I have some code that draws squares by passing points through a geometry shader. I construct an array which is sequences of 3 floats, bind that to the in vec3 vert
attribute of my vertex shader, and everything is fine.
However, I want to add another float which the fragment shader will use to calculate color. This is in the vertex shader (to pass through) as in float val
. Despite being able to find vert
, glGetAttribLocation
can't find val
(get_program_attrib(): Atrrib val not found (-1)
).
Code:
void load_model(GLuint* vao, GLuint* vbo) {
glGenVertexArrays(1, vao);
glBindVertexArray(*vao);
glGenBuffers(1, vbo);
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
float data[SQUARES_PER_AXIS_SQ * 4] = {0};
squares_count = 0;
for (int i = 0; i < SQUARES_PER_AXIS_SQ; i++) {
int x_pos = i % SQUARES_PER_AXIS;
int y_pos = i / SQUARES_PER_AXIS;
if (fabs(squares[i]) > 0.0) {
data[squares_count * 4 + 0] = x_pos / ((float)SQUARES_PER_AXIS) * 2 - 1;
data[squares_count * 4 + 1] = (SQUARES_PER_AXIS - y_pos) / ((float)SQUARES_PER_AXIS) * 2 - 1;
data[squares_count * 4 + 2] = 0.5f;
data[squares_count * 4 + 3] = (float)squares[i];
squares_count++;
}
}
DPRINT("Loaded %d squares\n", squares_count);
glBufferData(GL_ARRAY_BUFFER, squares_count * 4 * sizeof(float), data, GL_STATIC_DRAW);
glEnableVertexAttribArray(get_program_attrib(main_shader, "vert"));
glEnableVertexAttribArray(get_program_attrib(main_shader, "val"));
glVertexAttribPointer(get_program_attrib(main_shader, "vert"), 3, GL_FLOAT, GL_FALSE, 4, NULL);
glVertexAttribPointer(get_program_attrib(main_shader, "val"), 1, GL_FLOAT, GL_FALSE, 4, (float*)(3 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
GLuint get_program_attrib(program_t* prog, GLchar* name) {
if (!name) {
DPRINT("ERROR: name == NULL\n");
return -1;
}
GLint attrib = glGetAttribLocation(prog->id, name);
if (attrib < 0)
DPRINT("Atrrib %s not found (%d)\n", name, attrib);
return attrib;
}
Vertex shader:
#version 150
in vec3 vert;
in float val;
out float value;
void main() {
gl_Position = vec4(vert, 1);
value = val;
}
Fragment shader:
#version 150
in float value;
out vec4 color;
void main() {
color = vec4(value, 0, 0, 1);
}
Geometry shader:
#version 150
layout (points) in;
layout (triangle_strip, max_vertices=4) out;
uniform float square_size;
void main() {
vec4 position = gl_in[0].gl_Position;
gl_Position = vec4(position.x, position.y, position.zw);
EmitVertex();
gl_Position = vec4(position.x, position.y + square_size, position.zw);
EmitVertex();
gl_Position = vec4(position.x + square_size, position.y, position.zw);
EmitVertex();
gl_Position = vec4(position.x + square_size, position.y + square_size, position.zw);
EmitVertex();
EndPrimitive();
}
Vertex shader outputs are not passed directly to the fragment shader when you have a geometry shader.
It is this that is causing all of your problems. For a vertex attribute to be active, it has to contribute to the final output of your program. Basically that means something calculated in the fragment shader has to be based off of it.
Unfortunately, that is not happening right now. You have a variable called value
that is output from your vertex shader and a variable called value
that is input by your fragment shader. Because the geometry shader sits inbetween the two of them, the fragment shader only looks for an output named value
in the geometry shader -- no such output exists.
Naturally you might think that the solution would be to create a variable called value
in the geometry shader that serves as the input and the output. However, that will not work, you would have to declare it inout value
and that is invalid.
#version 150
in vec3 vert;
in float val;
out float value_vtx; // Output is fed to the Geometry Shader
void main() {
gl_Position = vec4(vert, 1);
value_vtx = val;
}
#version 150
in float value_geo; // Takes its input from the Geometry Shader
out vec4 color;
void main() {
color = vec4(value_geo, 0, 0, 1);
}
#version 150
layout (points) in;
layout (triangle_strip, max_vertices=4) out;
uniform float square_size;
in float value_vtx []; // This was output by the vertex shader
out float value_geo; // This will be the input to the fragment shader
void main() {
vec4 position = gl_in[0].gl_Position;
gl_Position = vec4(position.x, position.y, position.zw);
value_geo = value_vtx[0];
EmitVertex();
gl_Position = vec4(position.x, position.y + square_size, position.zw);
value_geo = value_vtx[0];
EmitVertex();
gl_Position = vec4(position.x + square_size, position.y, position.zw);
value_geo = value_vtx[0];
EmitVertex();
gl_Position = vec4(position.x + square_size, position.y + square_size, position.zw);
value_geo = value_vtx[0];
EmitVertex();
EndPrimitive();
}
You may be asking why I assigned value_geo
4 times when it is constant. That is because EmitVertex (...)
causes all output variables to become undefined when it returns, so you have to set it every time.