I'm trying to use geometry shaders to turn points into line segments (GL_POINTS to GL_LINE_STRIP), but no line segments appear. If I change the input to GL_LINES, and just repeat the vertex, then I get the behavior I'm expecting. What's going on?
Here's a complete program that demonstrates the behavior. As-is, I get nothing but a black window. Setting USE_POINTS to False gets me the rotating psychedelic flashing lines I'm expecting.
#!/usr/bin/python
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.ARB.geometry_shader4 import *
from OpenGL.GL.EXT.geometry_shader4 import *
import Image
import numpy
import numpy.linalg as linalg
import random
from math import sin, cos
shader = None
USE_POINTS = True
def update(*args):
glutTimerFunc(33, update, 0)
glutPostRedisplay()
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
t = glutGet(GLUT_ELAPSED_TIME)
rot = t % (10 * 1000)
theta = 2 * 3.141592 * (rot / 10000.0)
glLoadIdentity()
gluLookAt(-10*sin(theta), -10*cos(theta), 0,
0, 0, 0,
0, 0, 1)
glUseProgram(shader)
glUniform1f(glGetUniformLocation(shader, "distance"), rot/10000.0)
# difference #1
glBegin(GL_POINTS if USE_POINTS else GL_LINES)
for x in [-2.5, 0, 2.5]:
for y in [-2.5, 0, 2.5]:
glVertexAttrib1f(7, random.uniform(0.0, 1.0))
glVertexAttrib3f(0, x, y, 0)
# difference #2
if not USE_POINTS:
glVertexAttrib1f(7, random.uniform(0.0, 1.0))
glVertexAttrib3f(0, x, y, 0)
glEnd()
glUseProgram(0)
glutSwapBuffers()
def key(*args):
if args[0] == '\x1b':
sys.exit(0);
def reshape(width, height):
aspect = float(width)/float(height) if (height>0) else 1.0
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0,
aspect,
1.0, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glutPostRedisplay()
glutInit([])
glutInitDisplayString("rgba>=8 depth>16 double")
glutInitWindowSize(1280, 720)
glutCreateWindow("Geometry Shader")
glutDisplayFunc(display)
glutReshapeFunc(reshape)
glutKeyboardFunc(key)
glutTimerFunc(33, update, 0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_POINT_SMOOTH)
glEnable(GL_LINE_SMOOTH)
shader = glCreateProgram()
vertex_shader = glCreateShader(GL_VERTEX_SHADER)
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER)
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER)
# difference #3
glProgramParameteriEXT(shader, GL_GEOMETRY_INPUT_TYPE_ARB, GL_POINTS if USE_POINTS else GL_LINES)
glProgramParameteriEXT(shader, GL_GEOMETRY_OUTPUT_TYPE_ARB, GL_LINE_STRIP)
glProgramParameteriEXT(shader, GL_GEOMETRY_VERTICES_OUT_ARB, 200)
glAttachShader(shader, vertex_shader)
glAttachShader(shader, geometry_shader)
glAttachShader(shader, fragment_shader)
glShaderSource(vertex_shader, """
attribute float color;
varying float geom_color;
void main(void) {
gl_Position = gl_Vertex;
geom_color = color;
}
""")
glCompileShader(vertex_shader)
print glGetShaderInfoLog(vertex_shader)
glShaderSource(geometry_shader, """
#version 120
#extension GL_EXT_geometry_shader4 : enable
varying in float geom_color[1];
varying out float frag_color;
uniform float distance;
void main(void)
{
int x, y;
for(x=-1; x<=1; x+=1) {
for(y=-1; y<=1; y+=1) {
gl_Position = gl_PositionIn[0];
gl_Position.x += x * distance;
gl_Position.y += y * distance;
gl_Position.z -= 2.0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
frag_color = geom_color[0];
EmitVertex();
gl_Position = gl_PositionIn[0];
gl_Position.x += x * distance;
gl_Position.y += y * distance;
gl_Position.z += 2.0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
frag_color = geom_color[0];
EmitVertex();
EndPrimitive();
}
}
}
""")
glCompileShader(geometry_shader)
print glGetShaderInfoLog(geometry_shader)
glShaderSource(fragment_shader, """
varying float frag_color;
void main(void) {
gl_FragColor = vec4(frag_color,1.0-frag_color,frag_color,1);
}
""")
glCompileShader(fragment_shader)
print glGetShaderInfoLog(fragment_shader)
glLinkProgram(shader)
print glGetProgramInfoLog(shader)
glBindAttribLocation(shader, 7, "color")
glLinkProgram(shader)
print glGetProgramInfoLog(shader)
glutMainLoop()
I cross-checked the code with the GL_EXT_geometry_shader4 specification, and I don't see any obvious errors at least. According to the specification, all input primitives work with all types of output primitives. If OpenGL returns no errors via glGetError, and no shader linker/compilation errors, I'd say this is an ATI or pyOpenGL-related issue.
