GLSL Texturing
Last Updated: Oct 19th, 2014
So we already know how to handle vertex data in shaders. Now it's time to use our texture to render our geometry.From LTexturedPolygonProgram2D.glvs
//Transformation Matrices uniform mat4 LProjectionMatrix; uniform mat4 LModelViewMatrix; #if __VERSION__ >= 130 //Vertex position attribute in vec2 LVertexPos2D; //Texture coordinate attribute in vec2 LTexCoord; out vec2 texCoord; #else //Vertex position attribute attribute vec2 LVertexPos2D; //Texture coordinate attribute attribute vec2 LTexCoord; varying vec2 texCoord; #endif void main() { //Process texCoord texCoord = LTexCoord; //Process vertex gl_Position = LProjectionMatrix * LModelViewMatrix * vec4( LVertexPos2D.x, LVertexPos2D.y, 0.0, 1.0 ); }
In the textured polygon vertex shader, we just want to pass the texture coordinates on to the fragment shader and apply the tranformation matrices to the vertex position.
Texture look up is a fragment operation so you'll be doing the actual texturing in the fragment shader.
Texture look up is a fragment operation so you'll be doing the actual texturing in the fragment shader.
From LTexturedPolygonProgram2D.glfs
//Texture Color uniform vec4 LTextureColor; //Texture Unit uniform sampler2D LTextureUnit; #if __VERSION__ >= 130 //Texture coordinate in vec2 texCoord; //Final color out vec4 gl_FragColor; #else //Texture coordinate varying vec2 texCoord; #endif
The fragment shader has a texture color (a color that's applied to all the texels), texture coordinates passed in from the vertex shader, an output fragment color, and something new.
A sampler is something we use the ID (in this case) a 2D texture. OpenGL has multitexturing capabilities, but since we're only using the first texture we're just going to use texture unit 0.
A sampler is something we use the ID (in this case) a 2D texture. OpenGL has multitexturing capabilities, but since we're only using the first texture we're just going to use texture unit 0.
From LTexturedPolygonProgram2D.glfs
void main() { //Set fragment gl_FragColor = texture( LTextureUnit, texCoord ) * LTextureColor; }
To use our texture for rendering, we need to grab a fragment from the texture using the GLSL texture function. The first argument is the sampler ID which will be zero since we're
only using one texture. The second argument is the texture coordinate from where to grab texels to make fragments.
We take the vec4 vector the returned from texture function and multiply it (as a dot product) against the uniform texture color to get the final fragment color.
We take the vec4 vector the returned from texture function and multiply it (as a dot product) against the uniform texture color to get the final fragment color.
From LTexturedPolygonProgram2D.h
#include "LShaderProgram.h" #include >glm/glm.hpp> #include "LColorRGBA.h" class LTexturedPolygonProgram2D : public LShaderProgram { public: LTexturedPolygonProgram2D(); /* Pre Condition: -None Post Condition: -Initializes variables Side Effects: -None */ bool loadProgram(); /* Pre Condition: -A valid OpenGL context Post Condition: -Loads textured polygon program Side Effects: -None */ void setVertexPointer( GLsizei stride, const GLvoid* data ); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Sets vertex position attribute pointer Side Effects: -None */ void setTexCoordPointer( GLsizei stride, const GLvoid* data ); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Sets texture coordinate attribute pointer Side Effects: -None */ void enableVertexPointer(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Enables vertex position attribute Side Effects: -None */ void disableVertexPointer(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Disables vertex position attribute Side Effects: -None */ void enableTexCoordPointer(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Enables texture coordinate attribute Side Effects: -None */ void disableTexCoordPointer(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Enables texture coordinate attribute Side Effects: -None */ void setProjection( glm::mat4 matrix ); /* Pre Condition: -None Post Condition: -Sets member projection matrix Side Effects: -None */ void setModelView( glm::mat4 matrix ); /* Pre Condition: -None Post Condition: -Sets member modelview matrix Side Effects: -None */ void leftMultProjection( glm::mat4 matrix ); /* Pre Condition: -None Post Condition: -Left multiplies member projection matrix Side Effects: -None */ void leftMultModelView( glm::mat4 matrix ); /* Pre Condition: -None Post Condition: -Left multiplies member modelview matrix Side Effects: -None */ void updateProjection(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Updates shader program projection matrix with member projection matrix Side Effects: -None */ void updateModelView(); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Updates shader program modelview matrix with member modelview matrix Side Effects: -None */ void setTextureColor( LColorRGBA color ); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Updates shader program textured polygon color Side Effects: -None */ void setTextureUnit( GLuint unit ); /* Pre Condition: -Bound LTexturedPolygonProgram2D Post Condition: -Updates shader program multitexture unit Side Effects: -None */ private: //Attribute locations GLint mVertexPos2DLocation; GLint mTexCoordLocation; //Coloring location GLint mTextureColorLocation; //Texture unit location GLint mTextureUnitLocation; //Projection matrix glm::mat4 mProjectionMatrix; GLint mProjectionMatrixLocation; //Modelview matrix glm::mat4 mModelViewMatrix; GLint mModelViewMatrixLocation; };
As usual, we also have to create the OpenGL code to interface with the GLSL shader.
