My use case is a bunch a textured quads that I want to draw. I'm trying to use the same indexed array of a quad to draw it a bunch of times and use the gl_InstanceID and gl_VertexID in GLSL to retrieve texture and position info from a Texture Buffer.
The way I understand a Texture Buffer is that I create it and my actual buffer, link them, and then whatever I put in the actual buffer magically appears in my texture buffer?
So I have my vertex data and index data:
struct Vertex
{
GLfloat position[4];
GLfloat uv[2];
};
Vertex m_vertices[4] =
{
{{-1,1,0,1},{0,1}},
{{1,1,0,1},{1,1}},
{{-1,-1,0,1},{0,0}},
{{1,-1,0,1},{1,0}}
};
GLuint m_indices[6] = {0,2,1,1,2,3};
Then I create my VAO, VBO and IBO for the quads:
glGenBuffers(1,&m_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*4,&m_vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
glGenVertexArrays(1,&m_vao);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,4,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(0,2,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, uv));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6,&m_indices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
I'm pretty sure that I've done the above correctly. My quads have 4 vertices, with six indexes to draw triangles.
Next I create my buffer and texture for the the Texture Buffer:
glGenBuffers(1,&m_xywhuvBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*100, nullptr, GL_DYNAMIC_DRAW); // 8 floats
glGenTextures(1,&m_xywhuvTexture);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_xywhuvBuffer); // they're in pairs of 2, in r,g of each texel.
glBindBuffer(GL_TEXTURE_BUFFER,0);
So, the idea is that every four texels belongs to one quad, or gl_InstanceID.
When I'm drawing my quads, they execute the below:
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
std::vector<GLfloat> xywhuz =
{
-1.0f + position.x / screenDimensions.x * 2.0f,
1.0f - position.y / screenDimensions.y * 2.0f,
dimensions.x / screenDimensions.x,
dimensions.y / screenDimensions.y,
m_region.x,
m_region.y,
m_region.w,
m_region.h
};
glBufferSubData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*m_rectsDrawnThisFrame, sizeof(GLfloat)*8, xywhuz.data());
m_rectsDrawnThisFrame++;
So I increase m_rectsDrawThisFrame for each quad. You'll notice that the data I'm passing is 8 GLfloats, so each of the 4 texels that belong to each gl_InstanceID is the x,y position, the width and height, and then the same details for the real texture that I'm going to texture my quads with.
Finally once all of my rects have updated their section of the GL_TEXTURE_BUFFER I run this:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture); // this is my actual texture that the quads take a section from to texture themselves.
glUniform1i(m_program->GetUniformLocation("tex"),1);
glUniform4f(m_program->GetUniformLocation("color"),1,0,1,1);
glBindVertexArray(m_vao);
glDrawElementsInstanced(GL_TRIANGLES,4,GL_UNSIGNED_INT,0,m_rectsDrawnThisFrame);
m_rectsDrawnThisFrame = 0;
I reset the draw count. I also noticed that I had to activate the texture in the second slot. Does the Texture Buffer Object use up one?
Finally my Vert shader
#version 410
layout (location = 0) in vec4 in_Position;
layout (location = 1) in vec2 in_UV;
out vec2 ex_texcoord;
uniform samplerBuffer buf;
void main(void)
{
vec2 position = texelFetch(buf,gl_InstanceID*4).xy;
vec2 dimensions = texelFetch(buf,gl_InstanceID*4+1).xy;
vec2 uvXY = texelFetch(buf,gl_InstanceID*4+2).xy;
vec2 uvWH = texelFetch(buf,gl_InstanceID*4+3).xy;
if(gl_VertexID == 0)
{
gl_Position = vec4(position.xy,0,1);
ex_texcoord = uvXY;
}
else if(gl_VertexID == 1)
{
gl_Position = vec4(position.x + dimensions.x, position.y,0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y);
}
else if(gl_VertexID == 2)
{
gl_Position = vec4(position.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x, uvXY.y + uvWH.y);
}
else if(gl_VertexID == 3)
{
gl_Position = vec4(position.x + dimensions.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y + uvWH.y );
}
}
And my Frag shader
#version 410
in vec2 ex_texcoord;
uniform sampler2D tex;
uniform vec4 color = vec4(1,1,1,1);
layout (location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(tex,ex_texcoord) * color;
}
Now the problem, after I'm getting no errors reported in GLIntercept, is that I'm getting nothing drawn on the screen.
Any help?
