I am creating an array of textures using GL_TEXTURE_2D_ARRAY
in my code:
// Load all images ito opengl
unsigned int width, height;
std::vector<unsigned char> textures;
int num = 0;
for ( auto each : image_list )
{
// Load PNG
std::vector<unsigned char> buffer, this_texture;
lodepng::load_file(buffer, each.string().c_str());
auto lode_error = lodepng::decode(this_texture, width, height, buffer);
if (lode_error)
{
LOG_ERROR("lodepng has reported this error: " + std::string(lodepng_error_text(lode_error)));
return false;
}
m_indexes.insert(std::make_pair(each.filename().string(), num));
textures.insert(textures.end(), this_texture.begin(), this_texture.end());
num++;
}
// Active texture
glActiveTexture(GL_TEXTURE0);
// Generate texture
glGenTextures(1, &m_texture_id);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_id);
// Send pixels
glTexImage3D(GL_TEXTURE_2D_ARRAY,
0,
GL_RGBA,
width, height,
image_list.size(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
textures.data());
// Set options
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Here are the shaders I am using:
Vertex Shader
#version 430 core
/* layouts */
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec2 in_uv;
layout (location = 2) in vec4 in_tint;
layout (location = 3) in mat4 in_model;
layout (location = 7) in vec3 in_scale;
layout (location = 8) in float in_textured_index;
/* uniforms */
uniform mat4 ortho;
uniform mat4 view;
/* outputs */
out vec4 tint;
out vec2 uv;
out float textured_index;
void main()
{
mat4 mvp = ortho * view * in_model;
gl_Position = mvp * vec4(in_vertex * in_scale, 1.0);
tint = in_tint;
uv = in_uv;
textured_index = in_textured_index;
}
Fragment Shader
#version 430 core
/* inputs from vertex shader */
in vec4 tint;
in vec2 uv;
in float textured_index;
/* output to GPU */
out vec4 fragment;
/* texture sampler */
uniform sampler2DArray sampler_unit;
void main()
{
fragment = texture(sampler_unit, vec3(uv.xy, textured_index)).rgba;
fragment = fragment * tint;
}
Code to bind the texture array:
void ArrayTextures::attach()
{
if (glIsTexture(m_texture_id)){
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_id);
}
}
What I have noticed, is that I do not have to attach the texture unit or the texture id to my shader, as long as the texture is bound with above function. It just works. I would like to understand why. In OpenGL 3.X, you have to bind the sampler to your shader before you can use it. Is there any automatism behind the scenes, that I am not aware of? Since I have a 5700XT, may this be an AMD specific oddity? What is the correct way here, so I can be sure it also works on NVIDIA?