I'm trying to bind multiple textures to the samplers in my fragment shader. The loading code seems to work well. ATI's CodeXL shows the texture being loaded correctly.
However, when I go to bind the textures for my model to Active textures 0 and 1 I can not get it to send the value to my shader. When I have the shader uniform marked as a usampler2D and use uvec4 to store the color, like I should since my texture is provided as unsigned bytes, I get an all white model. When I change the shader uniform to be a sampler2D and use a vec4 to store the color, my glUniform1i call can no longer get the location of the shader variable and so nothing gets set for the active texture. This results in the diffuse texture being able to be used, but I can not get the normal texture. On the bright side, The diffuse texture is being drawn on the model this way.
I'm not sure what the problem is. I've check several places online trying to figure it out, and I have looked through the redbook. I know I'm missing something, or have some state set wrong, but I can't seem to find it. Thank you in advance for any help you can give me to fix this problem.
Texture Creation
int[] testWidth;
testWidth = new int[1];
testWidth[0] = 1000;
// First bind the texture.
bind();
// Make sure that textures are enabled.
// I read that ATI cards need this before MipMapping.
glEnable(GL_TEXTURE_2D);
// Test to make sure we can create a texture like this.
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, format, width, height,
0, format, GL_UNSIGNED_BYTE, null);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
testWidth);
if (testWidth[0] == 0)
{
message("Could not load texture onto the graphics card.");
}
else
{
// Not so sure about this part....but it seems to work.
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Load the texture data.
glTexImage2D(texture_type, 0, format, width, height,
0, format, GL_UNSIGNED_BYTE, (GLvoid[]?)value);
// Smaller mipmaps need linear mipmap coords.
// Larger just uses linear of the main texture.
glTexParameterf(texture_type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(texture_type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
// Clamp the texture to the edges.
glTexParameterf(texture_type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameterf(texture_type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexParameterf(texture_type, GL_TEXTURE_WRAP_R,
GL_CLAMP_TO_EDGE);
// Generate the mipmaps. The tex parameter is there
// for ATI cards. Again, it's something I read online.
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glGenerateMipmap(texture_type);
}
// Now unbind the texture.
unbind();
Texture Binding
if (currentShader != null)
{
currentShader.set_uniform_matrix("model_matrix", ref model_matrix,
true);
if (material != null)
{
if (material.diffuse_texture != null)
{
glActiveTexture(GL_TEXTURE0);
material.diffuse_texture.bind();
currentShader.set_uniform_texture("diffuse_texture",
Constants.DIFFUSE_TEXTURE);
if (material.normal_testure != null)
{
glActiveTexture(GL_TEXTURE1);
material.normal_texture.bind();
currentShader.set_uniform_texture("normal_texture",
Constants.NORMAL_TEXTURE);
}
}
}
// If there is a renderable then render it.
if (renderable != null)
{
renderable.render(1.0);
}
if (material != null)
{
material.unbind();
}
Fragment Shader
#version 400 core
/**
* Smooth the inward vertex color. Smooth it so that the fragments
* which will be in between the vertices as well can get a value close
* to where they are positioned after being rasterized.
*/
smooth in vec4 vertex_color;
/**
* Smooth the inward texture coordinates. Smooth it so that the
* fragments which will be in between the vertices as well can get a
* value close to where they are positioned after being rasterized.
*/
smooth in vec2 out_texture_coordinate;
/**
* The color to make this fragment.
*/
out vec4 frag_color;
/**
* The models diffuse texture. This will be mapped to index 0.
*/
uniform usampler2D diffuse_texture;
/**
* The models normal texture. This will be mapped to index 1.
*/
uniform usampler2D normal_texture;
/**
* The starting function of the shader.
*/
void main(void)
{
uvec4 diffuseColor;
uvec4 normalModifier;
diffuseColor = texture(diffuse_texture, out_texture_coordinate);
normalModifier = texture(normal_texture, out_texture_coordinate);
// Discard any fragments that have an alpha color less than 0.05.
if (diffuseColor.a < 1.0)
{
// This works as part of depth testing to remove the fragments that
// are not useful.
discard;
}
frag_color = diffuseColor;
}
Uniform Setting
/**
* Sets the uniform value for a texture in the shader.
*
* #param name The name of the uniform to bind this texture to.
* This must have already been registered.
*
* #param textureUnit The id for the texture unit to bind to the uniform.
* This is not the texture's id/reference, but the OpenGL texture unit
* that the reference is bound to.
* This is set by calling glActiveTexture.
*/
public void set_uniform_texture(string name, int textureUnit)
{
// Check to make sure the uniform was given a location already.
if (register_uniform(name) == true)
{
// Set the data for this uniform then.
glUniform1i(uniform_mapping.get(name), textureUnit);
}
else
{
message("Texture was not set. %s", name);
}
}
/**
* Register a uniform for passing data to the shader program.