There is one subtle issue in your code that would certainly stop it from working. At the end of the VAO/VBO setup code, you have this:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
The GL_ELEMENT_ARRAY_BUFFER binding is part of the VAO state. If you unbind it while the VAO is bound, this VAO will not have an element array buffer binding. Which means that you don't have indices when you draw later.
You should simply remove this call:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
Also, since you have 6 indices, the second argument to the draw call should be 6:
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, m_rectsDrawnThisFrame);
Apart from that, it all looks reasonable to me. But there's quite a lot of code, so I can't guarantee that I would have spotted all problems.
I also noticed that I had to activate the texture in the second slot. Does the Texture Buffer Object use up one?
Yes. The buffer texture needs to be bound, and the value of the sampler variable set to the corresponding texture unit. Since you bind the buffer texture during setup, never unbind it, and the default value of the sampler variable is 0, you're probably fine there. But I think it would be cleaner to set it up more explicitly. Where you prepare for drawing:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glUniform1i(m_program->GetUniformLocation("buf"), 0);
Related
So I've been fiddling with an old University project done in OpenGL 3.3 (FreeGLUT + GLEW) and I've run into some problems.
Right at the start, I run the program and I'm getting an error compiling the BumpMap Fragment Shader:
#version 330 core
#define lightCount 10
in vec4 vertPos;
in vec4 eyeModel;
in vec3 normalInterp;
in vec4 ambient;
in vec4 color;
in vec4 spec;
in vec2 texuv;
in vec4 lightPosition[lightCount];
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float CutOff;
float AmbientIntensity;
float DiffuseIntensity;
float SpecularIntensity;
float ConstantAttenuation;
float LinearAttenuation;
float ExponentialAttenuation;
int lightType;
};
layout(std140) uniform LightSources {
LightSource lightSource[10];
};
uniform sampler2D diffuse_tex;
uniform sampler2D normal_tex;
out vec4 out_Color;
void main() {
out_Color = vec4(0);
for(int i=0; i<lightCount; i++) {
if(lightSource[i].lightType == 0)
continue;
vec3 NormalMap = texture2D(normal_tex, texuv).rgb;
vec3 normal = normalize(NormalMap * 2.0 - 1.0); //normalize(normalInterp);
vec4 LightDirection = vertPos - lightSource[i].Position;
float Distance = length(LightDirection);
LightDirection = normalize(LightDirection);
vec4 ambientColor = ambient * lightSource[i].Color * lightSource[i].AmbientIntensity;
vec4 diffuseColor = vec4(0, 0, 0, 0);
vec4 dColor = texture2D(diffuse_tex, texuv);
vec4 specularColor = vec4(0, 0, 0, 0);
float DiffuseFactor = dot(normal, vec3(-LightDirection));
if (DiffuseFactor > 0) {
diffuseColor = dColor * lightSource[i].Color * lightSource[i].DiffuseIntensity * DiffuseFactor;
vec3 VertexToEye = normalize(vec3(eyeModel - vertPos));
vec3 LightReflect = normalize(reflect(vec3(LightDirection), normal));
float SpecularFactor = dot(VertexToEye, LightReflect);
SpecularFactor = pow(SpecularFactor, 255);
if(SpecularFactor > 0.0){
//SpecularFactor = pow( max(SpecularFactor,0.0), 255);
specularColor = spec * lightSource[i].Color * lightSource[i].SpecularIntensity * SpecularFactor;
}
}
out_Color += ambientColor + diffuseColor + specularColor;
}
}
ERROR: 0:55: 'function' : is removed in Forward Compatible context texture2D
ERROR: 0:55: 'texture2D' : no matching overloaded function found (using implicit conversion)
So I looked the problem up and even though I thought it was weird I was getting this problem on a project I knew had been in working condition, I switched the texture2D call for a texture call and now the shader compiles, but I get a different error, where creating the buffer object for the first object in the scene:
//Consts defined here for readability
#define VERTICES 0
#define COLORS 1
#define NORMALS 2
#define TEXUVS 3
#define AMBIENTS 4
#define TANGENTS 5
#define SPECULARS 6
#define SPECULARS_CONSTANTS 7
#define NOISE_SCALE 8
void BufferObject::createBufferObject() {
glGenVertexArrays(1, &_vertexArrayObjectID);
glBindVertexArray(_vertexArrayObjectID);
glGenBuffers(1, &_vertexBufferObjectID);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferObjectID);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*_vertexCount, _vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(VERTICES);
glVertexAttribPointer(VERTICES, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(COLORS);
