Why can't access the G-Buffer from my lighting shader? - c++

I implemented a new rendering pipeline in my engine and rendering is broken now. When I directly draw a texture of the G-Buffer to screen, it shows up correctly. So the G-Buffer is fine. But somehow the lighting pass makes trouble. Even if I don't use the resulting texture of it but try to display albedo from G-Buffer after the lighting pass, it shows a solid gray color.
I can't explain this behavior and the strange thing is that there are no OpenGL errors at any point.
Vertex Shader to draw a fullscreen quad.
#version 330
in vec4 vertex;
out vec2 coord;
void main()
{
coord = vertex.xy;
gl_Position = vertex * 2.0 - 1.0;
}
Fragment Shader for lighting.
#version 330
in vec2 coord;
out vec3 image;
uniform int type = 0;
uniform sampler2D positions;
uniform sampler2D normals;
uniform vec3 light;
uniform vec3 color;
uniform float radius;
uniform float intensity = 1.0;
void main()
{
if(type == 0) // directional light
{
vec3 normal = texture2D(normals, coord).xyz;
float fraction = max(dot(normalize(light), normal) / 2.0 + 0.5, 0);
image = intensity * color * fraction;
}
else if(type == 1) // point light
{
vec3 pixel = texture2D(positions, coord).xyz;
vec3 normal = texture2D(normals, coord).xyz;
float dist = max(distance(pixel, light), 1);
float magnitude = 1 / pow(dist / radius + 1, 2);
float cutoff = 0.4;
float attenuation = clamp((magnitude - cutoff) / (1 - cutoff), 0, 1);
float fraction = clamp(dot(normalize(light - pixel), normal), -1, 1);
image = intensity * color * attenuation * max(fraction, 0.2);
}
}
Targets and samplers for the lighting pass. Texture ids are mapped to attachment respectively shader location.
unordered_map<GLenum, GLuint> targets;
targets.insert(make_pair(GL_COLOR_ATTACHMENT2, ...)); // light
targets.insert(make_pair(GL_DEPTH_STENCIL_ATTACHMENT, ...)); // depth and stencil
unordered_map<string, GLuint> samplers;
samplers.insert(make_pair("positions", ...)); // positions from G-Buffer
samplers.insert(make_pair("normals", ...)); // normals from G-Buffer
Draw function for lighting pass.
void DrawLights(unordered_map<string, GLuint> Samplers, GLuint Program)
{
auto lis = Entity->Get<Light>();
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(Program);
int n = 0; for(auto i : Samplers)
{
glActiveTexture(GL_TEXTURE0 + n);
glBindTexture(GL_TEXTURE_2D, i.second);
glUniform1i(glGetUniformLocation(Program, i.first.c_str()), n);
n++;
}
mat4 view = Entity->Get<Camera>(*Global->Get<unsigned int>("camera"))->View;
for(auto i : lis)
{
int type = i.second->Type == Light::DIRECTIONAL ? 0 : 1;
vec3 pos = vec3(view * vec4(Entity->Get<Form>(i.first)->Position(), !type ? 0 : 1));
glUniform1i(glGetUniformLocation(Program, "type"), type);
glUniform3f(glGetUniformLocation(Program, "light"), pos.x, pos.y, pos.z);
glUniform3f(glGetUniformLocation(Program, "color"), i.second->Color.x, i.second->Color.y, i.second->Color.z);
glUniform1f(glGetUniformLocation(Program, "radius"), i.second->Radius);
glUniform1f(glGetUniformLocation(Program, "intensity"), i.second->Intensity);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(1, 0);
glVertex2i(1, 1);
glVertex2i(0, 1);
glEnd();
}
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}

I found the error and it was such a stupid one. The old rendering pipeline bound the correct framebuffer before calling the draw function of that pass. But the new one didn't so each draw function had to do that itself. Therefore I wanted to update all draw function, but I missed the draw function of the lighting pass.
Therefore the framebuffer of the G-Buffer was still bound and the lighting pass changed its targets.
Thanks to you guys, you had no change to find that error, since I hadn't posted my complete pipeline system.

Related

How to use samplerCube as array

I am using samplerCube for a point light shadow map. For multiple lights, I implemented samplerCube as an array in the following.
uniform samplerCube pointShadowMapTexture[MAX_LIGHT];
But somehow I can't index this samplerCube. Shader compiles and there is no problem. This is working for sampler2D arrays.
I tried indexing it with [0], [1] .. in the shader but always the same image. I am sending different cube textures for each light but somehow shader doesn't index it or doesn't accept it.
I am doing the same for directional lights as sampler2D array. But when it comes to samplerCubes it doesn't work.
The code sending sampler cubes to the shader
void ShaderProgram::bindTexture(GLenum target , const char * name , int id){
GLuint TextureID = glGetUniformLocation(programID, name);
glActiveTexture(GL_TEXTURE0 + textureOrder);
glBindTexture(target , id);
glUniform1i(TextureID, textureOrder);
textureOrder++;
App::checkErrors(__FILE__,__LINE__,name);
}
//depthMapTexture is member of Light class
std::string PointShadowMapTexture = "pointShadowMapTexture[" + std::to_string(LightNumber) + "]";
ShaderProgram::shaders["deferred"]->bindTexture(GL_TEXTURE_CUBE_MAP, PointShadowMapTexture.data(), depthMapTexture );
float SoftPointShadowCalculation(int index , vec3 fragPos ,vec3 lightPos){
vec3 fragToLight = fragPos - lightPos;
float currentDepth = length(fragToLight);
float shadow = 0.0;
float bias = 0.0;
int samples = 20;
float viewDistance = length(viewPos - fragPos);
float diskRadius = (1.0 + (viewDistance / farPlane)) / 25.0;
for(int i = 0; i < samples; ++i){
float closestDepth = texture(pointShadowMapTexture[index], fragToLight + gridSamplingDisk[i] * diskRadius).r;
closestDepth *= farPlane;//farplane
if(currentDepth - bias > closestDepth){
shadow += 0.5;
}
}
shadow /= float(samples);
return shadow;
}
Is this valid for samplerCube type? If not what should I do to have an array of samplerCubes?
