Example/Texture Shader Binding: Difference between revisions

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Centralizing example
 
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<source lang=cpp>
<source lang=cpp>
//Initial program setup.
// Initial program setup.
glLinkProgram(program); //Initial link
glLinkProgram(program); // Initial link


GLint baseImageLoc = glGetUniformLocation(program, "baseImage");
GLint baseImageLoc = glGetUniformLocation(program, "baseImage");
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glUseProgram(program);
glUseProgram(program);
glUniform1i(baseImageLoc, 0); //Texture unit 0 is for base images.
glUniform1i(baseImageLoc, 0); // Texture unit 0 is for base images.
glUniform1i(normalMapLoc, 2); //Texture unit 2 is for normal maps.
glUniform1i(normalMapLoc, 2); // Texture unit 2 is for normal maps.
glUniform1i(shadowMapLoc, 4); //Texture unit 4 is for shadow maps.
glUniform1i(shadowMapLoc, 4); // Texture unit 4 is for shadow maps.


//When rendering an objectwith this program.
// When rendering an object with this program.
glActiveTexture(GL_TEXTURE0 + 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object1BaseImage);
glBindTexture(GL_TEXTURE_2D, object1BaseImage);
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glActiveTexture(GL_TEXTURE0 + 2);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object1NormalMap);
glBindTexture(GL_TEXTURE_2D, object1NormalMap);
glBindSampler(2, linearFiltering); //Same filtering as before
glBindSampler(2, linearFiltering); // Same filtering as before
glActiveTexture(GL_TEXTURE0 + 4);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glBindSampler(4, depthComparison); //Special sampler for depth comparisons.
glBindSampler(4, depthComparison); // Special sampler for depth comparisons.


//Render stuff
// Render stuff
glDraw*();
glDraw*();


//Render another object with some different textures.
// Render another object with some different textures.
glActiveTexture(GL_TEXTURE0 + 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object2BaseImage); //Use the same sampler as before.
glBindTexture(GL_TEXTURE_2D, object2BaseImage); // Use the same sampler as before.
glActiveTexture(GL_TEXTURE0 + 2);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object2NormalMap); //Use the same sampler as before.
glBindTexture(GL_TEXTURE_2D, object2NormalMap); // Use the same sampler as before.


//Use the same shadow map, so no need to unbind/bind.
// Use the same shadow map, so no need to unbind/bind.
//Render stuff
// Render stuff
glDraw*();
glDraw*();
</source>
</source>

Latest revision as of 16:04, 26 January 2021

This example shows how to associate textures with shader variables when rendering.

// Initial program setup.
glLinkProgram(program); // Initial link

GLint baseImageLoc = glGetUniformLocation(program, "baseImage");
GLint normalMapLoc = glGetUniformLocation(program, "normalMap");
GLint shadowMapLoc = glGetUniformLocation(program, "shadowMap");

glUseProgram(program);
glUniform1i(baseImageLoc, 0); // Texture unit 0 is for base images.
glUniform1i(normalMapLoc, 2); // Texture unit 2 is for normal maps.
glUniform1i(shadowMapLoc, 4); // Texture unit 4 is for shadow maps.

// When rendering an object with this program.
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object1BaseImage);
glBindSampler(0, linearFiltering);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object1NormalMap);
glBindSampler(2, linearFiltering); // Same filtering as before
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glBindSampler(4, depthComparison); // Special sampler for depth comparisons.

// Render stuff
glDraw*();

// Render another object with some different textures.
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object2BaseImage); // Use the same sampler as before.
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object2NormalMap); // Use the same sampler as before.

// Use the same shadow map, so no need to unbind/bind.
// Render stuff
glDraw*();