glVertexAttribPointer(COLORS, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)sizeof(_vertices[0].XYZW));
glEnableVertexAttribArray(NORMALS);
glVertexAttribPointer(NORMALS, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)));
glEnableVertexAttribArray(TEXUVS);
glVertexAttribPointer(TEXUVS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)+sizeof(_vertices[0].NORMAL)));
glEnableVertexAttribArray(AMBIENTS);
glVertexAttribPointer(AMBIENTS, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)+sizeof(_vertices[0].NORMAL)+sizeof(_vertices[0].TEXUV)));
glEnableVertexAttribArray(TANGENTS);
glVertexAttribPointer(TANGENTS, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)+sizeof(_vertices[0].NORMAL)+sizeof(_vertices[0].TEXUV)+sizeof(_vertices[0].AMBIENT)));
glEnableVertexAttribArray(SPECULARS);
glVertexAttribPointer(SPECULARS, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)+sizeof(_vertices[0].NORMAL)+sizeof(_vertices[0].TEXUV)+sizeof(_vertices[0].AMBIENT)+sizeof(_vertices[0].TANGENT)));
glEnableVertexAttribArray(SPECULARS_CONSTANTS);
glVertexAttribPointer(SPECULARS_CONSTANTS, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(_vertices[0].XYZW)+sizeof(_vertices[0].RGBA)+sizeof(_vertices[0].NORMAL)+sizeof(_vertices[0].TEXUV)+sizeof(_vertices[0].AMBIENT)+sizeof(_vertices[0].TANGENT)+sizeof(_vertices[0].SPECULAR)));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDisableVertexAttribArray(VERTICES);
glDisableVertexAttribArray(COLORS);
glDisableVertexAttribArray(NORMALS);
glDisableVertexAttribArray(TEXUVS);
glDisableVertexAttribArray(AMBIENTS);
glDisableVertexAttribArray(TANGENTS);
glDisableVertexAttribArray(SPECULARS);
glDisableVertexAttribArray(SPECULARS_CONSTANTS);
Utility::checkOpenGLError("ERROR: Buffer Object creation failed.");
}
OpenGL ERROR [Invalid Operation] = 1282
And that's all the info I'm getting. I've moved the checkOpenGLError around and figured out the line glDisableVertexAttribArray(VERTICES) is giving the error.
After a bit more of digging I found out that you're not supposed to set glBindVertexArray(0) (at least before you glDisableVertexAttribArray, from what I remember we set those flags to 0 so we wouldn't accidentally affect anything we didn't want)
At this point the error moves to where we're drawing one of the scene objects. At this point I've hit a bit of a wall and don't where to go to next. I guess my question is whether there is a configuration when running the project that needs to be set, or whether just running this on a more recent graphics card could account for the different behaviour. As a final note, this is running on windows off of Visual Studio 10 (or 15, switched to 10 when reverted all changes and didn't retarget the solution) in widnows, the program configurations are as follows:
//GLUT Init
glutInit(&argc, argv);
glutInitContextVersion(3, 3);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutInitWindowSize(windowWidth, windowHeight);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
windowHandle = glutCreateWindow(CAPTION);
//GLEW Init
glewExperimental = GL_TRUE;
GLenum result = glewInit();
//GLUT Init
std::cerr << "CONTEXT: OpenGL v" << glGetString(GL_VERSION) << std::endl;
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glDepthRange(0.0,1.0);
glClearDepth(1.0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
with the context above being:
CONTEXT: OpenGL v3.3.0 - Build 22.20.16.4749
Let me know if any aditional information is required, I didn't want to add any more unnecessary clutter and the project is too big to just paste it all here...
In your shader you are using glsl version 330 core, which means texture2D() is deprecated and you should use texture() instead.
As for your INVALID OPERATION error, the problem is that you unbound the vao with glBindVertexArray(0); and then called glDisableVertexAttribArray(VERTICES); which operates on the currently bound vao. You should move glBindVertexArray(0); under these calls.
First let me refer to the specification, OpenGL 4.6 API Core Profile Specification; 10.3.1 Vertex Array Objects; page 347 :
The name space for vertex array objects is the unsigned integers, with zero reserved by the GL.
...
A vertex array object is created by binding a name returned by GenVertexArray with the command
void BindVertexArray( uint array );
array is the vertex array object name. The resulting vertex array object is a new state vector, comprising all the state and with the same initial values listed in tables 23.3 and 23.4.
BindVertexArray may also be used to bind an existing vertex array object. If the bind is successful no change is made to the state of the bound vertex array object, and any previous binding is broken.