I realized that all lights are showing the what last light sees. So when I render model I was using the last light projection*view matrix for each light. :) It took hours to realize.
Now each light rendered with its own matrix.
this might help someone if encounters the same problem
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
for(Light * light : Light::shadowCasterLights){
glBindFramebuffer(GL_FRAMEBUFFER, light->depthMapFrameBuffer);App::checkFrameBufferError(__FILE__,__LINE__);
glViewport(0,0,light->depthMapTextureSize,light->depthMapTextureSize);
ShaderProgram::shaders[light->depthMapShader]->use("ShadowCaster Model");
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("ModelMatrix", &scene->ModelMatrix[0][0]);
ShaderProgram::shaders[light->depthMapShader]->attributeBuffer("ModelSpaceVertexPosition", mesh->vertexBufferID, 3);
switch (light->lightType) {
case LightType::DIRECTIONAL:
ShaderProgram::shaders[light->depthMapShader]->use("Light");
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix",&light->lightSpaceMatrix[0][0]);
break;
case LightType::POINT:
ShaderProgram::shaders[light->depthMapShader]->use("Light");
ShaderProgram::shaders[light->depthMapShader]->uniform3f("LightPosition" , &positionVector[0]);
ShaderProgram::shaders[light->depthMapShader]->uniform1f("FarPlane" , light->farPlane);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[0]",&light->lightSpaceMatrixCube[0][0][0]);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[1]",&light->lightSpaceMatrixCube[1][0][0]);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[2]",&light->lightSpaceMatrixCube[2][0][0]);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[3]",&light->lightSpaceMatrixCube[3][0][0]);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[4]",&light->lightSpaceMatrixCube[4][0][0]);
ShaderProgram::shaders[light->depthMapShader]->uniformMatrix4("LightSpaceMatrix[5]",&light->lightSpaceMatrixCube[5][0][0]);
break;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->elementBufferID);
glDrawElements(
GL_TRIANGLES, // mode
mesh->indices.size(), // count
GL_UNSIGNED_SHORT, // type
(void *) 0 // element array buffer offset
);
ShaderProgram::shaders[light->depthMapShader]->reset();
}
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0,1920,1080);
Upon the power of shadows

How to add countless lights in framebuffer

Following the learnopengl tutorial (https://learnopengl.com/Advanced-Lighting/Deferred-Shading)
the author leaves fixed the amount of light (32 lights) as shown by the GLSL:
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
struct Light {
vec3 Position;
color;
};
const int NR_LIGHTS = 32;
uniform Light lights [NR_LIGHTS];
uniform vec3 viewPos;
void main ()
{
// retrieve data from G-buffer
vec3 FragPos = texture (gPosition, TexCoords) .rgb;
vec3 Normal = texture (gNormal, TexCoords) .rgb;
vec3 Albedo = texture (gAlbedoSpec, TexCoords) .rgb;
float Specular = texture (gAlbedoSpec, TexCoords) .a;
// then calculate lighting as usual
vec3 lighting = Albedo * 0.1; // hard-coded ambient component
vec3 viewDir = normalize (viewPos - FragPos);
for (int i = 0; i <NR_LIGHTS; ++ i)
{
// diffuse
vec3 lightDir = normalize (lights [i] .Position - FragPos);
vec3 diffuse = max (dot (Normal, lightDir), 0.0) * Albedo * lights [i] .Color;
lighting + = diffuse;
}
FragColor = vec4 (lighting, 1.0);
}
And when it comes to applying the lights:
glBindFramebuffer (GL_FRAMEBUFFER, 0);
// 2. lighting pass: calculate lighting by iterating over screen filled quad pixel-by-pixel using the gbuffer's content.