*
* #return true if the uniform was found with a valid location;
* otherwise, false.
*
* #param name The name for the parameter to get a uniform location for.
* Use this name for the variable in your shader.
*/
public bool register_uniform(string name)
{
int location;
// Make sure we didn't already get the location of the uniform value.
if (uniform_mapping.has_key(name) == false)
{
location = Constants.OPENGL_INVALID_INDEX;
// We have no information about this uniform, so try
// to get it's location.
location = glGetUniformLocation(reference, name);
// The location will 0 or higher if we found the uniform.
if (location != Constants.OPENGL_INVALID_INDEX)
{
uniform_mapping.set(name, location);
return true;
}
}
else
{
// The uniform was previously found and can be used.
return true;
}
debug("Uniform %s not found!!!!!", name);
return false;
}
Setting the internal format to GL_RGB/A implies you should be using a sampler2D and not usampler2D, even though the raw image data is initially given as unsigned bytes. EDIT The given data gets converted to the internal format at the call to glTexImage2D (in this case GL_RGBA is 8 bits per channel so not much has to happen). However, for most graphics applications the data is needed with higher accuracy, for example when sampling the texture with non-"nearest" interpolation, which is why it's normally exposed as floats.
To bind multiple textures...
glActiveTexture(GL_TEXTURE0 + firstTextureIndex); //firstTextureIndex should be unique amongst the textures bound for a particular shader
glBindTexture(GL_TEXTURE_2D, myFirstTextureHandle);
glUniform1i(glGetUniformLocation(shaderProgramHandle, "firstSampler"), firstTextureIndex); //note the same index given in the glActiveTexture call. This is also always glUniform1i
and repeat for secondTextureIndex, mySecondTextureHandle, "secondSampler" etc.
If glGetUniformLocation doesn't return a location, double check you actually use it and it affects the shader output (or it gets optimized out completely). Also check for the usual typos or missing "uniform" keyword etc.
Since you don't show the definition of Constants make sure that the following asserts for your code:
if (material.diffuse_texture != null)
{
glActiveTexture(GL_TEXTURE0);
material.diffuse_texture.bind();
assert(Constants.DIFFUSE_TEXTURE + GL_TEXTURE0 == GL_TEXTURE0);
currentShader.set_uniform_texture("diffuse_texture",
Constants.DIFFUSE_TEXTURE);
if (material.normal_testure != null)
{
glActiveTexture(GL_TEXTURE1);
material.normal_texture.bind();
assert(Constants.NORMAL_TEXTURE + GL_TEXTURE0 == GL_TEXTURE1);
currentShader.set_uniform_texture("normal_texture",
Constants.NORMAL_TEXTURE);
}
It's a common misunderstanding that the value passed to the sampler uniform was the enum value given to glActiveTexture. In fact glActiveTexture takes GL_TEXTURE0 as an offset base value.
Related
Open GL 3.3
My textures suddenly became black after working for many days
Pretty much all the posts that had a similiar issue were about
incorrect or absent use of glTexParameteri or incorrect texture loading but i seem to be doing everything correctly regarding that,
the vector containing the data is 1024 bytes (16 pixels x 16 pixels x 4 bytes) so that's good,
after the issue arose i made a test texture just to make shure everything about that was right.
also saw that many posts issues were incomplete texture but here im using glTexImage2D passing the data so the texture has to be complete, also am not creating mipmaps, i disabled them for testing. Altough they were on and working before this bug.