Tables 23.3, Vertex Array Object State
VERTEX_ATTRIB_ARRAY_ENABLED, VERTEX_ATTRIB_ARRAY_SIZE, VERTEX_ATTRIB_ARRAY_STRIDE, VERTEX_ATTRIB_ARRAY_TYPE, VERTEX_ATTRIB_ARRAY_NORMALIZED, VERTEX_ATTRIB_ARRAY_INTEGER, VERTEX_ATTRIB_ARRAY_LONG, VERTEX_ATTRIB_ARRAY_DIVISOR, VERTEX_ATTRIB_ARRAY_POINTER
Table 23.4, Vertex Array Object State
ELEMENT_ARRAY_BUFFER_BINDING, VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, VERTEX_ATTRIB_BINDING, VERTEX_ATTRIB_RELATIVE_OFFSET, VERTEX_BINDING_OFFSET, VERTEX_BINDING_STRIDE, VERTEX_BINDING_DIVISOR, VERTEX_BINDING_BUFFER.
This means that a Vertex Array Object collects all the information which is necessary to draw an object. In the vertex array object is stored the information about the location of the vertex attributes and the format.
Further the vertex array object "knows" whether an attribute is enabled or disabled.
If you do
glBindVertexArray(0);
glDisableVertexAttribArray( .... );
this causes an INVALID_OPERATION error, when you use a core profile OpenGL context, because then the vertex array object 0 is not a valid vertex array object.
If you would use a compatibility profile context this would not cause an error, because then the vertex array object 0 is the default vertex array object and is valid.
If you do
glBindVertexArray(_vertexArrayObjectID);
glEnableVertexAttribArray( ..... );
glVertexAttribPointer( ..... );
glDisableVertexAttribArray( ..... );
glBindVertexArray(0);
then the draw call will fail. You have made the effort to define all the arrays of generic vertex attributes data and to enable them all correctly, but right after doing that you disable them again. So in the vertex array object is stored the "disabled" state for all the attributes.
The correct procedure to define a vertex array object is:
Generate the vertex buffers, and creates and initializes the buffer object's data store (this step can be done after creating and binding the vertex array object, too):
glGenBuffers(1, &_vertexBufferObjectID);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferObjectID);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*_vertexCount, _vertices, GL_STATIC_DRAW);
Generate and bind the vertex array object:
glGenVertexArrays(1, &_vertexArrayObjectID);
glBindVertexArray(_vertexArrayObjectID);
Define and enable the arrays of generic vertex attributes data (this has to be done after binding the vertex array object):
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferObjectID);
glEnableVertexAttribArray(VERTICES);
glVertexAttribPointer(VERTICES, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
....
glBindBuffer(GL_ARRAY_BUFFER, 0);
If you would use an element buffer (GL_ELEMENT_ARRAY_BUFFER), then you would have to specify it now, because the name of (reference to) the element buffer object is stored in the vertex array object, and this has to be currently bound, when the element buffer object gets bound.
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ..... );
Finally you can do glBindVertexArray(0). But there is no reason to do that. It is sufficient to bind a new vertex array object, before you specify a new mesh, or to bind the proper vertex array object before you draw a mesh.
Further there is no need for glDisableVertexAttribArray, as long you don't want to change the vertex array object specification. The state "enabled" is stored in the vertex array object an kept there. If you bind a new vertex array object, the then the object and so all its states become current.
Now drawing is simple:
glBindVertexArray(_vertexArrayObjectID);
glDrawArrays( .... );
Again there is no need of glBindVertexArray(0), after the draw call (especially in core mode).
I am tearing my hair out at this problem! I have a simple vertex and fragment shader that worked perfectly (and still does) on an old Vaio laptop. It's for a particle system, and uses point sprites and a single texture to render particles.
The problem starts when I run the program on my desktop, with a much newer graphics card (Nvidia GTX 660). I'm pretty sure I've narrowed it down to the fragment shader, as if I ignore the texture and simply pass inColor out again, everything works as expected.
When I include the texture in the shader calculations like you can see below, all points drawn while that shader is in use appear in the center of the screen, regardless of camera position.
You can see a whole mess of particles dead center using the suspect shader, and untextured particles rendering correctly to the right.
