = vec4(texture2D(depth, fuv).zzz,1.0);
//color.a = 0.8;
//color = vec4(1,0,0,0.5);
}
The red "Mesh" is behind the brown surface, but its borders still appear. thats the problem
The problem might come from the limited precision of the depth buffer. Basically, the range between near and farplane has to be represented by the depth-buffer. In your case, the depth-buffer has 8 bit, thus there are only 256 different depth values that can be represented. When two objects are closer together than this, they will be mapped to the same value in the depth buffer.
To overcome this, you can try to increase the precision of the depth buffer, for example, by using
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, DISPLAY_WIDTH, DISPLAY_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
Side-note: I'm not sure why the depth texture has four channels. If you don't need them, I would change this to a one channel format.
I'm trying to implement a skybox and then use the cube map for the skybox to make a reflective sphere in my scene using some code I found editing to fit my project. The skybox shows but the image is almost corrupted looking, there is a basic outline of the mountains but no colour as you can see in the image.
http://i.imgur.com/kJT4aCV.jpg
I've been trying to make sure active texture and my shaders are correct but I just can't figure it out.
Vertex and fragment shader
#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
vec4 pos = projection * view * vec4(position, 1.0);
gl_Position = pos.xyww;
TexCoords = position;
}
#version 330 core
in vec3 TexCoords;
out vec4 color;
uniform samplerCube skybox;
void main()
{
color = texture(skybox, TexCoords);
}
Load cubemap
GLuint loadCubemap(std::vector<const GLchar*> faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
int width, height, numComponents;
unsigned char* image;
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
for (GLuint i = 0; i < faces.size(); i++)
{
image = stbi_load(faces[i], &width, &height, &numComponents, 4);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
stbi_image_free(image);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return textureID;
}
Drawing skybox
glDepthFunc(GL_LEQUAL);
skyShader.Bind();
skyShader.Update(transform, camera);
view = glm::mat4(glm::mat3(camera.GetViewProjection()));
glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(skyShader.getProg(), "skybox"), 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
Let me know if any other parts would be useful to see
The texture was read in, and fed to OpenGL with inconsistent number of components per pixel
image = stbi_load(faces[i], &width, &height, &numComponents, 4); read in the image with 4 components
But when you fed it to OpenGL, glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); you fed it as a texture with 3 components per pixel, causing every 4 bytes to be interpreted as red when it should've been something else
I'm trying to draw a textured plane following the OpenGL SuperBible 6th ed. but for some reason I fail.
Here's my texture initialization code.
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
int w = 256;
int h = 256;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, w, h);
float * data = new float[w * h * 4];
//This just creates some image data
generateTexture(data, w, h);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_FLOAT, data);
delete [] data;
This is the plane object. The object itself is drawn, just untextured.
glGenBuffers(1, &planeBuffer);
glBindBuffer(GL_ARRAY_BUFFER, planeBuffer);
glBufferData(GL_ARRAY_BUFFER,
sizeof(planePositions),
planePositions,
GL_STATIC_DRAW);
These are my vertex and fragment shaders.
#version 430 core
layout (location = 0) in vec3 position;
uniform mat4 proj, view;
void main(void){
gl_Position = proj * view * vec4 (position, 1.0);
}
#version 430 core
uniform sampler2D s;
out vec4 frag_color;
void main () {
frag_color = texelFetch(s, ivec2(gl_FragCoord.xy), 0);
};
I draw like this
glUseProgram(textureProgram);
GLuint projLocation = glGetUniformLocation (textureProgram, "proj");
glUniformMatrix4fv (projLocation, 1, GL_FALSE, projectionSource);
GLuint viewLocation = glGetUniformLocation (textureProgram, "view");
glUniformMatrix4fv (viewLocation, 1, GL_FALSE, viewSource);
glBindBuffer(GL_ARRAY_BUFFER, planeBuffer);
GLuint positionLocation = glGetAttribLocation(textureProgram, "position");
glVertexAttribPointer (positionLocation, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray (positionLocation);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
GLuint ts = glGetUniformLocation (textureProgram, "s");
glUniform1i(ts, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray (positionLocation);
//Afterwards I draw more geometry with other shaders. This shows correctly
glUseProgram(shaderProgram);
//Bind buffers, matrices, drawarrays, etc
But I just get a black untextured plane. If I override the frag_color assignment by adding another line afterwards, like so
frag_color = vec4(1.0);
it works, i.e. I get a white plane, so the shaders seem to be working correctly.
I don't get any errors whatsoever from glGetError().
Compatibility:
OpenGL version supported: 4.2.12337 Compatibility Profile Context 13.101
GLSL version supported: 4.30
The data array does contain values between 0 and 1. I have also tried hard-coding some random coordinates into the texelFetch() function, but I always get a black plane. It looks as though the sampler2D contained nothing but zeroes. I have also tried hard-coding the values contained in data to 1.0, 255.0, but nothing.
Either the book fails to mention something or I am missing something stupid. Why does the texture refuse to show on the plane?
EDIT: I added some code to the drawing part. The rest of the geometry that I draw (with different shaders) shows perfectly. None of it uses textures.
I finally got my way around this, although it is not clear what the problem is exactly.
I got the texture to show using glTexImage2D instead of glTexStorage2D and glTexSubImage2D.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
I also had to set the parameters explicitly, even though I'm using texelFetch().
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);
Binding the uniform explicitly was not necessary.
What is strange is that, according to the docs, glTexStorage2Dis equivalent to this:
for (i = 0; i < levels; i++) {
glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL);
width = max(1, (width / 2));
height = max(1, (height / 2));
}
However, this combination does not work.
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA, w, h);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_FLOAT, data);
I still have to figure out why is that, but at least I got it to work.