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderLightingPass.use ();
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, gPosition);
glActiveTexture (GL_TEXTURE1);
glBindTexture (GL_TEXTURE_2D, gNormal);
glActiveTexture (GL_TEXTURE2);
glBindTexture (GL_TEXTURE_2D, gAlbedoSpec);
// send light relevant uniforms
for (unsigned int i = 0; i <lightPositions.size (); i ++)
{
shaderLightingPass.setVec3 ("lights [" + std :: to_string (i) + "] .Position", lightPositions [i]);
shaderLightingPass.setVec3 ("lights [" + std :: to_string (i) + "] .Color", lightColors [i]);
// update attenuation parameters and calculate radius
const float constant = 1.0; // note that we do not send this to the shader, we assume it is always 1.0 (in our case)
const float linear = 0.7;
const float quadratic = 1.8;
shaderLightingPass.setFloat ("lights [" + std :: to_string (i) + "] .Linear", linear);
shaderLightingPass.setFloat ("lights [" + std :: to_string (i) + "] .Quadratic", quadratic);
}
shaderLightingPass.setVec3 ("viewPos", camera.Position);
// finally render quad
renderQuad ();
but I would like to be able to add as many lights as I want, because my project will have countless lights (laser guns, bonfire, blast), so I made some changes:
GLSL:
uniform Light light;
uniform vec3 viewPos;
void main()
{
// retrieve data from gbuffer
vec3 FragPos = texture(gPosition, TexCoords).rgb;
vec3 Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
// then calculate lighting as usual
vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
vec3 viewDir = normalize(viewPos - FragPos);
// diffuse
vec3 lightDir = normalize(light.Position - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * light.Color;
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
vec3 specular = light.Color * spec * Specular;
// attenuation
float distance = length(light.Position - FragPos);
float attenuation = 1.0 / (1.0 + light.Linear * distance + light.Quadratic * distance * distance);
diffuse *= attenuation;
specular *= attenuation;
lighting += diffuse + specular;
FragColor = vec4(lighting, 1.0);
}
And then I passed the values one by one and rendered a quad:
for (unsigned int i = 0; i < lightPositions.size(); i++)
{
shaderLightingPass.use();
shaderLightingPass.setInt("gPosition", 0);
shaderLightingPass.setInt("gNormal", 1);
shaderLightingPass.setInt("gAlbedoSpec", 2);
shaderLightingPass.setVec3("light.Position", lightPositions[i]);
shaderLightingPass.setVec3("light.Color", lightColors[i]);
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
const float linear = 0.7;
const float quadratic = 0.08;
shaderLightingPass.setFloat("light.Linear", linear);
shaderLightingPass.setFloat("light.Quadratic", quadratic);
shaderLightingPass.setVec3("viewPos", camera.Position);
renderQuad();
glUseProgram(-1);
}
and also added a new shader to render the framebuffer on the screen:
screenShader.use();
renderQuad();
but my code renders only the first light:
Result
could anyone tell me what I am doing wrong and how to add the lights in the end result?
Please include code like below
void renderDeferredPass(int i)
{
glUseProgram(ps[Passes::Deferred]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_fbo);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//mat4 model = glm::scale(mat4(1.0f), vec3(3.1f, 3.1f, 3.1f));
model = glm::translate(mat4(1.0f), vec3(-150.0f, -600.0f, -800.0f+camera));
model = glm::rotate(model, 30.0f, vec3(0.0f, 1.0f, 0.0f));
mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 0.0, -5.0), glm::vec3(0.0, 1.0, 0.0));
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
glUniformMatrix4fv(projLocation, 1, GL_FALSE, &projection[0][0]);
glUniform1i(textureLocation, 0);
quad->Render();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glUseProgram(0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
And
void renderLightPass()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(ps[Passes::LightPass]);
glBindVertexArray(quadVAO);
bindUbo();
for (unsigned int i = 0; i < NUM_GBUFFER_TEXTURES; i++)
{
glActiveTexture(GL_TEXTURE1 + i);
glBindTexture(GL_TEXTURE_2D,
g_textures[POSITION_TEXTURE + i]);
}
glUniform1i(mapLocations[POSITION_TEXTURE], 1);
glUniform1i(mapLocations[DIFFUSE_TEXTURE], 2);
glUniform1i(mapLocations[NORMAL_TEXTURE], 3);
glUniform1i(mapLocations[TEXCOORD_TEXTURE], 4);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glUseProgram(0);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
And your draw function should look like
void display()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glGenerateMipmap(GL_TEXTURE_2D);
glEnable(GL_MULTISAMPLE);
//for (int i = 0; i < quad->m_Entries.size(); i++)
{
renderDeferredPass(0);
renderLightPass();
}
glutSwapBuffers();
glutPostRedisplay();
}
For complete implementation refer following
https://github.com/PixelClear/Deferred-renderer
I have above code where we store light information in SSBO so this demo has 32 lights but can easily extended to many.
The problem is due to the fixed "ambient" term being repeated for the # of lights that overlap the scene.
The shader contains:
vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
This effectively re-adds albedo everytime a light overlaps.
The old code had the following sum:
vec3 lighting = Diffuse * 0.1;
foreach (Light l : lights)
lighting += Diffuse * (l's diffuse lighting)
But now with additive blending you have:
foreach (Light l : lights)
lighting += Diffuse * 0.1;
lighting += Diffuse * (l's diffuse lighting)
As such you got the overbrightening of ambient in https://i.ibb.co/gMBtM6c/With-Blend.png
To fix this you need to separate the (Diffuse * 0.1) term into a separate shader. You would have 1 draw call to apply ambient, then n draw calls for n lights.
The algorithm on the C++ side would then look like:
Make sure you have additive blend still.
Clear Screen
Set Ambient shader, Draw Quad.
Set Light shader, Do your lighting loop and Draw n Quads for n lights.
EDIT: Also it looks like you aren't reading the right Albedo texture based off of your screenshots. It looks like you are reading the position buffer based off of the colors you're getting.

How do I get textures to work in OpenGL?

I'm using the tutorials on http://arcsynthesis.org/gltut/ to learn OpenGL, it's required, I have to use it. Mostly I want to apply the textures from Tutorial 15 onto objects in tutorial 7 (world with UBO).
For now it seemed like the textures only work when mipmaps are turned on. This comes with a downside: The only mipmap used is the one with an index of zero, and that's the 1 colored 1x1 pixel one. I tried setting the minimum level of a mipmap higher or turning off mipmaps entirely, but even that doesn't fix thing, because then everything turns pitch black. Now I'll list the most important parts of my program
EDIT: I guess I'll add more details...