Vertex Shader to be safe:
#version 150 core
in vec3 position;
in vec4 color;
out vec4 Color;
uniform mat4 view;
uniform mat4 proj;
uniform float pointSize;
void main() {
Color = color;
gl_Position = proj * view * vec4(position, 1.0);
gl_PointSize = pointSize;
}
And the fragment shader I suspect to be the issue, but really can't see why:
#version 150 core
in vec4 Color;
out vec4 outColor;
uniform sampler2D tex;
void main() {
vec4 t = texture(tex, gl_PointCoord);
outColor = vec4(Color.r * t.r, Color.g * t.g, Color.b * t.b, Color.a * t.a);
}
Untextured particles use the same vertex shader, but the following fragment shader:
#version 150 core
in vec4 Color;
out vec4 outColor;
void main() {
outColor = Color;
}
Main Program has a loop processing SFML window events, and calling 2 functions, draw and update. Update doesn't touch GL at any point, draw looks like this:
void draw(sf::Window* window)
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
sf::Texture::bind(&particleTexture);
for (ParticleEmitter* emitter : emitters)
{
emitter->useShader();
camera.applyMatrix(shaderProgram, window);
emitter->draw();
}
}
emitter->useShader() is just a call to glUseShader() using a GLuint pointing to a shader program that is stored in the emitter object on creation.
camera.applyMatrix() :
GLuint projUniform = glGetUniformLocation(program, "proj");
glUniformMatrix4fv(projUniform, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
...
GLint viewUniform = glGetUniformLocation(program, "view");
glUniformMatrix4fv(viewUniform, 1, GL_FALSE, glm::value_ptr(viewMatrix));
emitter->draw() in it's entirity:
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Build a new vertex buffer object
int vboSize = particles.size() * vboEntriesPerParticle;
std::vector<float> vertices;
vertices.reserve(vboSize);
for (unsigned int particleIndex = 0; particleIndex < particles.size(); particleIndex++)
{
Particle* particle = particles[particleIndex];
particle->enterVertexInfo(&vertices);
}
// Bind this emitter's Vertex Buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Send vertex data to GPU
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), &vertices[0], GL_STREAM_DRAW);
GLint positionAttribute = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(positionAttribute);
glVertexAttribPointer(positionAttribute,
3,
GL_FLOAT,
GL_FALSE,
7 * sizeof(float),
0);
GLint colorAttribute = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colorAttribute);
glVertexAttribPointer(colorAttribute,
4,
GL_FLOAT,
GL_FALSE,
7 * sizeof(float),
(void*)(3 * sizeof(float)));
GLuint sizePointer = glGetUniformLocation(shaderProgram, "pointSize");
glUniform1fv(sizePointer, 1, &pointSize);
// Draw
glDrawArrays(GL_POINTS, 0, particles.size());
And finally, particle->enterVertexInfo()
vertices->push_back(x);
vertices->push_back(y);
vertices->push_back(z);
vertices->push_back(r);
vertices->push_back(g);
vertices->push_back(b);
vertices->push_back(a);
I'm pretty sure this isn't an efficient way to do all this, but this was a piece of coursework I wrote a semester ago. I'm only revisiting it to record a video of it in action.
All shaders compile and link without error. By playing with the fragment shader, I've confirmed that I can use gl_PointCoord to vary a solid color across particles, so that is working as expected. When particles draw in the center of the screen, the texture is drawn correctly, albeit in the wrong place, so that is loaded and bound correctly as well. I'm by no means a GL expert, so that's about as much debugging as I could think to do myself.
This wouldn't be annoying me so much if it didn't work perfectly on an old laptop!
Edit: Included a ton of code
As turned out in the comments, the shaderProgram variable which was used for setting the camera-related uniforms did not depend on the actual program in use. As a result, the uniform locations were queried for a different program when drawing the textured particles.
The uniform location assignment is totally implementation specific, nvidia for example tends to assign them by the alphabetical order of the uniform names, so view's location would change depending if tex is actually present (and acttively used) or not. If the other implementation just assigns them by the order they appear in the code or some other scheme, things might work by accident.
I'm creating a set of classes to read in 3d objects from COLLADA files. I started with some basic code to read in the positions and normals and plot them with opengl. I added code to scale the vertices successfully and added all the code I need to read in the color or texture connected with each graphics element in the COLLAD file. But now I need to add the code to draw the vertices with color. I have created the buffer object array to house the color array for each of the vertices array and buffer objects.
This is the code I have to build the arrays from data I obtain from the COLLADA file:
Keep in mind I am still creating this it's not perfect.