Also im calling glGetError quite frequently and there are no errors
Here is the texture creation code:
unsigned int testTexture;
unsigned long w, h;
std::vector<byte> data;
std::vector<byte> img;
loadFile(data, "./assets/textures/blocks/brick.png");
decodePNG(img, w, h, &data[0], data.size());
glGenTextures(1, &testTexture);
glBindTexture(GL_TEXTURE_2D, testTexture);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,w,h,0,GL_RGBA, GL_UNSIGNED_BYTE,&img[0]);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
data.clear();
img.clear();
And here is where i setup my Uniforms:
glUseProgram(worldShaderProgram);
glUniform1f(glGetUniformLocation(worldShaderProgram, "time"), gameTime);
glUniformMatrix4fv(glGetUniformLocation(worldShaderProgram, "MVP"), 1, GL_FALSE, &TheMatrix[0][0]);
glUniform1i(glGetUniformLocation(worldShaderProgram, "texAtlas"), testTexture);
glUniform1f(glGetUniformLocation(worldShaderProgram, "texMult"), 16.0f / 256.0f);
glUniform4f(glGetUniformLocation(worldShaderProgram, "fogColor"), fogColor.r, fogColor.g, fogColor.b, fogColor.a);
Also Here Is The Fragment Shader
#version 330
in vec4 tex_color;
in vec2 tex_coord;
layout(location = 0) out vec4 color;
uniform sampler2D texAtlas;
uniform mat4 MVP;
uniform vec4 fogColor;
const float fogStart = 0.999f;
const float fogEnd = 0.9991f;
const float fogMult = 1.0f / (fogEnd - fogStart);
void main() {
if (gl_FragCoord.z >= fogEnd)
discard;
//color = vec4(tex_coord.x,tex_coord.y,0.0f,1.0f) * tex_color; // This Line Does What Its Supposed To
color = texture(texAtlas,tex_coord) * tex_color; // This One Does Not
if (gl_FragCoord.z >= fogStart)
color = mix(color,fogColor,(gl_FragCoord.z - fogStart) * fogMult);
}
If i use this line color = vec4(tex_coord.x,tex_coord.y,0.0f,1.0f) * tex_color;
Instead of this line color = texture(texAtlas,tex_coord) * tex_color;
To show the coord from witch it would be getting its color from the texture, the result is what you would expect: (Currenlty only testing it with the top faces)
Image Link Cause I Cant Do Images But Please Click
That Proves That The Vertex Shader Is Working Corretly
(The sampler2D is obtained from a uniform at the fragment shader)
Main Loop Rendering Code
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, textures.textureId);
glUseProgram(worldShaderProgram);
wm.render();
// wm.render() calls lots of meshes to render themselves
// just wanted to point out each one of them has their own
// vertex arry buffer, vertex buffer, and index buffer
// to render i bind the vertex array buffer with glBindVertexArray(vertexArrayBuffer);
// then i call glDrawElements();
Also here is the OpenGL Initialization Code
if (!glfwInit()) // Initialize the library
return -1;
window = glfwCreateWindow(wndSize.width, wndSize.height, "Minecraft", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Make the window's context current
glfwSetWindowSizeCallback(window,resiseEvent);
glfwSwapInterval(1);
if (glewInit() != GLEW_OK)
return -1;
glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glEnable(GL_CULL_FACE); // Orientation Culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test (<=)
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
glLineWidth(2.0f);
You wrongly set the texture object to the texture sampler uniform. This is wrong:
glUniform1i(glGetUniformLocation(worldShaderProgram, "texAtlas"), testTexture);
The binding point between the texture object and the texture sampler uniform is the texture unit. When glBindTexture is invoked, then the texture object is bound to the specified target and the current texture unit. The texture unit can be chosen by glActivTexture. The default texture unit is GL_TEXTURE0.
Since your texture is bound to texture unit 0 (GL_TEXTURE0), you have set the value 0 to the texture sampler uniform:
glUniform1i(glGetUniformLocation(worldShaderProgram, "texAtlas"), 0);
Note that your code worked before by chance. You just had 1 texture object or testTexture was the first texture name created. Hence the value of testTexture was 0. Now the value of testTexture is no longer 0, causing your code to fail.
I've been primarily developing on Linux (Mint) and Windows using SDL2 and OpenGL 3.3, with few issues in regards to drawing objects. CPU usage never really spiking past ~40%.
That was, until I tried porting what I had to OSX (Sierra).
Utilizing the exact same shader and code that runs on Linux and Windows just fine, spikes the cpu usage on OSX to ~99% consistently.
At first, I thought it was a batching issue, so I batched my draw calls together to minimize the number of calls to glDrawElements, and that didn't work.
Then, I thought it was an issue involving not using attributes in the vertex/fragment shader (like: OpenGL core profile incredible slowdown on OS X)
Also, I maintain the framerate at 60 fps.
After sorting that out, no luck. Tried logging everything I could, nothing from glGetError() nor from shader logs.
So I removed bits and pieces from my vertex/fragment shaders to see what in particular was slowing down my draw calls. I managed to reduce it down to this: Any call in either my vertex/fragment shaders to the texture() function will run the cpu to high usage.
Texture loading code:
// Texture loading
void PCShaderSurface::AddTexturePairing(HashString const &aName)
{
GLint minFilter = GL_LINEAR;
GLint magFilter = GL_LINEAR;
GLint wrapS = GL_REPEAT;
GLint wrapT = GL_REPEAT;
if(Constants::GetString("OpenGLMinFilter") == "GL_NEAREST")
{
minFilter = GL_NEAREST;
}
if(Constants::GetString("OpenGLMagFilter") == "GL_NEAREST")
{
magFilter = GL_NEAREST;
}
if(Constants::GetString("OpenGLWrapModeS") == "GL_CLAMP_TO_EDGE")
{
wrapS = GL_CLAMP_TO_EDGE;
}
if(Constants::GetString("OpenGLWrapModeT") == "GL_CLAMP_TO_EDGE")
{
wrapT = GL_CLAMP_TO_EDGE;
}
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mSurface->w, mSurface->h, 0, mTextureFormat, GL_UNSIGNED_BYTE, mSurface->pixels);
GetManager()->AddTexturePairing(aName, TextureData(mTextureID, mSurface->w, mSurface->h));
}
Draw Code:
// I batch objects that use the same program and texture id to draw in the same call.
