HI
I’m new at OpenGL and glsl and trying to use it on RPI2.
I did my first practice example on OpenGL 2.1 and glsl version120. Now I’m working on OpenGLES 2.0.
What I want to do is that store float values to a texture and send it to vertex shader to make lines.
So, I made one array for float values to store, and passing these values to one FBO. And I send this FBO to UniformTexture. But It seems vertex shader doesn’t get any values.
OpenGL ES 2.0 document states that “Texture lookup functions are available to both vertex and fragment shaders.” Also I have checked GL_MAX_VERTEX_TEXTURE_IMAGE_UNIT in RPI2 and it returns 8.
Unfortunately, I cannot fetch any values form texture that I send to vertex shader.
What am I missing here?
Any help would be appreciated. I really hope.
Thanks !
vertex shader code
precision highp float;
uniform mat4 modelViewProjectionMatrix;
uniform sampler2D valTex;
uniform vec2 spaceSize;
attribute vec4 position;
attribute vec2 texcoord;
void main() {
vec4 pixPos = position;
vec2 valAmt = texture2D(valTex, texcoord).xy;
valAmt.x *= spaceSize.x;
valAmt.y *= spaceSize.y;
vec2 nPos;
nPos.x = (pixPos.x + valAmt.x);
nPos.y = (pixPos.y + valAmt.y);
if ((v_pos.x <= 1.0)) {
gl_Position = modelViewProjectionMatrix * vec4(pixPos.x, pixPos.y, 0, 1);
}else{
gl_Position = modelViewProjectionMatrix * vec4(nPos.x, nPos.y, 0, 1);
}
}
Fragment shader
void main() {
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
}
OFX CODE
#include "ofApp.h"
void ofApp::setup(){
string ShaderFolder;
ShaderFolder = "shader_gles";
renderShader.load(ShaderFolder + "/fluidRender.vert", ShaderFolder + "/fluidRender.frag");
renderFbo.allocate(spaceSize, spaceSize, GL_RGB); //Render to Screen
renderFbo.begin();
ofClear(0);
renderFbo.end();
valTex.allocate(gridSize, gridSize, GL_RGB); //Store values from array
valTex.begin();
ofClear(0);
valTex.end();
int vertexNum = gridSize * gridSize;
vector<float> val(vertexNum * 3); //Store values
for (int x = 0; x < gridSize; x++) {
for (int y = 0; y < gridSize; y++) {
val[((x * 3 * gridSize) + y * 3) + 0] = 200.0; //x pos value
val[((x * 3 * gridSize) + y * 3) + 1] = 200.0; //y pos value
val[((x * 3 * gridSize) + y * 3) + 2] = 0.0;
}
}
valTex.getTexture().loadData(val.data(), gridSize, gridSize, GL_RGB);
mesh.setMode(OF_PRIMITIVE_LINES);
for (int x = 0; x < gridSize; x++) {
for (int y = 0; y < gridSize; y++) {
mesh.addVertex(ofVec3f(x * cellSize, y * cellSize)); //center vertex
mesh.addTexCoord(ofVec2f(1.1, 1.1));
mesh.addVertex(ofVec3f(x * cellSize, y * cellSize)); //val vertex
mesh.addTexCoord(ofVec2f(x / gridSize - 1, y / gridSize - 1)); //normalize texcoord
mesh.addIndex((x * 2) * gridSize + (y * 2) + 0);
mesh.addIndex((x * 2) * gridSize + (y * 2) + 1);
}
}
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vertex_texture_units);
}
void ofApp::update(){
vertexRender();
}
void ofApp::draw(){
ofBackground(0);
renderFbo.draw(0, 0);
ofDrawBitmapString("v_tex_unit : " + ofToString(vertex_texture_units), 15, 15);
}
void ofApp::vertexRender(){
renderFbo.begin();
ofClear(0);
renderShader.begin();
renderShader.setUniformTexture("velTex", valTex.getTexture(), 0);
renderShader.setUniform2f("spaceSize", spaceSize, spaceSize);
mesh.draw();
renderShader.end();
renderFbo.end();
}