The vertex shader has something like this:
#version 330
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec3 normal;
//Added these later
layout(location = 5) in vec2 texCoord;
out vec2 colorCoord;
smooth out vec4 interpColor;
out vec3 vertexNormal;
out vec3 modelSpacePosition;
out vec3 cameraSpacePosition;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
uniform mat3 normalModelToCameraMatrix;
uniform vec3 dirToLight;
uniform vec4 lightIntensity;
uniform vec4 ambientIntensity;
uniform vec4 baseColor;
uniform mat4 cameraToClipMatrix;
void main()
{
vertexNormal = normal;
vec3 normCamSpace = normalize(normalModelToCameraMatrix * vertexNormal);
cameraSpacePosition = normCamSpace;
float cosAngIncidence = dot(normCamSpace, dirToLight);
cosAngIncidence = clamp(cosAngIncidence, 0, 1);
modelSpacePosition.x = position.x;
modelSpacePosition.y = position.y;
modelSpacePosition.z = position.z;
vec4 temp = modelToWorldMatrix * position;
temp = worldToCameraMatrix * temp;
gl_Position = cameraToClipMatrix * temp;
interpColor = ((lightIntensity * cosAngIncidence) + (ambientIntensity)) * baseColor;
colorCoord= texCoord ;
}
The fragment shader like this:
#version 330
in vec3 vertexNormal;
in vec3 modelSpacePosition;
smooth in vec4 interpColor;
uniform vec3 modelSpaceLightPos;
uniform vec4 lightIntensity2;
uniform vec4 ambientIntensity2;
out vec4 outputColor;
//Added later
in vec2 colorCoord;
uniform sampler2D colorTexture;
void main()
{
vec3 lightDir2 = normalize(modelSpacePosition - modelSpaceLightPos);
float cosAngIncidence2 = dot(normalize(vertexNormal), lightDir2);
cosAngIncidence2 = clamp(cosAngIncidence2, 0, 1);
float light2DistanceSqr = dot(modelSpacePosition - modelSpaceLightPos, modelSpacePosition - modelSpaceLightPos);
//added
vec4 texture2 = texture(colorTexture, colorCoord);
outputColor = ((ambientIntensity2 + (interpColor*2))/4) +
((((interpColor) * lightIntensity2/200 * cosAngIncidence2) + (ambientIntensity2* interpColor ))
/( ( sqrt(light2DistanceSqr) + light2DistanceSqr)/200 ));
//No outputColor for texture testing
outputColor = texture2 ;
}
}
Those were both shaders. And here are the parts added to the .cpp:
#include <glimg/glimg.h>
#include "../framework/directories.h"
[...]
const int g_colorTexUnit = 0;
GLuint g_checkerTexture = 0;
And here's the loader for the texture:
void LoadCheckerTexture()
{
try
{
std::string filename(LOCAL_FILE_DIR);
filename += "checker.dds";
std::auto_ptr<glimg::ImageSet>
pImageSet(glimg::loaders::dds::LoadFromFile(filename.c_str()));
glGenTextures(1, &g_checkerTexture);
glBindTexture(GL_TEXTURE_2D, g_checkerTexture);
glimg::SingleImage image = pImageSet->GetImage(0, 0, 0);
glimg::Dimensions dims = image.GetDimensions();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, dims.width, dims.height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, image.GetImageData());
glBindTexture(GL_TEXTURE_2D, 0);
}
catch(std::exception &e)
{
printf("%s\n", e.what());
throw;
}
}
Naturally I've got this in void init():
LoadCheckerTexture();
And then when rendering the object:
glActiveTexture(GL_TEXTURE0 + g_colorTexUnit);
glBindTexture(GL_TEXTURE_2D,g_checkerTexture);
g_pLeftMesh->Render();
glBindSampler(g_colorTexUnit, 0);
glBindTexture(GL_TEXTURE_2D, 0);
With all of this, I get put pitch black for everything, however when I change the outputColor equation into "texture + outputColor;", everything looks normal. I have no idea what I'm doing wrong here. A friend tried to help me, we removed some unnecessairy stuff, but we got nothing running.
Ok guys, I've worked on this whole thing, and did manage to somehow get it running. First off I had to add samplers:
GLuint g_samplers;
//Add Later
void CreateSamplers()
{
glGenSamplers(1, &g_samplers);
glSamplerParameteri(g_samplers, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(g_samplers, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Linear mipmap Nearest
glSamplerParameteri(g_samplers, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(g_samplers, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
I also added this to the file thing:
glimg::OpenGLPixelTransferParams xfer = glimg::GetUploadFormatType(pImageSet->GetFormat(), 0);
glimg::SingleImage image = pImageSet->GetImage(0, 0, 0);
glimg::Dimensions dims = image.GetDimensions();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dims.width, dims.height, 0,
xfer.format, xfer.type, image.GetImageData());
The xfer variable does get the format and type adjusted to the dds.
Also the render code got turned into this:
//Added necessary
glActiveTexture(GL_TEXTURE0 + g_colorTexUnit);
glBindTexture(GL_TEXTURE_2D,g_checkerTexture);
glBindSampler(g_colorTexUnit, g_samplers);
g_pLeftMesh->Render();
glBindSampler(g_colorTexUnit, 0);
glBindTexture(GL_TEXTURE_2D, 0);
And of course at the end of init() I needed to add the CreateSamplers thing:
//Added this later
LoadCheckerTexture();
CreateSamplers();
I'm sorry for all the trouble with all this, but guess OpenGL really is just this confusing and it was just dumb luck that I got it right. Just posting this so that people know
Your fail to add textures may be caused by:
Have you add texture coordinates to objects? (this is the most probable cause, because you are adding textures to non textured tutorial), add textures to VAO.