I'm fairly sure I've tested most combinations of input and output primitives for geometry shaders, and they all work on my Nvidia card. I use the native C OpenGL libraries though, not a binding.
I got the same problem just now with HD4850. It seems weird but the problem really has a cause and can be resolved. It looks like this is not the same situation as the original post. Just FYI when someone else happens to reach this post blocked by similar situations.
Here goes the cause. When GL_GEOMETRY_INPUT_TYPE_ARB is set to GL_POINTS, in the geometry shader code, there is code accessing the input array beyond 0.
Vertex Shader
in ivec4 vertex;
flat out ivec4 v;
Geometry Shader
flat in ivec4 v[gl_VerticesIn];
// somewhere in the code
v[1].x ...
Everything goes fine with compile/link, but glGetAttribLocationARB fails for the "vertex" attribute.
Related
i'm having difficulties understanding the math between the different shader stages.
in the fragment shader from the lights perspective i basically write out the fragDepth to rgb color
#version 330
out vec4 shader_fragmentColor;
void main()
{
shader_fragmentColor = vec4(gl_FragCoord.z, gl_FragCoord.z, gl_FragCoord.z, 1);
//shader_fragmentColor = vec4(1, 0.5, 0.5, 1);
}
when rendering the scene using the above shader it displays the scene in an all white color. i suppose thats because gl_FragCoord.z is bigger than 1. hopefully its not maxed out at 1. but we can leave that question alone for now.
in the geometry shader from the cameras perspective i basicly turn all points into quads and write out the probably "incorrect" texture position to lookup in the lightTexture. the math here is the question. im also a bit unsure about if the interpolation value will be correct in the next shader stage.
#version 330
#extension GL_EXT_geometry_shader4 : enable
uniform mat4 p1_modelM;
uniform mat4 p1_cameraPV;
uniform mat4 p1_lightPV;
out vec4 shader_lightTexturePosition;
void main()
{
float s = 10.00;
vec4 llCorner = vec4(-s, -s, 0.0, 0.0);
vec4 llWorldPosition = ((p1_modelM * llCorner) + gl_in[0].gl_Position);
gl_Position = p1_cameraPV * llWorldPosition;
shader_lightTexturePosition = p1_lightPV * llWorldPosition;
EmitVertex();
vec4 rlCorner = vec4(+s, -s, 0.0, 0.0);
vec4 rlWorldPosition = ((p1_modelM * rlCorner) + gl_in[0].gl_Position);
gl_Position = p1_cameraPV * rlWorldPosition;
shader_lightTexturePosition = p1_lightPV * rlWorldPosition;
EmitVertex();
vec4 luCorner = vec4(-s, +s, 0.0, 0.0);
vec4 luWorldPosition = ((p1_modelM * luCorner) + gl_in[0].gl_Position);
gl_Position = p1_cameraPV * luWorldPosition;
shader_lightTexturePosition = p1_lightPV * luWorldPosition;
EmitVertex();
vec4 ruCorner = vec4(+s, +s, 0.0, 0.0);
vec4 ruWorldPosition = ((p1_modelM * ruCorner) + gl_in[0].gl_Position);
gl_Position = p1_cameraPV * ruWorldPosition;
shader_lightTexturePosition = p1_lightPV * ruWorldPosition;
EmitVertex();
EndPrimitive();
}
in the fragment shader from the cameras perspective i basicly lookup in the lightTexture what color would be shown from the lights perspecive and write out the same color.