glUseProgram(program);
int activeTexture = texture % mMaxTextures;
int vertexPosLocation = glGetAttribLocation(program, "vertexPos");
int texCoordPosLocation = glGetAttribLocation(program, "texCoord");
int objectPosLocation = glGetAttribLocation(program, "objectPos");
int colorPosLocation = glGetAttribLocation(program, "primaryColor");
// Calculate matrices and push vertex, color, position, texCoord data
// ...
// Enable textures and set uniforms.
glBindVertexArray(mVertexArrayObjectID);
glActiveTexture(GL_TEXTURE0 + activeTexture);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(program, "textureUnit"), activeTexture);
glUniform3f(glGetUniformLocation(program, "cameraDiff"), cameraTranslation.x, cameraTranslation.y, cameraTranslation.z);
glUniform3f(glGetUniformLocation(program, "cameraSize"), cameraSize.x, cameraSize.y, cameraSize.z);
glUniformMatrix3fv(glGetUniformLocation(program, "cameraTransform"), 1, GL_TRUE, cameraMatrix);
// Set shader properties. Due to batching, done on a per surface / shader basis.
// Shader uniforms are reset upon relinking.
SetShaderProperties(surface, true);
// Set VBO and buffer data.
glBindVertexArray(mVertexArrayObjectID);
BindAttributeV3(GL_ARRAY_BUFFER, mVertexBufferID, vertexPosLocation, vertexData);
BindAttributeV3(GL_ARRAY_BUFFER, mTextureBufferID, texCoordPosLocation, textureData);
BindAttributeV3(GL_ARRAY_BUFFER, mPositionBufferID, objectPosLocation, positionData);
BindAttributeV4(GL_ARRAY_BUFFER, mColorBufferID, colorPosLocation, colorData);
// Set index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), &indices[0], GL_DYNAMIC_DRAW);
// Draw and disable
glDrawElements(GL_TRIANGLES, static_cast<unsigned>(vertexData.size()), GL_UNSIGNED_INT, 0);
DisableVertexAttribArray(vertexPosLocation);
DisableVertexAttribArray(texCoordPosLocation);
DisableVertexAttribArray(objectPosLocation);
DisableVertexAttribArray(colorPosLocation);
// Reset shader property values.
SetShaderProperties(surface, false);
// Reset to default texture
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
Example binding code:
void PCShaderScreen::BindAttributeV3(GLenum aTarget, int const aBufferID, int const aAttributeLocation, std::vector<Vector3> &aData)
{
if(aAttributeLocation != -1)
{
glEnableVertexAttribArray(aAttributeLocation);
glBindBuffer(aTarget, aBufferID);
glBufferData(aTarget, sizeof(Vector3) * aData.size(), &aData[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(aAttributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), 0);
glBindBuffer(aTarget, 0);
}
}
VS code:
#version 330
in vec4 vertexPos;
in vec4 texCoord;
in vec4 objectPos;
in vec4 primaryColor;
uniform vec3 cameraDiff;
uniform vec3 cameraSize;
uniform mat3 cameraTransform;
out vec2 texValues;
out vec4 texColor;
void main()
{
texColor = primaryColor;
texValues = texCoord.xy;
vec3 vertex = vertexPos.xyz + objectPos.xyz;
vertex = (cameraTransform * vertex) - cameraDiff;
vertex.x /= cameraSize.x;
vertex.y /= -cameraSize.y;
vertex.y += 1.0;
vertex.x -= 1.0;
gl_Position.xyz = vertex;
gl_Position.w = 1.0;
}
FS code:
#version 330
uniform sampler2D textureUnit;
in vec2 texValues;
in vec4 texColor;
out vec4 fragColor;
void main()
{
// Slow, 99% CPU usage on OSX only
fragColor = texture(textureUnit, texValues) * texColor;
// Fine on everything
fragColor = vec4(1,1,1,1);
}
I'm really out of ideas here, I even followed Apple's best practices (https://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) as best as I could, with no luck.
Are the Windows and Linux drivers I'm using just offering me some form of forgiveness that I'm not aware of? Is the OSX driver really that sensitive? I must be missing something. Any help and insight would be appreciated. Thanks for reading my long winded speech.
All credit to #keltar for finding this, but my problem was in the glActiveTexture call.
I changed the call from glActiveTexture(GL_TEXTURE0 + activeTexture) to just glActiveTexture(GL_TEXTURE0).