Did you add uniform textureunit (Sampler2D)? (it must be uniform, else texturing will not work properly)
Is your texture loaded,binded,enabled (GL_TEXTURE_2D) ?
Is your active texture unit - 0? if not change layout/multitexture coords or set active texture 0
This two codes are simple texturing shaders (texture unit 0) no special things (like light,blend,bump,...):
tm_l2g is transformation local obj space -> world space (Modelview)
tm_g2s is transformation world space -> screen space (Projection)
pos are vertex coordinates
txt are texture coordinates
col are colors
Do not forget to change uniform names and layout locations to yours.
Vertex:
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
uniform mat4x4 tm_l2g;
uniform mat4x4 tm_g2s;
layout(location=0) in vec3 pos;
layout(location=1) in vec4 col;
layout(location=2) in vec2 txr;
out smooth vec4 pixel_col;
out smooth vec2 pixel_txr;
//------------------------------------------------------------------
void main(void)
{
vec4 p;
p.xyz=pos;
p.w=1.0;
p=tm_l2g*p;
p=tm_g2s*p;
gl_Position=p;
pixel_col=col;
pixel_txr=txr;
}
//------------------------------------------------------------------
fragment:
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
in smooth vec4 pixel_col;
in smooth vec2 pixel_txr;
uniform sampler2D txr_texture0;
out layout(location=0) vec4 frag_col;
//------------------------------------------------------------------
void main(void)
{
vec4 col;
col=texture(txr_texture0,pixel_txr.st);
frag_col=col*pixel_col;
}
//------------------------------------------------------------------
[edit1] CPU old style OpenGL render code (initializations are not included its only render code they can be found here)
//------------------------------------------------------------------
// set modelview,projection,textures,bind GLSL programs...
GLfloat a=10.0,z=0.0;
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
// textured quad
glTexCoord2f(0.0,0.0); glVertex3f(-a,-a,z);
glTexCoord2f(0.0,1.0); glVertex3f(-a,+a,z);
glTexCoord2f(1.0,1.0); glVertex3f(+a,+a,z);
glTexCoord2f(1.0,0.0); glVertex3f(+a,-a,z);
// reverse order quad to be shore that at least one passes by CULL_FACE
glTexCoord2f(1.0,0.0); glVertex3f(+a,-a,z);
glTexCoord2f(1.0,1.0); glVertex3f(+a,+a,z);
glTexCoord2f(0.0,1.0); glVertex3f(-a,+a,z);
glTexCoord2f(0.0,0.0); glVertex3f(-a,-a,z);
glEnd();
//------------------------------------------------------------------
[edit2] ok here goes VAO/VBO render code,...
//------------------------------------------------------------------------------
// enum of VBO locations (it is also your layout location) I use enums for simple in code changes
enum _vbo_enum
{
_vbo_pos=0, // glVertex
_vbo_col, // glColor
_vbo_tan, // glNormal
_vbo_unused0, // unused (at least i dont see anything at this location in your code)
_vbo_unused1, // unused (at least i dont see anything at this location in your code)
_vbo_txr, // glTexCoord
_vbos
};
//------------------------------------------------------------------------------
// 'global' names and size for OpenGL mesh in VAO/VBO ... similar ot texture names/handles
GLuint vao[1],vbo[_vbos],num_pnt=0;
//------------------------------------------------------------------------------
void VAO_init_cube() // call this before VAO use,...but after OpenGL init !
{
//[1] first you need some model to render (mesh), here is a simple cube
// size,position of cube - change it that it is visible in your scene
const GLfloat a=1.0,x=0.0,y=0.0,z=0.0;
// cube points 3f x,y,z
GLfloat mesh_pos[]=
{
x-a,y-a,z-a,x-a,y+a,z-a,x+a,y+a,z-a,x+a,y-a,z-a,
x-a,y-a,z+a,x-a,y+a,z+a,x+a,y+a,z+a,x+a,y-a,z+a,
x-a,y-a,z-a,x-a,y-a,z+a,x+a,y-a,z+a,x+a,y-a,z-a,
x-a,y+a,z-a,x-a,y+a,z+a,x+a,y+a,z+a,x+a,y+a,z-a,
x-a,y-a,z-a,x-a,y+a,z-a,x-a,y+a,z+a,x-a,y-a,z+a,
x+a,y-a,z-a,x+a,y+a,z-a,x+a,y+a,z+a,x+a,y-a,z+a,
};
// cube colors 3f r,g,b
GLfloat mesh_col[]=
{
0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,1.0,
0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,1.0,1.0,0.0,0.0,
0.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,
1.0,0.0,0.0,1.0,1.0,0.0,1.0,1.0,1.0,1.0,0.0,1.0,
};
// cube normals 3f x,y,z
GLfloat mesh_tan[]=
{
-0.6,-0.6,-0.6,-0.6,+0.6,-0.6,+0.6,+0.6,-0.6,+0.6,-0.6,-0.6,
-0.6,-0.6,+0.6,-0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,-0.6,+0.6,
-0.6,-0.6,-0.6,-0.6,-0.6,+0.6,+0.6,-0.6,+0.6,+0.6,-0.6,-0.6,
-0.6,+0.6,-0.6,-0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,+0.6,-0.6,
-0.6,-0.6,-0.6,-0.6,+0.6,-0.6,-0.6,+0.6,+0.6,-0.6,-0.6,+0.6,
+0.6,-0.6,-0.6,+0.6,+0.6,-0.6,+0.6,+0.6,+0.6,+0.6,-0.6,+0.6,
};
// cube texture coords 2f s,t
GLfloat mesh_txr[]=
{
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,
};
// init VAO/VBO
glGenVertexArrays(1,vao); // allocate 1 x VAO
glGenBuffers(_vbos,vbo); // allocate _vbos x VBO
// copy mesh to VAO/VBO ... after this you do not need the mesh anymore