// Set vertex coordinate data
glBindBuffer(GL_ARRAY_BUFFER, vbosPosition[i]);
glBufferData(GL_ARRAY_BUFFER, col->vectorGeometry[i].map["POSITION"].size,
scaledData, GL_STATIC_DRAW);
free(scaledData);
loc = glGetAttribLocation(program, "in_coords");//get a GLuint for the attribute and put it into GLuint loc.
glVertexAttribPointer(loc, col->vectorGeometry[i].map["POSITION"].stride, col->vectorGeometry[i].map["POSITION"].type, GL_FALSE, 0, 0);//glVertexAttribPointer — loc specifies the index of the generic vertex attribute to be modified.
glEnableVertexAttribArray(0);
#ifdef Testing_Mesh3D
PrintGLVertex(vbosPosition[i], col->vectorGeometry[i].map["POSITION"].size / 4);
#endif // Set normal vector data
glBindBuffer(GL_ARRAY_BUFFER, vbosNormal[i]);
glBufferData(GL_ARRAY_BUFFER, col->vectorGeometry[i].map["NORMAL"].size, col->vectorGeometry[i].map["NORMAL"].data, GL_STATIC_DRAW);
loc = glGetAttribLocation(program, "in_normals");
glVertexAttribPointer(loc, col->vectorGeometry[i].map["NORMAL"].stride, col->vectorGeometry[i].map["NORMAL"].type, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbosColor[i]);
Material* material = col->mapGeometryUrlToMaterial2Effect[col->vectorGeometry[i].id];
if (material->effect1.size() > 0)
{
Effect effect1 = material->effect1[0];
if (effect1.type == enumEffectTypes::color)
{
Color color = effect1.color;
glBufferData(GL_ARRAY_BUFFER, color.length, color.values, GL_STATIC_DRAW);
loc = glGetAttribLocation(program, "in_colors");
glVertexAttribPointer(loc, color.length, color.type, GL_FALSE, 0, 0);
}
else
{
}
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Initialize uniform data
void Mesh3D::InitializeUniforms(GLuint program) {
GLuint program_index, ubo_index;
struct LightParameters params;
// Specify the rotation matrix
glm::vec4 diff_color = glm::vec4(0.3f, 0.3f, 1.0f, 1.0f);
GLint location = glGetUniformLocation(program, "diffuse_color");
glUniform4fv(location, 1, &(diff_color[0]));
// Initialize UBO data
params.diffuse_intensity = glm::vec4(0.5f, 0.5f, 0.5f, 1.0f);
params.ambient_intensity = glm::vec4(0.3f, 0.3f, 0.3f, 1.0f);
params.light_direction = glm::vec4(-1.0f, -1.0f, 0.25f, 1.0f);
// Set the uniform buffer object
glUseProgram(program);
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, 3 * sizeof(glm::vec4), ¶ms, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(program);
// Match the UBO to the uniform block
glUseProgram(program);
ubo_index = 0;
program_index = glGetUniformBlockIndex(program, "LightParameters");
glUniformBlockBinding(program, program_index, ubo_index);
glBindBufferRange(GL_UNIFORM_BUFFER, ubo_index, ubo, 0, 3 * sizeof(glm::vec4));
glUseProgram(program);
This is a hearder file containing the two string literals I housing the strings used to build the vertex and fragment shader. Again I am new to this and not sure how I need to modify the shader to include colored vertices, I have started by adding an input vec4 for the four float colour ( includes alpha). Any help?
#pragma once
#ifndef Included_shaders
#define Included_shaders
#include<stdio.h>
#include<iostream>
static std::string shaderVert = "#version 330\n"
"in vec3 in_coords;\n"
"in vec3 in_normals;\n"
"in vec4 in_colors; \n"//added by me
"out vec3 vertex_normal;\n"
"void main(void) {\n"
"vertex_normal = in_normals;\n"
"gl_Position = vec4(in_coords, 1.0);\n"
"}\n";
static std::string shaderFrag = "#version 330\n"
"in vec3 vertex_normal;\n"
"out vec4 output_color;\n"
"layout(std140) uniform LightParameters{\n"
"vec4 diffuse_intensity;\n"
"vec4 ambient_intensity;\n"
"vec4 light_direction;\n"
"};\n"
"uniform vec4 diffuse_color;\n"
"void main() {\n"
"/* Compute cosine of angle of incidence */\n"
"float cos_incidence = dot(vertex_normal, light_direction.xyz);\n"
"cos_incidence = clamp(cos_incidence, 0, 1);\n"
"/* Compute Blinn term */\n"
"vec3 view_direction = vec3(0, 0, 1);\n"
"vec3 half_angle = normalize(light_direction.xyz + view_direction);\n"
"float blinn_term = dot(vertex_normal, half_angle);\n"
"blinn_term = clamp(blinn_term, 0, 1);\n"
"blinn_term = pow(blinn_term, 1.0);\n"
"/* Set specular color and compute final color */\n"
"vec4 specular_color = vec4(0.25, 0.25, 0.25, 1.0);\n"
"output_color = ambient_intensity * diffuse_color +\n"
"diffuse_intensity * diffuse_color * cos_incidence +\n"
"diffuse_intensity * specular_color * blinn_term;\n"
"}\n";
#endif
Finally this is the funciton I am modifying to draw the colored elements
void Mesh3D::DrawToParent()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw elements of each mesh in the vector
for (int i = 0; i<nVectorGeometry; i++)
{
glBindVertexArray(vaos[i]);
glDrawElements(col->vectorGeometry[i].primitive/*This is 4 for GL_Triangles*/, col->vectorGeometry[i].index_count,
GL_UNSIGNED_SHORT, col->vectorGeometry[i].indices);
}
glBindVertexArray(0);
glutSwapBuffers();
}
am getting a little confused about the glVertexAttribPointer and glGetAttribLocation though I think I get the basic idea. Am I using this right.
