Example/Texture Shader Binding
< Example
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 objectwith 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*();