'array of sampler2D uses last bound texture [duplicate]
I am trying to implement a simple batchrenderer. I am using an array of sampler2D for it. however, the array is using the last bound texture instead of using the texture bound to the texture unit. I would really appreciate if anyone can help me out. here's my code:
Edit: the sampler2d array index is working fine. when i used FragColor = vec4(t, 0, 0, 0); it gave me a black quad and a red quad. But for some, it is using the last bound texture. both the quads are using texture2.
main.cpp
int main()
{
Window window("DJROXZHIA", 800, 600, true);
Shader shader("res/shaders/vertex.glsl", "res/shaders/fragment.glsl");
shader.enable();
float vertices[] = {
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4
};
Texture texture("res/texture/DodgerCover.png");
Texture texture2("res/texture/game-play-image.png"); //both the quads are using texture2
GLuint vao, vbo, ibo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ibo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DJROXZHIA::maths::Vertex2D), (void*)offsetof(DJROXZHIA::maths::Vertex2D, pos));
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, sizeof(DJROXZHIA::maths::Vertex2D), (void*)offsetof(DJROXZHIA::maths::Vertex2D, texture));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DJROXZHIA::maths::Vertex2D), (void*)offsetof(DJROXZHIA::maths::Vertex2D, texCoords));
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(DJROXZHIA::maths::Vertex2D), (void*)offsetof(DJROXZHIA::maths::Vertex2D, color));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
GLfloat t[2] = { 0.0f, 1.0f };
glUniform1fv(glGetUniformLocation(shader.getID(), "u_texture"), 2, t);
while (!window.closed())
{
window.clear(glm::vec4(0.0f));
glActiveTexture(GL_TEXTURE + 0);
glBindTexture(GL_TEXTURE_2D, texture.getTextureID());
glActiveTexture(GL_TEXTURE + 1);
glBindTexture(GL_TEXTURE_2D, texture2.getTextureID());
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
window.tick();
}
return 0;
}
vertex.glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in float aTexture;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec4 aColor;
out float tex;
out vec2 texCoords;
out vec4 color;
out vec3 pos;
//uniform mat4 u_ProjView;
void main()
{
gl_Position = vec4(aPos, 1.0);
tex = aTexture;
texCoords = aTexCoords;
color = aColor;
pos = aPos;
}
fragment.glsl
#version 330 core
in float tex;
in vec2 texCoords;
in vec4 color;
in vec3 pos;
uniform sampler2D u_texture[2];
out vec4 FragColor;
void main()
{
int t = int(tex);
FragColor = texture(u_texture[t], texCoords) * color;
}
Thanks in advance
Sources
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