#version 330
uniform sampler2D p1_lightTexture;
in vec4 shader_lightTexturePosition;
out vec4 shader_fragmentColor;
void main()
{
vec4 lightTexel = texture2D(p1_lightTexture, shader_lightTexturePosition.xy);
shader_fragmentColor = lightTexel;
/*
if(lightTexel.x < shader_lightTexturePosition.z)
shader_fragmentColor = vec4(1, 0, 0, 1);
else
shader_fragmentColor = vec4(0, 1, 0, 1);
*/
//shader_fragmentColor = vec4(1, 1, 1, 1);
}
when rendering from the cameras perspective i see the scene drawn as it should but with the incorrect texture coordinates applied on them that repeats. repeating texture is probably caused by the texture-coordinate being outside the bounds of 0 to 1.
I've tried several things but still fail to understand what the math should be. some of out commented code and one example im unsure of is:
shader_lightTexturePosition = normalize(p1_lightPV * llWorldPosition) / 2 + vec4(0.5, 0.5, 0.5, 0.5);
for the lower-left corner. similair code to the other corners
from the solution i expect the scene to be rendered from the cameras perspective with exactly the same color as from the lights perspective. with perhaps some precision error.
i figured out the texture mapping bit myself. the depth value bit is still a bit strange.
convert the screenProjectedCoords to normalizedDeviceCoords then add 1 divide by 2.
vec4 textureNormalizedCoords(vec4 screenProjected)
{
vec3 normalizedDeviceCoords = (screenProjected.xyz / screenProjected.w);
return vec4( (normalizedDeviceCoords.xy + 1.0) / 2.0, screenProjected.z * 0.005, 1/screenProjected.w);
}
void main()
{
float s = 10.00;
vec4 llCorner = vec4(-s, -s, 0.0, 0.0);
vec4 llWorldPosition = ((p1_modelM * llCorner) + gl_in[0].gl_Position);
gl_Position = p1_cameraPV * llWorldPosition;
shader_lightTextureCoords = textureNormalizedCoords(p1_lightPV * llWorldPosition);
EmitVertex();a
I am new to shader programming. I am trying to draw a circle with glsl. I used a point with a Size and tried to filter out the points outside the radius.(Altering the alpha value).
The code is as follows:
Fragment Shader:
#version 130
varying vec2 textureCoordinate;
const float circleBorderWidth = 0.08;//for anti aliasing
void main() {
float d = smoothstep(circleBorderWidth,0.1, 1.0-length(textureCoordinate));
gl_FragColor = vec4(0.0, 1.0, 0.0, d);
}
Vertex Shader:
#version 130
attribute vec4 coord3d;
attribute vec2 varPos;
varying vec2 textureCoordinate;
void
main()
{
textureCoordinate = varPos;
gl_FrontColor = gl_Color;
gl_Position = vec4(coord3d.xyz,1.);
gl_PointSize = coord3d.w;
}
Data:
float pos[] = {
-1, -1,
-1, 1,
1, 1,
1, -1,
};
float vertices[]={0.0,0.0f,0.0f,100.0f};
Draw Method:
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program->makeCurrent();
glEnable(GL_POINT_SMOOTH);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (varPosAttrib>=0) {
glVertexAttribPointer( varPosAttrib, 2, GL_FLOAT, GL_FALSE,
0, pos ); // -->varPos in Vertex Shader.
glEnableVertexAttribArray( varPosAttrib );
}
if (posAttrib>=0) {
glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, vertices); // -->coord3d in vertex shader
glEnableVertexAttribArray(posAttrib);
glDrawArrays(GL_POINTS, 0, 1);
}
glDisable(GL_POINT_SMOOTH);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_BLEND);
program->release();
glutSwapBuffers(); //Send the 3D scene to the screen
}
This results in drawing a square if I replace d with 1.0 in the following line (in the fragment shader):
gl_FragColor = vec4(0.0, 1.0, 0.0, d); // -> if d is replaced by 1.0
I tried to replace the x and y values in gl_FragColor with textureCoordinate.x and textureCoordinate.y. Result was black (so I assume the values are 0.0). The thing which I don't understand is that if I take the length of textureCoordinate than it is always 1.0.(experimented by replacing the value in gl_fragcolor). I am unable to figure out as to what I am doing wrong here. I was expecting the textureCoordinate value to interpolate with respect to the passed in data (varPos).
