I'm currently working in a deferred shading and I created a class which manages the FBOs and draw the buffers on the screen.
This is how it looks so far:
FBORender::FBORender(float screenWidth, float screenHeight) :
_screenWidth(screenWidth),
_screenHeight(screenHeight),
ProgramManager("defVertexShader.txt", "defFragShader.txt")
{
CreateProgram();
_vbo[0] = 0;
_vbo[1] = 0;
_vao = 0;
BuildQuad();
BuildVAO();
glGenFramebuffers(1, &_fbo);
glGenRenderbuffers(1, &_depthBuffer);
// Bind the depth buffer
glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, (int)_screenWidth, (int)_screenHeight);
// Generate and bind the texture for diffuse
glGenTextures(1, &_diffuseBuffer);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for positions
glGenTextures(1, &_positionBuffer);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for normals
glGenTextures(1, &_normalBuffer);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Bind the FBO so that the next operations will be bound to it.
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
// Attach the textures to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _diffuseBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, _positionBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, _normalBuffer, 0);
GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
{
printf("DeferredLighting::Init: FrameBuffer incomplete: 0x%x\n", fboStatus);
exit(1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FBORender::~FBORender()
{
glDeleteTextures(1, &_normalBuffer);
glDeleteTextures(1, &_positionBuffer);
glDeleteTextures(1, &_diffuseBuffer);
glDeleteFramebuffers(1, &_fbo);
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(2, _vbo);
}
void FBORender::Start()
{
// Bind the FBO and set the viewport to the proper size
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
glViewport(0, 0, (int)_screenWidth, (int)_screenWidth);
// Clear the render targets
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
}
void FBORender::Draw(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
glDisable(GL_DEPTH_TEST);
Bind();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glBindVertexArray(_vao);
LoadUniformVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
void FBORender::Stop()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FBORender::BuildQuad()
{
_coordinates[0] = 1.0f;
_coordinates[1] = 1.0f;
_coordinates[2] = 0.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 1.0f;
_coordinates[5] = 0.0f;
_coordinates[6] = 1.0;
_coordinates[7] = -1.0f;
_coordinates[8] = 0.0f;
_coordinates[9] = -1.0f;
_coordinates[10] = -1.0f;
_coordinates[11] = 0.0f;
_uv[0] = 1.0f;
_uv[1] = 1.0f;
_uv[2] = 0.0f;
_uv[3] = 1.0f;
_uv[4] = 1.0f;
_uv[5] = 0.0f;
_uv[6] = 0.0f;
_uv[7] = 0.0f;
}
void FBORender::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(2, _vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), _coordinates, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), _uv, GL_STATIC_DRAW);
LoadAttributeVariables();
glBindVertexArray(0);
}
void FBORender::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelView));
// Texture buffers
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
GLint Diffuse_location = glGetUniformLocation(GetProgramID(), "tDiffuse");
glUniform1i(Diffuse_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
GLint Position_location = glGetUniformLocation(GetProgramID(), "tPosition");
glUniform1i(Position_location, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
GLint Normal_location = glGetUniformLocation(GetProgramID(), "tNormals");
glUniform1i(Normal_location, 0);
}
void FBORender::LoadAttributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLuint TextureCoord_Location = glGetAttribLocation(GetProgramID(), "uvCoord");
printf("%d \n", TextureCoord_Location);
glEnableVertexAttribArray(TextureCoord_Location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glVertexAttribPointer(TextureCoord_Location, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
And those are my shaders:
#version 410 core
uniform mat4 mvMatrix;
in vec4 vPosition;
in vec2 uvCoord;
smooth out vec2 texCoord;
void main(void)
{
texCoord = uvCoord;
gl_Position = vPosition * mvMatrix;
}
#version 410 core
uniform sampler2D tDiffuse;
uniform sampler2D tPosition;
uniform sampler2D tNormals;
in vec2 texCoord;
out vec4 fragColor;
void main( void )
{
vec4 image = texture( tDiffuse, texCoord.st );
vec4 position = texture( tPosition, texCoord.st );
vec4 normal = texture( tNormals, texCoord.st );
fragColor.xyz = vec3(0.5f, 0.5f, 0.5f);
}
The problems is that when I try to set the attribute variables the one called uvCoord is not found. I think this may be due to an optimization, however, if that's so, what am I'm doing wrong or how should I do it? The uvCoord is used in the fragment shader.
The
uvCoordis used in the fragment shader.
No it is not. Your output is a constant color. As a result, the texture fetches before are all eliminated by a decent compiler, as is the texCoord varying. This ultimately results in the elimination of the input attribute, which simply does not affect the output of the program in any way. This is allowed by the GL spec. Your attribute is just not considered active, but only active attributes have locations.
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