To paraphrase #keltar: "Constantly changing the texture slot number might force driver to recompile shader each time. I don't think it matters which exact value it would be, as long as it doesn't change (and within GL limits). I suppose hardware that you use can't effectively (or at all) sample texture from any slot specified by uniform variable - but GL implies so. On some hardware e.g. fetching vertex attributes is internally part of shader too. When state changes, driver attempts to patch shader, but if change is too big (or driver don't know how to patch) - it falls to recompilation. Sadly OSX graphics drivers aren't known to be good, to my knowledge."
You do a lot of gl-calls in your draw code: binding buffers, uploading data to buffers, etc. Most of them would be better done when preparing or uploading data.
I prefer to do in the draw code just:
glUseProgram(program);
Enable de VAO by glBindVertexArray
Pass uniforms
Active texture units by glActiveTexture
glDrawXXX commands
glUseProgram(0);
Disable de VAO
how can I get the z-Coordinate of an Object in 3D-space when I click on it.
(Its not really an Object more an graph, I need to know what an user selected) I use JOGL.
I just finished to port a picking sample from g-truck ogl-samples.
I will try to give you a quick explanation about the code.
We start by enabling the depth test
private boolean initTest(GL4 gl4) {
gl4.glEnable(GL_DEPTH_TEST);
return true;
}
In the initBuffer we:
generate all the buffer we need with glGenBuffers
bind the element buffer and we transfer the content of our indices. Each index refers to the vertex to use. We need to bind it first because glBufferData will be using whatever is bounded at the target specify by the first argument, GL_ELEMENT_ARRAY_BUFFER in this case
do the same for the vertices themselves.
get the GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT(it's a global parameter) to determine the minimum uniform block size to store our transform variable. This is necessary if we want to bind it via glBindBufferRange, function that we will not use, instead, for binding our picking buffer, this is why we pass just the size of a float, Float.BYTES
the last argument of glBufferData is just an hint (it's up to OpenGL and the driver do what they want), as you see is static for the indices and vertices, because we are not gonna change them anymore, but is dynamic for the uniform buffers, since we will update them every frame.
Code:
private boolean initBuffer(GL4 gl4) {
gl4.glGenBuffers(Buffer.MAX.ordinal(), bufferName, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName[Buffer.ELEMENT.ordinal()]);
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.VERTEX.ordinal()]);
FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
int[] uniformBufferOffset = {0};
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
int uniformBlockSize = Math.max(projection.length * Float.BYTES, uniformBufferOffset[0]);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[Buffer.TRANSFORM.ordinal()]);
gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
gl4.glBindBuffer(GL_TEXTURE_BUFFER, bufferName[Buffer.PICKING.ordinal()]);
gl4.glBufferData(GL_TEXTURE_BUFFER, Float.BYTES, null, GL_DYNAMIC_READ);
gl4.glBindBuffer(GL_TEXTURE_BUFFER, 0);
return true;
}
In the initTexture we initialize our textures, we:
generate both the textures with glGenTextures
set the GL_UNPACK_ALIGNMENT to 1 (default is usually 4 bytes), in order to avoid any problem at all, (because your horizontal texture size must match the alignment).
set the activeTexture to GL_TEXTURE0, there is a specific number of texture slots and you need to specify it before working on any texture.
bind the diffuse texture
set the swizzle, that is what each channel will receive
set the levels (mipmap), where 0 is the base (original/biggest)
set the filters
allocate the space, levels included with glTexStorage2D
transfer for each level the corresponding data
reset back the GL_UNPACK_ALIGNMENT
bind to GL_TEXTURE0 our other texture PICKING
allocate a single 32b float storage and associate the PICKING texture to the PICKING buffer with glTexBuffer
Code:
private boolean initTexture(GL4 gl4) {
try {
jgli.Texture2D texture = new Texture2D(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
jgli.Gl.Format format = jgli.Gl.instance.translate(texture.format());
gl4.glGenTextures(Texture.MAX.ordinal(), textureName, 0);
// Diffuse
{
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE.ordinal()]);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1]);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage2D(GL_TEXTURE_2D, level,
0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1],
format.external.value, format.type.value,
texture.data(0, 0, level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
// Piking
{
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName[Texture.PICKING.ordinal()]);
gl4.glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, bufferName[Buffer.PICKING.ordinal()]);
gl4.glBindTexture(GL_TEXTURE_BUFFER, 0);
}
} catch (IOException ex) {
Logger.getLogger(Gl_420_picking.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
In the initProgram we initialize our program, by:
generating a pipeline (composition of different shaders), glGenProgramPipelines
creating a vertex shader code vertShaderCode, where GL_VERTEX_SHADER is the shader type, SHADERS_ROOT is the place where the shader source is located, SHADERS_SOURCE_UPDATE is the name and "vert" is the extension.