Here's my current attempt at it. It works, in the sense that it draw a disc with a smooth border. I use a distance field approach ie. I compute the distance from the disc's border
Fragment shader
#version 110
varying vec2 uv;
void
main() {
float border = 0.01;
float radius = 0.5;
vec4 color0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 m = uv - vec2(0.5, 0.5);
float dist = radius - sqrt(m.x * m.x + m.y * m.y);
float t = 0.0;
if (dist > border)
t = 1.0;
else if (dist > 0.0)
t = dist / border;
gl_FragColor = mix(color0, color1, t);
}
Vertex shader
#version 110
varying vec2 uv;
void
main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = vec2(gl_MultiTexCoord0);
}
It's meant to be drawn on quad with texture coordinate (-0.5, -0.5)x(0.5, 0.5)
I'm working on a beginner level GLSL shader program. I'm following this tutorial. But my sphere always appear in greyscale and not colored red as I expected.
Vertex Shader:
varying vec3 normal, lightDir;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
normal = gl_NormalMatrix * gl_Normal;
vec4 vertex_in_modelview_space = gl_ModelViewMatrx * gl_Vertex;
lightDir = vec3(gl_LightSource[0].position – vertex_in_modelview_space);
}
Frag Shader:
varying vec3 normal, lightDir;
void main()
{
const vec4 AmbientColor = vec4(0.1, 0.0, 0.0, 1.0);
const vec4 DiffuseColor = vec4(1.0, 0.0, 0.0, 1.0);
vec3 normalized_normal = normalize(normal);
vec3 normalized_lightDir = normalize(lightDir);
float DiffuseTerm = clamp(dot(normal, lightDir), 0.0, 1.0);
gl_FragColor = AmbientColor + DiffuseColor * DiffuseTerm;
}
The code is just copy and paste off the tutorial.
From the frag shader, the diffuse color is red, but my sphere is greyscale. I know that the shaders are loaded correctly though because if I take out the code in the frag shader and use the following:
gl_FragColor = vec4(0.0,1.0,0.0,1.0);
then my sphere is solid green as expected. I do not know if it's something in the openGL code (like, Renderer.cpp) that's causing a conflict, or if there's something else wrong.
This is my first time coding in GLSL, and I'm quite confused about what gl_Enable's I need to turn on/off for the shader to work properly.
Thanks for any feedback!
EDIT:
Ok, if I call glColor3f before rendering, I can get the right color. But doesn't the light's color directly result in a change of color in the sphere? I'm worried that I'm not actually calling the functions in the shader...
EDIT2:
So it turns out that whenever I put any code in the vertex shader or frag shader (other than gl_Color = ...), the solid color I get disappears... I guess this means that there's something horribly wrong with my shaders?
EDIT3:
Here's the code for setting up my shader (supplied by my TA):
char *vs = NULL,*fs = NULL;
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead(vert);
fs = textFileRead(frag);
const char * ff = fs;
const char * vv = vs;
glShaderSource(v, 1, &vv,NULL);
glShaderSource(f, 1, &ff,NULL);
free(vs);
free(fs);
glCompileShader(v);
glCompileShader(f);
p = glCreateProgram();
glAttachShader(p,f);
glAttachShader(p,v);
glLinkProgram(p);
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
glGetProgramiv(p, GL_INFO_LOG_LENGTH,&infologLength);
if (infologLength > 0)
{
infoLog = (char *)malloc(infologLength);
glGetProgramInfoLog(p, infologLength, &charsWritten, infoLog);
printf("%s\n",infoLog);
free(infoLog);
}
EDIT4:
Using shader logs as suggested by kvark, I managed to fix the bugs in the shaders (turns out there were a couple of mistakes). If you would like to see the final code, please leave a comment or message me (this question is getting long).
It's a good idea to check not just the link log, but also compile logs for each shader and compile/link result:
glGetShaderInfoLog(...)
glGetShaderiv(...,GL_COMPILE_STATUS,...)
glGetProgramiv(...,GL_LINK_STATUS,...)
Make sure the results are positive and the logs are empty (or good).
The diffuse term is calculated incorrectly in your example. It should have the following value:
float DiffuseTerm = max(0.0, dot(normalized_normal,normalized_lightDir) );
You don't need clamp() as the dot() result of normalized vectors can't exceed 1.
If you made sure the shader program is linked correctly, activated it on a draw and the result is still weird, try to select different components of your final color equation to find out the wrong one:
gl_FragColor = DiffuseColor; //can't be grayscale
gl_FragColor = vec4(DiffuseTerm); //should be diffuse grayscale
BTW, glColor3f should have nothing to do with your shader as you don't use gl_Color inside. If the result changes when you call it - that would mean the shader activation failed (it didn't link or wasn't used at all).
