I have an array of sampler2D that looks like so:
uniform sampler2D u_Textures[2];
. I want to be able to render more textures(in this case 2) in the same drawcall. In my fragment shader, if I set the color output value to somethiung like red, it does show me 2 red squares witch leads me to belive I did something wrong when binding the textures.
My code:
Texture tex1("Texture/lin.png");
tex1.Bind(0);
Texture tex2("Texture/font8.png");
tex2.Bind(1);
auto loc = glGetUniformLocation(sh.getRendererID(), "u_Textures");
GLint samplers[2] = { 0, 1 };
glUniform1iv(loc, 2, samplers);
void Texture::Bind(unsigned int slot) const {
glActiveTexture(slot + GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_RendererID);
}
And this is my fragment shader:
#version 450 core
layout(location = 0) out vec4 color;
in vec2 v_TexCoord;
in float v_texIndex;
uniform sampler2D u_Textures[2];
void main()
{
int index = int(v_texIndex);
vec4 texColor = texture(u_Textures[index], v_TexCoord);
if (texColor.a == 0.0) {
// this line fills the a = 0.0f pixels with the color red
color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
else color = texColor;
}
Also, it only draws the tex2 texture on the screen. This is my verticie attributes:
float pos[24 * 2] = {
// position xy z texture coordinate, texture index
-2.0f, -1.5f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.5f, -1.5f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.5f, -2.0f, 0.0f, 1.0f, 1.0f, 0.0f, // right side bottom
-2.0f, -2.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
1.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
1.5f, 1.5f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 1.5f, 0.0f, 0.0f, 1.0f, 1.0f
};
No matter how I chenge the texture index, it only draws 1 of those 2 textures.
You cannot use a fragment shader input variable to index an array of texture samplers. You have to use a sampler2DArray
(GL_TEXTURE_2D_ARRAY
) instead of an array of sampler2D
(GL_TEXTURE_2D
).
int index = int(v_texIndex); vec4 texColor = texture(u_Textures[index], v_TexCoord);
is undefined behavior because v_texIndex
is a fragment shader input variable and therefore not a dynamically uniform expression. See GLSL 4.60 Specification - 4.1.7. Opaque Types
[...] Texture-combined sampler types are opaque types, [...]. When aggregated into arrays within a shader, they can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.
Example using sampler2DArray
:
#version 450 core
layout(location = 0) out vec4 color;
in vec2 v_TexCoord;
in float v_texIndex;
uniform sampler2DArray u_Textures;
void main()
{
color = texture(u_Textures, vec3(v_TexCoord.xy, v_texIndex));
}
texture
is overloaded for all sampler types. The texture coordinates and texture layer need not to dynamically uniform, but the index into a sampler array has to be dynamically uniform.
To be clear, the problem isn't with the array of sampler (the problem is not sampler2D u_Textures[2];
). The problem is the indexing. The problem is that v_texIndex
is not dynamically uniform (the problem is in float v_texIndex;
). It works when the index is dynamically uniform (e.g. uniform float v_texIndex;
will work). Also the specification just says that the result is undefined. So there may be some systems where it works.