initializing it, similarly for the fragment shader
grabbing the generated index and saving in programName
setting the program separable, nothing useful here, just pure sport, glProgramParameteri
adding both shader to our shaderProgram and linking and compiling it, link
specifing which program stage our pipelineName has, glUseProgramStages
Code:
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName, 0);
// Create program
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE_UPDATE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE_UPDATE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName[0], GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
In the initVertexArray we:
generate a single vertex array, glGenVertexArrays, and bind it, glBindVertexArray
bind the vertices buffer and set the attribute for the position and the color, here interleaved. The position is identified by the attribute index Semantic.Attr.POSITION (this will match the one in the vertex shader), component size 2, type GL_FLOAT, normalized false, stride or the total size of each vertex attribute 2 * 2 * Float.BYTES and the offset in this attribute 0. Similarly for the color.
unbind the vertices buffer since it is not part of the vertex array state. It must be bound only for the glVertexAttribPointer so that OpenGL can know which buffer those parameters refers to.
enable the corresponding vertex attribute array, glEnableVertexAttribArray
bind the element (indices) array, part of the vertex array
Code:
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName, 0);
gl4.glBindVertexArray(vertexArrayName[0]);
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.VERTEX.ordinal()]);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 2 * 2 * Float.BYTES, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, 2 * 2 * Float.BYTES, 2 * Float.BYTES);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName[Buffer.ELEMENT.ordinal()]);
}
gl4.glBindVertexArray(0);
return true;
}
In the render we:
bind the TRANSFORM buffer that will contain our transformation matrix.
get a byteBuffer pointer out of that.
calculate the projection, view and model matrices and multiplying them in the same order p * v * m, called also mvp matrix.
save our mvp matrix in our pointer and rewind the buffer (position set to 0 again).
unmap it to make sure it gets uploaded to the gpu
set the viewport to match our window size
set the clear depthValue to 1 (superflous, since it is the default value), clear depth, with the depthValue, and color buffer, with the color {1.0f, 0.5f, 0.0f, 1.0f}
bind the pipeline
set active texture 0
bind the diffuse texture and the picking image texture
bind the vertex array
bind the transform uniform buffer
render, glDrawElementsInstancedBaseVertexBaseInstance is overused it, but what is important is the primitive type GL_TRIANGLES, the number of indices elementCount and their type GL_UNSIGNED_SHORT
bind the picking texture buffer and retrieve its value
Code:
#Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
{
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[Buffer.TRANSFORM.ordinal()]);
ByteBuffer pointer = gl4.glMapBufferRange(
GL_UNIFORM_BUFFER, 0, projection.length * Float.BYTES,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
FloatUtil.makePerspective(projection, 0, true, (float) Math.PI * 0.25f,
(float) windowSize.x / windowSize.y, 0.1f, 100.0f);
FloatUtil.makeIdentity(model);
FloatUtil.multMatrix(projection, view());
FloatUtil.multMatrix(projection, model);
for (float f : projection) {
pointer.putFloat(f);
}
pointer.rewind();
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
float[] depthValue = {1.0f};
gl4.glClearBufferfv(GL_DEPTH, 0, depthValue, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName[0]);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE.ordinal()]);
gl4.glBindImageTexture(Semantic.Image.PICKING, textureName[Texture.PICKING.ordinal()],
0, false, 0, GL_WRITE_ONLY, GL_R32F);
gl4.glBindVertexArray(vertexArrayName[0]);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM.ordinal()]);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.PICKING.ordinal()]);
ByteBuffer pointer = gl4.glMapBufferRange(GL_ARRAY_BUFFER, 0, Float.BYTES, GL_MAP_READ_BIT);
float depth = pointer.getFloat();
gl4.glUnmapBuffer(GL_ARRAY_BUFFER);
System.out.printf("Depth: %2.3f\n", depth);
return true;
}
In our vertex shader, executed for each vertex, we:
define the glsl version and profile
define all the attribute indices, that must coincide with our coming from the Semantic we used previously
set some memory layout parameters, such as std140 and column_mayor (useless, default value for matrices)
declare the Transform uniform buffer
declare a vec3 position and vec2 texCoord inputs
declare a (built in, incomplete and useless) gl_PerVertex output
declare a Block block output
save inside our block the incoming texCoord and inside gl_Position our vertex in clip space position. The incoming position vertex is in Model space -> * model matrix = vertex in World space, * view/camera matrix = vertex in Camera/View space, * projection matrix = vertex in Clip space.
Code:
#version 420 core
#define POSITION 0
#define COLOR 3
#define TEXCOORD 4
#define TRANSFORM0 1
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
layout(binding = TRANSFORM0) uniform Transform
{
mat4 mvp;
} transform;
layout(location = POSITION) in vec3 position;
layout(location = TEXCOORD) in vec2 texCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
out Block
{
vec2 texCoord;
} outBlock;
void main()
{
outBlock.texCoord = texCoord;
gl_Position = transform.mvp * vec4(position, 1.0);
}
There may be are other stages after the vertex shader, such as tessellation control/evaluation and geometry, but they are not mandatory.
The last stage is the fragment shader, executed once per fragment/pixel, that starts similarly, then we:
declare the texture diffuse on binding 0, that matches with our glActiveTexture(GL_TEXTURE0) inside the render and the imageBuffer picking where we will save our depth identified by binding 1, that matches our Semantic.Image.PICKING inside our render.glBindImageTexture
declare the picking coordinates, here hardcoded, but nothing stops you from turning them out as uniform variable and set it on runtime
declare the incoming Block block holding the texture coordinates
declare the default output color
if the current fragment coordinates gl_FragCoord (built in function) corresponds to the picking coordinates pickingCoord, save the current z value gl_FragCoord.z inside the imageBuffer depth and set the output color to vec4(1, 0, 1, 1), otherwise we set it equal to the diffuse texture by texture(diffuse, inBlock.texCoord.st). st is part of the stqp selection, synonymous of xywz or rgba.
Code:
#version 420 core
#define FRAG_COLOR 0
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
in vec4 gl_FragCoord;
layout(binding = 0) uniform sampler2D diffuse;
layout(binding = 1, r32f) writeonly uniform imageBuffer depth;
uvec2 pickingCoord = uvec2(320, 240);
in Block
{
vec2 texCoord;
} inBlock;
layout(location = FRAG_COLOR, index = 0) out vec4 color;
void main()
{
if(all(equal(pickingCoord, uvec2(gl_FragCoord.xy))))
{
imageStore(depth, 0, vec4(gl_FragCoord.z, 0, 0, 0));
color = vec4(1, 0, 1, 1);
}
else
color = texture(diffuse, inBlock.texCoord.st);
}
Finally in the end we clean up all our OpenGL resources:
#Override
protected boolean end(GL gl) {
GL4 gl4 = (GL4) gl;
gl4.glDeleteProgramPipelines(1, pipelineName, 0);
gl4.glDeleteProgram(programName);
gl4.glDeleteBuffers(Buffer.MAX.ordinal(), bufferName, 0);
gl4.glDeleteTextures(Texture.MAX.ordinal(), textureName, 0);
gl4.glDeleteVertexArrays(1, vertexArrayName, 0);
return true;
}
I need to display some indexed graphic file, that additionally has per-pixel alpha channel. Also, I need to make sure that I can change the palette at any time and the resulting image will also change. For this, I first used software pixel precomputing, but that was just too slow for realtime rendering, so I decided to write a shader that will handle indexed textures on GPU-side. The problem is that the second texture (rec_colors) doesn't load (at least it seems like so — every texel read from that sampler appears completely empty).
Data from zero texture reads correctly, resulting in black image with right alpha :)
Shader-initializing-related code:
Application::Display->GetRC();
glewInit();
if(!GLEW_VERSION_2_0) return false;
char* code_frag = loadCode("shader.frag");
char* code_verx = loadCode("shader.verx");
aShader_palette = glCreateShader(GL_FRAGMENT_SHADER);
//glShaderSource(aShader_palette, 1, &aShaderProgram_palette, NULL);
glShaderSource(aShader_palette, 1, (const GLchar**)&code_frag, NULL);
glCompileShader(aShader_palette);
GLint compiled = 0;
glGetShaderiv(aShader_palette, GL_COMPILE_STATUS, &compiled);
if(!compiled)
{
/* error-handling */
}
GLuint texloc = glGetUniformLocation(aShader_palette, "rec");
glUniform1i(texloc, 0);
texloc = glGetUniformLocation(aShader_palette, "rec_colors");
glUniform1i(texloc, 1);
glsl_palette_Program = glCreateProgram();
glAttachShader(glsl_palette_Program, aShader_palette);
glLinkProgram(glsl_palette_Program);
And rendering-related:
glPushAttrib(GL_CURRENT_BIT);
glColor4ub(255, 255, 255, t_a); // t_a is overall alpha of sprite displayed
glUseProgram(glsl_palette_Program); // this one is a compiled/linked shader declared above
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->m_SpriteData[idx].texture);
glActiveTexture(GL_TEXTURE1); // at this point, it looks like texture unit is actually changed (I checked that via glGetIntegerv)
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->m_PaletteTex);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, palette); // update possibly changed palette on each render
glActiveTexture(GL_TEXTURE0);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2i(x, y);
glTexCoord2i(0, this->GetHeight(idx));
glVertex2i(x, y+this->GetHeight(idx));
glTexCoord2i(this->GetWidth(idx), this->GetHeight(idx));
glVertex2i(x+this->GetWidth(idx), y+this->GetHeight(idx));
glTexCoord2i(this->GetWidth(idx), 0);
glVertex2i(x+this->GetWidth(idx), y);
glEnd();
glActiveTexture(GL_TEXTURE1);
glUnbindTexture(GL_TEXTURE_RECTANGLE_ARB); // custom macro
glActiveTexture(GL_TEXTURE0);
glUnbindTexture(GL_TEXTURE_RECTANGLE_ARB);
glUseProgram(0);
glPopAttrib();
Shader code:
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect rec;
uniform sampler2DRect rec_colors;
void main(void)
{
vec4 oldcol = texture2DRect(rec, gl_TexCoord[0].st);
vec4 newcol = texture2DRect(rec_colors, vec2(oldcol.r*255.0, 0.0)); // palette index should be*255 bcs rectangle coordinates aren't normalized
gl_FragColor.rgb = newcol.rgb;
gl_FragColor.a = oldcol.g; // alpha from green part
}
Googled a lot, any similar posts I found were solved by fixing texture unit IDs in glUniform1i call, but for me that looks absolutely normal (at least, TEXTURE0 loads correctly into rec).