Focusing on the variables for now, you notice that we have a vertex position location, texture coordinate location, texture unit location, and matrix locations.
Focusing on the variables for now, you notice that we have a vertex position location, texture coordinate location, texture unit location, and matrix locations.
From LTexturedPolygonProgram2D.cpp
#include "LTexturedPolygonProgram2D.h" #include <glm/gtc/type_ptr.hpp> LTexturedPolygonProgram2D::LTexturedPolygonProgram2D() { mVertexPos2DLocation = 0; mTexCoordLocation = 0; mProjectionMatrixLocation = 0; mModelViewMatrixLocation = 0; mTextureColorLocation = 0; mTextureUnitLocation = 0; } bool LTexturedPolygonProgram2D::loadProgram() { //Generate program mProgramID = glCreateProgram(); //Load vertex shader GLuint vertexShader = loadShaderFromFile( "34_glsl_texturing/LTexturedPolygonProgram2D.glvs", GL_VERTEX_SHADER ); //Check for errors if( vertexShader == 0 ) { glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Attach vertex shader to program glAttachShader( mProgramID, vertexShader ); //Create fragment shader GLuint fragmentShader = loadShaderFromFile( "34_glsl_texturing/LTexturedPolygonProgram2D.glfs", GL_FRAGMENT_SHADER ); //Check for errors if( fragmentShader == 0 ) { glDeleteShader( vertexShader ); glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Attach fragment shader to program glAttachShader( mProgramID, fragmentShader ); //Link program glLinkProgram( mProgramID ); //Check for errors GLint programSuccess = GL_TRUE; glGetProgramiv( mProgramID, GL_LINK_STATUS, &programSuccess ); if( programSuccess != GL_TRUE ) { printf( "Error linking program %d!\n", mProgramID ); printProgramLog( mProgramID ); glDeleteShader( vertexShader ); glDeleteShader( fragmentShader ); glDeleteProgram( mProgramID ); mProgramID = 0; return false; } //Clean up excess shader references glDeleteShader( vertexShader ); glDeleteShader( fragmentShader ); //Get variable locations mVertexPos2DLocation = glGetAttribLocation( mProgramID, "LVertexPos2D" ); if( mVertexPos2DLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LVertexPos2D" ); } mTexCoordLocation = glGetAttribLocation( mProgramID, "LTexCoord" ); if( mTexCoordLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTexCoord" ); } mTextureColorLocation = glGetUniformLocation( mProgramID, "LTextureColor" ); if( mTextureColorLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTextureColor" ); } mTextureUnitLocation = glGetUniformLocation( mProgramID, "LTextureUnit" ); if( mTextureUnitLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LTextureUnit" ); } mProjectionMatrixLocation = glGetUniformLocation( mProgramID, "LProjectionMatrix" ); if( mProjectionMatrixLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LProjectionMatrix" ); } mModelViewMatrixLocation = glGetUniformLocation( mProgramID, "LModelViewMatrix" ); if( mModelViewMatrixLocation == -1 ) { printf( "%s is not a valid glsl program variable!\n", "LModelViewMatrix" ); } return true; }
Here we initialize and load the shader much like we did in our previous shader programs. The thing to look for here is that the sampler2D "LTextureUnit" is a uniform.
This makes sense because we don't change our texture for every individual vertex we render.
From LTexturedPolygonProgram2D.cpp
void LTexturedPolygonProgram2D::setVertexPointer( GLsizei stride, const GLvoid* data ) { glVertexAttribPointer( mVertexPos2DLocation, 2, GL_FLOAT, GL_FALSE, stride, data ); } void LTexturedPolygonProgram2D::setTexCoordPointer( GLsizei stride, const GLvoid* data ) { glVertexAttribPointer( mTexCoordLocation, 2, GL_FLOAT, GL_FALSE, stride, data ); } void LTexturedPolygonProgram2D::enableVertexPointer() { glEnableVertexAttribArray( mVertexPos2DLocation ); } void LTexturedPolygonProgram2D::disableVertexPointer() { glDisableVertexAttribArray( mVertexPos2DLocation ); } void LTexturedPolygonProgram2D::enableTexCoordPointer() { glEnableVertexAttribArray( mTexCoordLocation ); } void LTexturedPolygonProgram2D::disableTexCoordPointer() { glDisableVertexAttribArray( mTexCoordLocation ); }
Here we handle vertex/texture coordinates much in the same way we did with glTexCoordPointer().
From LTexturedPolygonProgram2D.cpp
void LTexturedPolygonProgram2D::setProjection( glm::mat4 matrix ) { mProjectionMatrix = matrix; } void LTexturedPolygonProgram2D::setModelView( glm::mat4 matrix ) { mModelViewMatrix = matrix; } void LTexturedPolygonProgram2D::leftMultProjection( glm::mat4 matrix ) { mProjectionMatrix = matrix * mProjectionMatrix; } void LTexturedPolygonProgram2D::leftMultModelView( glm::mat4 matrix ) { mModelViewMatrix = matrix * mModelViewMatrix; } void LTexturedPolygonProgram2D::updateProjection() { glUniformMatrix4fv( mProjectionMatrixLocation, 1, GL_FALSE, glm::value_ptr( mProjectionMatrix ) ); } void LTexturedPolygonProgram2D::updateModelView() { glUniformMatrix4fv( mModelViewMatrixLocation, 1, GL_FALSE, glm::value_ptr( mModelViewMatrix ) ); } void LTexturedPolygonProgram2D::setTextureColor( LColorRGBA color ) { glUniform4fv( mTextureColorLocation, 4, (const GLfloat*)&color ); } void LTexturedPolygonProgram2D::setTextureUnit( GLuint unit ) { glUniform1i( mTextureUnitLocation, unit ); }
Matrix operations are pretty much the same as they were with the previous shader programs.
Notice when we set the texture unit we use glUniform1i() because we're updating a single int in the shader.
Notice when we set the texture unit we use glUniform1i() because we're updating a single int in the shader.
From LTexture.h
protected: //Rendering program static LTexturedPolygonProgram2D* mTexturedPolygonProgram2D; GLuint powerOfTwo( GLuint num ); /* Pre Condition: -None Post Condition: -Returns nearest power of two integer that is greater Side Effects: -None */ void initVBO(); /* Pre Condition: -A valid OpenGL context -A loaded member texture Post Condition: -Generates VBO and IBO to use for rendering Side Effects: -Binds NULL VBO and IBO */ void freeVBO(); /* Pre Condition: -A generated VBO Post Condition: -Frees VBO and IBO Side Effects: -None */ //Texture name GLuint mTextureID; //Current pixels GLuint* mPixels32; GLubyte* mPixels8; //Pixel format GLuint mPixelFormat; //Texture dimensions GLuint mTextureWidth; GLuint mTextureHeight; //Unpadded image dimensions GLuint mImageWidth; GLuint mImageHeight; //VBO IDs GLuint mVBOID; GLuint mIBOID; };
We want our texture class to be able to use the textured polygon shader to render, so we gave the class the static member "mTexturedPolygonProgram2D" to point to a global
shader program for all texture objects to use.
From LTexture.cpp
//Initialize class variables GLenum DEFAULT_TEXTURE_WRAP = GL_REPEAT; LTexturedPolygonProgram2D* LTexture::mTexturedPolygonProgram2D = NULL; void LTexture::setTexturedPolygonProgram2D( LTexturedPolygonProgram2D* program ) { //Set class rendering program mTexturedPolygonProgram2D = program; }
Here's the static function that sets the program pointer for us to use in rendering.
From LTexture.cpp
bool LTexture::loadTextureFromFile32( std::string path ) { //Texture loading success bool textureLoaded = false; //Generate and set current image ID ILuint imgID = 0; ilGenImages( 1, &imgID ); ilBindImage( imgID ); //Load image ILboolean success = ilLoadImage( path.c_str() ); //Image loaded successfully if( success == IL_TRUE ) { //Convert image to RGBA success = ilConvertImage( IL_RGBA, IL_UNSIGNED_BYTE ); if( success == IL_TRUE ) { //Initialize dimensions GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH ); GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT ); //Calculate required texture dimensions GLuint texWidth = powerOfTwo( imgWidth ); GLuint texHeight = powerOfTwo( imgHeight ); //Texture is the wrong size if( imgWidth != texWidth || imgHeight != texHeight ) { //Place image at upper left iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT ); //Resize image iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 ); } //Create texture from file pixels textureLoaded = loadTextureFromPixels32( (GLuint*)ilGetData(), imgWidth, imgHeight, texWidth, texHeight ); } //Delete file from memory ilDeleteImages( 1, &imgID ); //Set pixel format mPixelFormat = GL_RGBA; } //Report error if( !textureLoaded ) { printf( "Unable to load %s\n", path.c_str() ); } return textureLoaded; }
Here's one of our texture loading functions. It hasn't changed because how we load data hasn't changed, only how we're sending the vertex data.
From LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip ) { //If the texture exists if( mTextureID != 0 ) { //Texture coordinates GLfloat texTop = 0.f; GLfloat texBottom = (GLfloat)mImageHeight / (GLfloat)mTextureHeight; GLfloat texLeft = 0.f; GLfloat texRight = (GLfloat)mImageWidth / (GLfloat)mTextureWidth; //Vertex coordinates GLfloat quadWidth = mImageWidth; GLfloat quadHeight = mImageHeight; //Handle clipping if( clip != NULL ) { //Texture coordinates texLeft = clip->x / mTextureWidth; texRight = ( clip->x + clip->w ) / mTextureWidth; texTop = clip->y / mTextureHeight; texBottom = ( clip->y + clip->h ) / mTextureHeight; //Vertex coordinates quadWidth = clip->w; quadHeight = clip->h; } //Move to rendering point mTexturedPolygonProgram2D->leftMultModelView( glm::translate( glm::vec3( x, y, 0.f ) ) ); mTexturedPolygonProgram2D->updateModelView(); //Set vertex data LTexturedVertex2D vData[ 4 ]; //Texture coordinates vData[ 0 ].texCoord.s = texLeft; vData[ 0 ].texCoord.t = texTop; vData[ 1 ].texCoord.s = texRight; vData[ 1 ].texCoord.t = texTop; vData[ 2 ].texCoord.s = texRight; vData[ 2 ].texCoord.t = texBottom; vData[ 3 ].texCoord.s = texLeft; vData[ 3 ].texCoord.t = texBottom; //Vertex positions vData[ 0 ].position.x = 0.f; vData[ 0 ].position.y = 0.f; vData[ 1 ].position.x = quadWidth; vData[ 1 ].position.y = 0.f; vData[ 2 ].position.x = quadWidth; vData[ 2 ].position.y = quadHeight; vData[ 3 ].position.x = 0.f; vData[ 3 ].position.y = quadHeight; //Set texture ID glBindTexture( GL_TEXTURE_2D, mTextureID ); //Enable vertex and texture coordinate arrays mTexturedPolygonProgram2D->enableVertexPointer(); mTexturedPolygonProgram2D->enableTexCoordPointer(); //Bind vertex buffer glBindBuffer( GL_ARRAY_BUFFER, mVBOID ); //Update vertex buffer data glBufferSubData( GL_ARRAY_BUFFER, 0, 4 * sizeof(LTexturedVertex2D), vData ); //Set texture coordinate data mTexturedPolygonProgram2D->setTexCoordPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, texCoord ) ); //Set vertex data mTexturedPolygonProgram2D->setVertexPointer( sizeof(LTexturedVertex2D), (GLvoid*)offsetof( LTexturedVertex2D, position ) ); //Draw quad using vertex data and index data glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mIBOID ); glDrawElements( GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL ); //Disable vertex and texture coordinate arrays mTexturedPolygonProgram2D->disableVertexPointer(); mTexturedPolygonProgram2D->disableTexCoordPointer(); } }
As you can see, texture rendering hasn't changed all that much. Instead of sending the data to the old fixed function pipeline, we send it to the shader program in pretty
much the same way.
From LUtil.cpp
//Textured polygon shader LTexturedPolygonProgram2D gTexturedPolygonProgram2D; //Loaded texture LTexture gOpenGLTexture; LColorRGBA gTextureColor = { 1.f, 1.f, 1.f, 0.75f };
At the top of LUtil.cpp, we have our shader program object, the texture we're going to load, and the color we're going to give it. We're going to make the rendered textured polygon
semitransparent.
From LUtil.cpp
bool loadGP() { //Load textured shader program if( !gTexturedPolygonProgram2D.loadProgram() ) { printf( "Unable to load textured polygon program!\n" ); return false; } //Bind textured shader program gTexturedPolygonProgram2D.bind(); //Initialize projection gTexturedPolygonProgram2D.setProjection( glm::ortho<GLfloat>( 0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, 1.0, -1.0 ) ); gTexturedPolygonProgram2D.updateProjection(); //Initialize modelview gTexturedPolygonProgram2D.setModelView( glm::mat4() ); gTexturedPolygonProgram2D.updateModelView(); //Set texture unit gTexturedPolygonProgram2D.setTextureUnit( 0 ); //Set program for texture LTexture::setTexturedPolygonProgram2D( &gTexturedPolygonProgram2D ); return true; } bool loadMedia() { //Load texture if( !gOpenGLTexture.loadTextureFromFile32( "34_glsl_texturing/opengl.png" ) ) { printf( "Unable to load texture!\n" ); return false; } return true; }
We load the shader program and the texture much in the same way as before. This time we set initialize the texture unit to the first one (index 0), and also set the class wide
shader program for the LTexture class.
From LUtil.cpp
void render() { //Clear color buffer glClear( GL_COLOR_BUFFER_BIT ); //Reset transformations gTexturedPolygonProgram2D.setModelView( glm::mat4() ); //Render texture centered gTexturedPolygonProgram2D.setTextureColor( gTextureColor ); gOpenGLTexture.render( ( SCREEN_WIDTH - gOpenGLTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gOpenGLTexture.imageHeight() ) / 2.f ); //Update screen glutSwapBuffers(); }
Finally, we render our texture with the shader program.
Now, in this tutorial we actually broke our OpenGL 3.0+ compatibility. In OpenGL 3.0+, GL_ALPHA is not a supported texture format, even though GL_RED, GL_GREEN, GL_BLUE are supported. Fortunately using GLSL shaders there are ways to get around that so you can render fonts.
Now, in this tutorial we actually broke our OpenGL 3.0+ compatibility. In OpenGL 3.0+, GL_ALPHA is not a supported texture format, even though GL_RED, GL_GREEN, GL_BLUE are supported. Fortunately using GLSL shaders there are ways to get around that so you can render fonts.