Am I setting up the buffer object for colors correctly. Am I correct I have a color for each vertex in this buffer, right now I have only placed the single color that applies to all associated buffers in this array and probably need to change that?
How exactly do I go about drawing the colored vertices when I call glDrawElements?
Don't just refer me to the resources for opengl a lot of the wordy explanations make little sense to me.
Make your vertex shader output color and make the fragment shader take it as input. The color will be interpolated between vertices.
Yes, it seems you have understood glAttribPointer correctly.
DrawElements takes the indices of the vertices you want to draw. The last argument should not contain the indices. Instead, it should probably be null. The indices should be specified with glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ...).
If the color buffer is correctly bound you don't need to do anything special id drawElements for the colors. The shaders will get all the enabled attribarrays.
I can help you better if you run the code and you tell me what problems you get. It would also help if the code was easier to read. If you split it into functions under ten lines in length you may spot some errors yourself and possibly remove some duplication.
I'm starting with OpenGL, and I want to create a tone mapping - algorithm.
I know that my first step is get the max/min luminance value of the HDR image.
I have the image in a texture in FBO, and I'm not sure how to start.
I think the best way is to pass tex coords to a fragment shader and then go through all the pixels and generates somehow smaller textures.
But, I don't know how to do downsampling manually until I had a 1x1 texture; should I had a lot of FBO? where I create each new texture?
I searched a lot of info but I still have no clear almost anything.
I would appreciate some help to situate myself and to start.
EDIT 1. Here's my shaders, and how I pass texture coords to vertex shader:
To pass texture coords and vertex positions, I draw a quad using VBO:
void drawQuad(Shaders* shad){
// coords: vertex (3) + texture (2)
std::vector<GLfloat> quadVerts = {
-1, 1, 0, 0, 0,
-1, -1, 0, 0, 1,
1, 1, 0, 1, 0,
1, -1, 0, 1, 1};
GLuint quadVbo;
glGenBuffers(1, &quadVbo);
glBindBuffer(GL_ARRAY_BUFFER, quadVbo);
glBufferData(GL_ARRAY_BUFFER, 4 * 5 * sizeof(GLfloat), &quadVerts[0], GL_STATIC_DRAW);
// Shader attributes
GLuint vVertex = shad->getLocation("vVertex");
GLuint vUV = shad->getLocation("vUV");
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), NULL);
// Set attribs
glEnableVertexAttribArray(vVertex);
glVertexAttribPointer(vVertex, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, 0);
glEnableVertexAttribArray(vUV);
glVertexAttribPointer(vUV, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (void*)(3 * sizeof(GLfloat)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Draw
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(vVertex);
glDisableVertexAttribArray(vUV);
}
Vertex shader:
#version 420
in vec2 vUV;
in vec4 vVertex;
smooth out vec2 vTexCoord;
uniform mat4 MVP;
void main()
{
vTexCoord = vec2(vUV.x * 1024,vUV.y * 512);
gl_Position = MVP * vVertex;
}
And fragment shader:
#version 420
smooth in vec2 vTexCoord;
layout(binding=0) uniform sampler2D texHDR; // Tex image unit binding
layout(location=0) out vec4 color; //Frag data output location
vec4[4] col;
void main(void)
{
for(int i=0;i<=1;++i){
for(int j=0;j<=1;++j){
col[(2*i+j)] = texelFetch(texHDR, ivec2(2*vTexCoord.x+i,2*vTexCoord.y+j),0);
}
}
color = (col[0]+col[1]+col[2]+col[3])/4;
}
In this test code, I have a texture with size 1024*512. My idea is to render to texture attached to GL_ATTACHMENT_0 in a FBO (layout(location=0)) using this shaders and the texture binded in GL_TEXTURE_0 which has the image (layout(binding=0)).