Do you check for errors anywhere with glGetError? I belive you're doing something incorrectly. glGetUniformLocation is supposed to be executed against a linked program, not a shader. You're calling glGetUniformLocation before your program is linked.
See relevant text from man page: http://www.opengl.org/wiki/GLAPI/glGetUniformLocation
The actual locations assigned to uniform variables are not
known until the program object is linked successfully. After
linking has occurred, the command
glGetUniformLocation can be used to obtain
the location of a uniform variable. Uniform variable locations and values can only
be queried after a link if the link was successful.
You should always at the very least check for opengl errors with glGetError once per frame during development. It will alert you to these problems before you have to go online to ask for help.
I've been banging my head against this for hours now, I'm sure it's something simple, but I just can't get a result. I've had to edit this code down a bit because I've built a little library to encapsulate the OpenGL calls, but the following is an accurate description of the state of affairs.
I'm using the following vertex shader:
#version 330
in vec4 position;
in vec2 uv;
out vec2 varying_uv;
void main(void)
{
gl_Position = position;
varying_uv = uv;
}
And the following fragment shader:
#version 330
in vec2 varying_uv;
uniform sampler2D base_texture;
out vec4 fragment_colour;
void main(void)
{
fragment_colour = texture2D(base_texture, varying_uv);
}
Both shaders compile and the program links without issue.
In my init section, I load a single texture like so:
// Check for errors.
kt::kits::open_gl::Core<QString>::throw_on_error();
// Load an image.
QImage image("G:/test_image.png");
image = image.convertToFormat(QImage::Format_RGB888);
if(!image.isNull())
{
// Load up a single texture.
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, image.width(), image.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, image.constBits());
glBindTexture(GL_TEXTURE_2D, 0);
}
// Check for errors.
kt::kits::open_gl::Core<QString>::throw_on_error();
You'll observe that I'm using Qt to load the texture. The calls to ::throw_on_error() check for errors in OpenGL (by calling Error()), and throw an exception if one occurs. No OpenGL errors occur in this code, and the image loaded using Qt is valid.
Drawing is performed as follows:
// Clear previous.
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
// Use our program.
glUseProgram(GLProgram);
// Bind the vertex array.
glBindVertexArray(GLVertexArray);
/* ------------------ Setting active texture here ------------------- */
// Tell the shader which textures are which.
kt::kits::open_gl::gl_int tAddr = glGetUniformLocation(GLProgram, "base_texture");
glUniform1i(tAddr, 0);
// Activate the texture Texture(0) as texture 0.
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, Texture);
/* ------------------------------------------------------------------ */
// Draw vertex array as triangles.
glDrawArrays(GL_TRIANGLES, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
// Detect errors.
kt::kits::open_gl::Core<QString>::throw_on_error();
Similarly, no OpenGL errors occur, and a triangle is drawn to screeen. However, it looks like this:
It occurred to me the problem may be related to my texture coordinates. So, I rendered the following image using s as the 'red' component, and t as the 'green' component:
The texture coordinates appear correct, yet I'm still receiving the black triangle of doom. What am I doing wrong?
I think it could be depending on an incomplete init of your texture object.
Try to init the texture MIN and MAG filter
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Moreover, I would suggest to check the size of the texture. If it is not power of 2, then you have to set the wrapping mode to CLAMP_TO_EDGE
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
Black textures are often due to this issue, very common problem around.
Ciao
In your fragment shader you're writing to a self defined target
fragment_colour = texture2D(base_texture, varying_uv);
If that's not to be gl_FragColor or gl_FragData[…], did you properly set the designated fragment data location?