GLint i,sz,n; // n = number of numbers per 1 entry
glBindVertexArray(vao[0]);
num_pnt=sizeof(mesh_pos)/(sizeof(GLfloat)*3); // num of all points in mesh
i=_OpenGLVAOgfx_pos; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_col; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_tan; n=3; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_tan,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
i=_OpenGLVAOgfx_txr; n=2; sz=sizeof(GLfloat)*n;
glBindBuffer(GL_ARRAY_BUFFER,vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sz*num_pnt,mesh_txr,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,n,GL_FLOAT,GL_FALSE,0,0);
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void VAO_draw() // call this to draw your mesh,... need to enable and bind textures,... before use
{
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBindVertexArray(vao[0]);
glEnableVertexAttribArray(_vbo_pos);
glEnableVertexAttribArray(_vbo_col);
glEnableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glEnableVertexAttribArray(_vbo_txr);
glDrawArrays(GL_QUADS,0,num_pnt);
glDisableVertexAttribArray(_vbo_pos);
glDisableVertexAttribArray(_vbo_col);
glDisableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glDisableVertexAttribArray(_vbo_unused1);
glDisableVertexAttribArray(_vbo_txr);
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void VAO_exit() // clean up ... call this when you do not need VAO/VBO anymore
{
glDisableVertexAttribArray(_vbo_pos);
glDisableVertexAttribArray(_vbo_col);
glDisableVertexAttribArray(_vbo_tan);
glDisableVertexAttribArray(_vbo_unused0);
glDisableVertexAttribArray(_vbo_unused1);
glDisableVertexAttribArray(_vbo_txr);
glBindVertexArray(0);
glDeleteVertexArrays(1,vao);
glDeleteBuffers(_vbos,vbo);
}
//------------------------------------------------------------------------------
[edit3] if you are win32/64 user you can try my IDE for GLSL
It is very simple and easy to use, but cannot change texture/attrib locations. Press [F1] for help,... [F9] for run [F10] for return to normal OpenGL mode. Also txt-editor is little buggy sometimes but it is enough for my purpose.
GLSL IDE

Lighting Dual depth peeling

I'm doing Dual depth peeling. I want to ask you, how to properly. I have algorithm like this.
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, dualDepthFBOID);
// Render targets 1 and 2 store the front and back colors
// Clear to 0.0 and use MAX blending to filter written color
// At most one front color and one back color can be written every pass
glDrawBuffers(2, &drawBuffers[1]);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
GL_CHECK_ERRORS
// Render target 0 stores (-minDepth, maxDepth, alphaMultiplier)
glDrawBuffer(drawBuffers[0]);
glClearColor(-MAX_DEPTH, -MAX_DEPTH, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBlendEquation(GL_MAX);
DrawScene(MVP, initShader);
// 2. Depth peeling + blending pass
glDrawBuffer(drawBuffers[6]);
glClearColor(bg.x, bg.y, bg.z, bg.w);
glClear(GL_COLOR_BUFFER_BIT);
int numLayers = (NUM_PASSES - 1) * 2;
int currId = 0;
for (int layer = 1; bUseOQ || layer < numLayers; layer++) {
currId = layer % 2;
int prevId = 1 - currId;
int bufId = currId * 3;
glDrawBuffers(2, &drawBuffers[bufId+1]);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawBuffer(drawBuffers[bufId+0]);
glClearColor(-MAX_DEPTH, -MAX_DEPTH, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// Render target 0: RG32F MAX blending
// Render target 1: RGBA MAX blending
// Render target 2: RGBA MAX blending
glDrawBuffers(3, &drawBuffers[bufId+0]);
glBlendEquation(GL_MAX);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, depthTexID[prevId]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE, texID[prevId]);
DrawScene(MVP, dualPeelShader, true,true);
// Full screen pass to alpha-blend the back color
glDrawBuffer(drawBuffers[6]);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (bUseOQ) {
glBeginQuery(GL_SAMPLES_PASSED_ARB, queryId);
}
GL_CHECK_ERRORS
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, backTexID[currId]);
blendShader.Use();
DrawFullScreenQuad();
blendShader.UnUse();
if (bUseOQ) {
glEndQuery(GL_SAMPLES_PASSED);
GLuint sample_count;
glGetQueryObjectuiv(queryId, GL_QUERY_RESULT, &sample_count);
if (sample_count == 0) {
break;
}
}
GL_CHECK_ERRORS
}
GL_CHECK_ERRORS
glDisable(GL_BLEND);
// 3. Final render pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK_LEFT);
glBindTexture(GL_TEXTURE_RECTANGLE, colorBlenderTexID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, depthTexID[currId]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE, texID[currId]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_RECTANGLE, colorBlenderTexID);
finalShader.Use();
DrawFullScreenQuad();
finalShader.UnUse();
I'm doing lighting in dualPeelShader, where are lighting each pass. This is resulting to extremly bright object. Should I do lighting in finalShader?