Good Luck!
Maybe it's due to an unwanted behaviour with your alpha channel result.
You're actually computing lighting on your alpha channel, actually having something like : g
gl_FragColor.a = 1.0 + 1.0 * DiffuseTerm
which will give you >= 1.0 values.
You should be careful not to include your alpha channel in your output (or even in your calculations).
Try making sure your blending is disabled, or fix your shader to something like :
varying vec3 normal, lightDir;
void main()
{
const vec3 AmbientColor = vec3(0.1, 0.0, 0.0);
const vec3 DiffuseColor = vec3(1.0, 0.0, 0.0);
vec3 normalized_normal = normalize(normal);
vec3 normalized_lightDir = normalize(lightDir);
float DiffuseTerm = clamp(dot(normal, lightDir), 0.0, 1.0);
gl_FragColor = vec4(AmbientColor + DiffuseColor * DiffuseTerm, 1.0);
}
i want to shade the quad with checkers:
f(P)=[floor(Px)+floor(Py)]mod2.
My quad is:
glBegin(GL_QUADS);
glVertex3f(0,0,0.0);
glVertex3f(4,0,0.0);
glVertex3f(4,4,0.0);
glVertex3f(0,4, 0.0);
glEnd();
The vertex shader file:
varying float factor;
float x,y;
void main(){
x=floor(gl_Position.x);
y=floor(gl_Position.y);
factor = mod((x+y),2.0);
}
And the fragment shader file is:
varying float factor;
void main(){
gl_FragColor = vec4(factor,factor,factor,1.0);
}
But im getting this:
It seems that the mod function doeasn't work or maybe somthing else...
Any help?
It is better to calculate this effect in fragment shader, something like that:
vertex program =>
varying vec2 texCoord;
void main(void)
{
gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);
gl_Position = sign(gl_Position);
texCoord = (vec2(gl_Position.x, gl_Position.y)
+ vec2(1.0)) / vec2(2.0);
}
fragment program =>
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D Texture0;
varying vec2 texCoord;
void main(void)
{
ivec2 size = textureSize2D(Texture0, 0);
float total = floor(texCoord.x * float(size.x)) +
floor(texCoord.y * float(size.y));
bool isEven = mod(total, 2.0) == 0.0;
vec4 col1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 col2 = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = (isEven) ? col1 : col2;
}
Output =>
Good luck!
Try this function in your fragment shader:
vec3 checker(in float u, in float v)
{
float checkSize = 2;
float fmodResult = mod(floor(checkSize * u) + floor(checkSize * v), 2.0);
float fin = max(sign(fmodResult), 0.0);
return vec3(fin, fin, fin);
}
Then in main you can call it using :
vec3 check = checker(fs_vertex_texture.x, fs_vertex_texture.y);
And simply pass x and y you are getting from vertex shader. All you have to do after that is to include it when calculating your vFragColor.
Keep in mind that you can change chec size simply by modifying checkSize value.
What your code does is calculate the factor 4 times (once for each vertex, since it's vertex shader code) and then interpolate those values (because it's written into a varying varible) and then output that variable as color in the fragment shader.
So it doesn't work that way. You need to do that calculation directly in the fragment shader. You can get the fragment position using the gl_FragCoord built-in variable in the fragment shader.
May I suggest the following:
float result = mod(dot(vec2(1.0), step(vec2(0.5), fract(v_uv * u_repeat))), 2.0);
v_uv is a vec2 of UV values,
u_repeat is a vec2 of how many times the pattern should be repeated for each axis.
result is 0 or 1, you can use it in mix function to provide colors, for example:
gl_FragColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0) result);
Another nice way to do it is by just tiling a known pattern (zooming out). Assuming that you have a square canvas:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
uv -= 0.5; // moving the coordinate system to middle of screen
// Output to screen
fragColor = vec4(vec3(step(uv.x * uv.y, 0.)), 1.);
}
Code above gives you this kind of pattern.
Code below by just zooming 4.5 times and taking the fractional part repeats the pattern 4.5 times resulting in 9 squares per row.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fract(fragCoord/iResolution.xy * 4.5);
uv -= 0.5; // moving the coordinate system to middle of screen
// Output to screen
fragColor = vec4(vec3(step(uv.x * uv.y, 0.)), 1.);
}
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: