I'm currently trying to draw simple meshes using different textures (using C# and OpenTK). I read a lot about TextureUnit and bindings, and that's my current implementation (not working as expected) :
private void ApplyOpaquePass()
{
GL.UseProgram(this.shaderProgram);
GL.CullFace(CullFaceMode.Back);
while (this.opaqueNodes.Count > 0)
Draw(this.opaqueNodes.Pop());
GL.UseProgram(0);
}
And my draw method :
private void Draw(Assets.Model.Geoset geoset)
{
GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, geoset.TextureId /*buffer id returned by GL.GenTextures*/ );
GL.Uniform1(GL.GetUniformLocation(this.shaderProgram, "Texture1"), 1 /*see note below*/ );
//Note: if I'm correct, it should be 1 when using TextureUnit.Texture1
// (2 for Texture2...), note that doesn't seem to work since no
// texture texture at all is sent to the shader, however a texture
// is shown when specifying any other number (0, 2, 3...)
// Draw vertices & indices buffers...
}
And my shader code (that shouldn't be the problem since uv mapping is ok):
uniform sampler2D Texture1;
void main(void)
{
gl_FragColor = texture2D(Texture1, gl_TexCoord[0].st);
}
What's the problem :
Since geoset.TextureId can vary from one geoset to another, I'm expecting different texture to be sent to the shader.
Instead, always the same texture is applied to all objects (geosets).
Ideas :
Using different TextureUnit for each textures (working well), but what happens if we have 2000 different textures? If my understanding is right, we must use multiple TextureUnit only if we want to use multiple texture at the same time in the shader.
I first thought that uniforms couldn't be changed once defined, but a test with a boolean uniform told me that it was actually possible.
private void Draw(Assets.Model.Geoset geoset) { GL.ActiveTexture(TextureUnit.Texture1); GL.BindTexture(TextureTarget.Texture2D, geoset.TextureId); GL.Uniform1(GL.GetUniformLocation(this.shaderProgram, "Texture1"), 1 ); //added line... GL.Uniform1(GL.GetUniformLocation(this.shaderProgram, "UseBaseColor"), (geoset.Material.FilterMode == Assets.Model.Material.FilterType.Blend) ? 1: 0); // Draw vertices & indices buffers... }
Shader code:
uniform sampler2D Texture1; uniform bool UseBaseColor; void main(void) { gl_FragColor = texture2D(Texture1, gl_TexCoord[0].st); if (UseBaseColor) gl_FragColor = mix(vec4(0,1,1,1), gl_FragColor , gl_FragColor .a); }
This code works great, drawing some geoset with a base color instead of transparency, that (should ?) prove that uniforms can be changed here. Why this isn't working with my textures ?
Should I use a different shader program per geoset ?
Thanks in advance for your answers :)
Regards,
Bruce
EDIT: that's how I generate textures in the renderer:
override public uint GenTexture(Bitmap bmp)
{
uint texture;
GL.GenTextures(1, out texture);
//I disabled this line because I now bind the texture before drawing a geoset
//Anyway, uncommenting this line doesn't show a better result
//GL.BindTexture(TextureTarget.Texture2D, texture);
System.Drawing.Imaging.BitmapData data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bmp.UnlockBits(data);
//temp settings
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return texture;
}