My target is to have the image in texHDR in my FBO texture reducing its size by two.
For downsampling, all you need to do in the fragment shader is multiple texture lookups, then combine them for the output fragment. For example, you could do 2x2 lookups, so each pass would reduce the resolution in x and y by a factor 2.
Let's say you want to reduce a 1024x1024 image. Then you would render a quad into a 512x512 image. Set it up so your vertex shader simply generates values for x and y between 0 and 511. The fragment shader then calls texelFetch(tex, ivec2(2*x+i,2*y+j)), where i and j loop from 0 to 1. Cache those four values, output min and max in your texture.
I am working on a game, and trying to implement the instancized CPU-Particle System programmed on http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/particles-instancing/
i managed to get it working in my code structure, but i am trying to draw other objects in the same window, which i can't, i have tested it, and it only allows me to draw one, either draw the particle system or draw the object i want.
The problem happens specifically at this code part :
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Use our shader
glUseProgram(particleprogramID->programHandle);
unit2 +=1;
glActiveTexture(GL_TEXTURE0 + unit2);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(TextureID, unit2);
glm::mat4 ViewMatrix = camera->getViewMatrix();
// Same as the billboards tutorial
glUniform3f(CameraRight_worldspace_ID, ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
glUniform3f(CameraUp_worldspace_ID , ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
glUniformMatrix4fv(ViewProjMatrixID, 1, GL_FALSE, &mvp[0][0]);
//glUniformMatrix4fv(modviewprojID, 1, GL_FALSE, &mvp[0][0]);
//1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, billboard_vertex_buffer);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
// 2nd attribute buffer : positions of particles' centers
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
glVertexAttribPointer(
1,
4,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
// 3rd attribute buffer : particles' colors
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
glVertexAttribPointer(
2,
4,
GL_UNSIGNED_BYTE,
GL_TRUE,
0,
(void*)0
);
glVertexAttribDivisor(0, 0);
glVertexAttribDivisor(1, 1);
glVertexAttribDivisor(2, 1);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
then i try to draw my star:
unit2 += 1;
starTexture->Bind(unit2);
shaderObject ->useShader();
glUniform1i(glGetUniformLocation(shaderObject->programHandle, "colorTexture"), unit2);
glUniformMatrix4fv(glGetUniformLocation(shaderObject->programHandle, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(star1->getModelMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderObject->programHandle, "projectionMatrix"), 1, GL_FALSE, glm::value_ptr(projectionViewMatrix));
star1->draw();
the vertex and fragment shader for the particle system:
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 squareVertices;
layout(location = 1) in vec4 xyzs; // Position of the center of the particule and size of the square
layout(location = 2) in vec4 color; // Position of the center of the particule and size of the square
// Output data ; will be interpolated for each fragment.
out vec2 UV;
out vec4 particlecolor;
// Values that stay constant for the whole mesh.
uniform vec3 CameraRight_worldspace;
uniform vec3 CameraUp_worldspace;
uniform mat4 VP; // Model-View-Projection matrix, but without the Model (the position is in BillboardPos; the orientation depends on the camera)
void main()
{
float particleSize = xyzs.w; // because we encoded it this way.
vec3 particleCenter_wordspace = xyzs.xyz;
vec3 vertexPosition_worldspace =
particleCenter_wordspace
+ CameraRight_worldspace * squareVertices.x * particleSize
+ CameraUp_worldspace * squareVertices.y * particleSize;
// Output position of the vertex
gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
// UV of the vertex. No special space for this one.
UV = squareVertices.xy + vec2(0.5, 0.5);
particlecolor = color;
}
frragment shader:
#version 330 core
// Interpolated values from the vertex shaders
in vec2 UV;
in vec4 particlecolor;
// Ouput data
out vec4 color;
uniform sampler2D myTexture;
void main(){
// Output color = color of the texture at the specified UV
color = texture2D( myTexture, UV ) * particlecolor;
}
and it only displays the particle system:
worth mentioning is:
the object i want to draw is a star modelled in blender and is displayed correctly when drawn alone or with other objects other than the particle system. and has its own class having buffers for psitions, UVs, indices and normals...
it seems like the star data are being swallowed by the buffer...
i appreciate every help...