---EDIT----
Peel Fragment Shader
#version 330 core
layout(location = 0) out vec4 vFragColor0;
layout(location = 1) out vec4 vFragColor1;
layout(location = 2) out vec4 vFragColor2;
uniform vec4 vColor;
uniform float isObject;
uniform vec3 LightPosition;
uniform sampler2DRect depthBlenderTex;
uniform sampler2DRect frontBlenderTex;
in vec4 vOutColor;
in vec3 position;
in vec3 normal;
in vec3 eyeDirection;
in vec3 lightDirection;
#define MAX_DEPTH 1.0
vec4 Lighted()
{
vec3 LightColor = vec3(1.0,1.0,1.0);
float LightPower = 50;
// Material properties
vec3 MaterialDiffuseColor = vOutColor.rgb;
vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor;
vec3 MaterialSpecularColor = vec3(0.3,0.3,0.3);
// Distance to the light
float distance = length( LightPosition - position );
// Normal of the computed fragment, in camera space
vec3 n = normalize( normal );
// Direction of the light (from the fragment to the light)
vec3 l = normalize( lightDirection);
// Cosvaryinge of the angle between the normal and the light direction,
// clamped above 0
// - light is at the vertical of the triangle -> 1
// - light is perpendicular to the triangle -> 0
// - light is behvaryingd the triangle -> 0
float cosTheta = clamp( dot( n,l ), 0,1 );
// Eye vector (towards the camera)
vec3 E = normalize(eyeDirection);
// Direction in which the triangle reflects the light
vec3 R = reflect(-l,n);
// Cosvaryinge of the angle between the Eye vector and the Reflect vector,
// clamped to 0
// - Lookvaryingg varyingto the reflection -> 1
// - Lookvaryingg elsewhere -> < 1
float cosAlpha = clamp( dot( E,R ), 0,1 );
return vec4(MaterialAmbientColor + MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) +
MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance),vOutColor.a);
}
void main(void)
{
float fragDepth = gl_FragCoord.z;
vec2 depthBlender = texture(depthBlenderTex, gl_FragCoord.xy).xy;
vec4 forwardTemp = texture(frontBlenderTex, gl_FragCoord.xy);
// Depths and 1.0-alphaMult always increase
// so we can use pass-through by default with MAX blending
vFragColor0.xy = depthBlender;
// Front colors always increase (DST += SRC*ALPHA_MULT)
// so we can use pass-through by default with MAX blending
vFragColor1 = forwardTemp;
// Because over blending makes color increase or decrease,
// we cannot pass-through by default.
// Each pass, only one fragment writes a color greater than 0
vFragColor2 = vec4(0.0);
float nearestDepth = -depthBlender.x;
float farthestDepth = depthBlender.y;
float alphaMultiplier = 1.0 - forwardTemp.w;
if (fragDepth < nearestDepth || fragDepth > farthestDepth) {
// Skip this depth in the peeling algorithm
vFragColor0.xy = vec2(-MAX_DEPTH);
return;
}
if (fragDepth > nearestDepth && fragDepth < farthestDepth) {
// This fragment needs to be peeled again
vFragColor0.xy = vec2(-fragDepth, fragDepth);
return;
}
// If we made it here, this fragment is on the peeled layer from last pass
// therefore, we need to shade it, and make sure it is not peeled any farther
vFragColor0.xy = vec2(-MAX_DEPTH);
vec4 Color;
if(isObject == 0.0)
Color = vColor;
else
Color = Lighted();
if (fragDepth == nearestDepth) {
vFragColor1.xyz += Color.rgb * Color.a * alphaMultiplier;
vFragColor1.w = 1.0 - alphaMultiplier * (1.0 - Color.a);
} else {
vFragColor2 += Color;
}
}
Blend Fragment Shader
#version 330 core
uniform sampler2DRect tempTexture;
layout(location = 0) out vec4 vFragColor;
void main(void)
{
vFragColor = texture(tempTexture, gl_FragCoord.xy);
if(vFragColor.a == 0)
discard;
}

Parallax mapping glitch in OpenGL

And this is result when I invert the tangent vector right after transferring it to vertex shader:
The "shadow" is in the wrong place.
(And it works only when I rotate it through Y axis so the last image seem to present a good parallax mapped cube)
IM SURE IT IS NOT A TANGENT VECTOR OR TEXTURE COORDINATES PROBLEM
Because
I used exactly the same tangent calculation functions and exactly the same cube position, normal and texture coordinate data as in working demo.
After all, I exported arrays with position/texcoord/normal/tangent data into a .txt file and I saw what I exactly expected (and what I expected is the same pos/tex/norm data as in working demo, including calculated tangents which I managed to export from working demo).
The next argument is, I copied my shader code to a working demo and it still works.
Other one is, I tried multiple ways to render this cube.
I tried VBO with glVertexAttribPointer, I tried VBO with saving tangent as other texture coordinate (as in the demo), I tried DisplayList with glVertexAttrib4f. Result is... EXACTLY THE SAME.
Height map is loading correctly, I tried to set it as a diffuse map and it looked OK.
glGetError() gives me No Errors and shader compile logs says so.
It is probably something with camera or init states.
Maybe posting an init code will help.
void CDepthBase::OpenGLSet() {
glEnable( GL_TEXTURE_2D );
glShadeModel( GL_SMOOTH );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDepthFunc( GL_LEQUAL );
glEnable(GL_DEPTH_TEST);
glBlendFunc( GL_ONE, GL_ONE );
GLfloat ratio;
glViewport(0, 0, ResolutionWidth, ResolutionHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, ResolutionWidth / (float)ResolutionHeight, 0.1f, 900.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (GLEW_OK != glewInit()) {
MBX("Failed to init GLEW.", "Error");
}
if (glewIsSupported("GL_ARB_vertex_buffer_object")) {
VBO_supported = true;
} else VBO_supported = false;
glHint( GL_FOG_HINT, GL_DONT_CARE );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glShadeModel(GL_SMOOTH);
glAlphaFunc(GL_ALWAYS, 0);
}
By the way, I'm using GL Extension Wrangler with extensions.
Shader code & log (this exported file contains code which was directly passed to glShaderSource):
Vertex shader was successfully compiled to run on hardware.
Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked.
------------------------------------------------------------------------------------------
varying vec3 lightDir;
varying vec3 viewDir;
attribute vec4 tangent;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 vertexPos = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tn = tangent.xyz;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * tangent.xyz);
vec3 b = cross(t, n) * -tangent.w;
mat3 tbnMatrix = mat3(t.x, b.x, n.x,
t.y, b.y, n.y,
t.z, b.z, n.z);
lightDir = (gl_LightSource[0].position.xyz - vertexPos) / 100.0;
lightDir = tbnMatrix * lightDir;
viewDir = -vertexPos;
viewDir = tbnMatrix * viewDir;
}
-----------------------------------------------------------------------------------------
varying vec3 lightDir;
varying vec3 viewDir;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D heightMap;
uniform float scale;
uniform float bias;
void main()
{
vec3 v = normalize(viewDir);
vec2 TexCoord = gl_TexCoord[0].st;
{
float height = texture2D(heightMap, gl_TexCoord[0].st).r;
height = height * scale + bias;
TexCoord = gl_TexCoord[0].st + (height * v.xy);
}
vec3 l = lightDir;
float atten = max(0.0, 1.0 - dot(l, l));
l = normalize(l);
vec3 n = normalize(texture2D(normalMap, TexCoord).rgb * 2.0 - 1.0);
vec3 h = normalize(l + v);
float nDotL = max(0.0, dot(n, l));
float nDotH = max(0.0, dot(n, h));
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
vec4 ambient = gl_FrontLightProduct[0].ambient * atten;
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL * atten;
vec4 specular = gl_FrontLightProduct[0].specular * power * atten;
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;color *= texture2D(diffuseMap,TexCoord);
gl_FragColor = color ;
}
Uniforms are working correctly because results are the same if I switch them with constant values.
Compiling shader:
void __Shader::import(){
if(imported) __Shader::~__Shader();
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(v, 1, (const GLchar **)&vsrc.cstr,NULL);
glShaderSource(f, 1, (const GLchar **)&fsrc.cstr,NULL);
glCompileShader(v);
glCompileShader(f);
p = glCreateProgram();
glAttachShader(p,v);
glAttachShader(p,f);
if(_flags & NORMAL_MAPPING)
glBindAttribLocation(p, ATTRIB_TANGENT, "tangent");
glLinkProgram(p);
if(_flags & DIFFUSE_MAPPING)
diffuseUni.loc = glGetUniformLocation(p, "diffuseMap");
if(_flags & NORMAL_MAPPING)
normalUni.loc = glGetUniformLocation(p, "normalMap");
if(_flags & PARALLAX_MAPPING)
heightUni.loc = glGetUniformLocation(p, "heightMap");
if(_flags & SPECULAR_MAPPING)
specularUni.loc = glGetUniformLocation(p, "specularMap");
imported = true;
}
Setting attribute in VBO:
if(tangents.size() > 0){
buffered |= 3;
glGenBuffers(1, &VBO_tangent);
glBindBuffer(GL_ARRAY_BUFFER, VBO_tangent);
glBufferData(GL_ARRAY_BUFFER, tangents.size()*sizeof(tangent), tangents.get_ptr(), GL_STATIC_DRAW);
}
// and in draw:
if(buffered & 3) {
glBindBuffer(GL_ARRAY_BUFFER, VBO_tangent);
glVertexAttribPointer(__Shader::ATTRIB_TANGENT, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(__Shader::ATTRIB_TANGENT);
}
and a small note
for(int i = 0; i < responders.size(); ++i)
if(strstr(responders[i].idea, "tangent problem"))
responders[i].please_dont_talk();
Just tell me your other ideas about what can be the reason of those bad results.
Wheew... already solved it. The problem was with loading texture files even though I did not see any disorders with diffuse mapping or even with diffuse+normal mapping. I was using IMG_Load from SDL, maybe I used it wrong way but it did not work for me. It was probably normal map messed up.
bad texture import code:
if(imported || filenamez.length() < 1) return;
SDL_Surface* surface = 0;
surface = IMG_Load(filenamez.c_str());
if (surface) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bool endianess = filenamez.substr(filenamez.length()-4) == ".jpg";
glTexImage2D(GL_TEXTURE_2D, 0, 3, surface->w, surface->h, 0,
(endianess ? GL_RGB : GL_BGR), GL_UNSIGNED_BYTE, surface->pixels);
}
BEWARE !
I'm now using HBITMAP-based texture loading taken from dhpoware demo which I was talking about. And it works fine.
peace.
After 2-3 days of hard debugging, let me feel a little bit of euphoria.
Oh, I'd forget, the final result: