GLSL won't accept my implicit cast - visual-c++

I'm learning OpenGL 3.3, using some tutorials (http://opengl-tutorial.org). In the tutorial I'm using, there is a vertex shader which does the following:
Tutorial Shader source
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
}
Yet, when I try to emulate the same behavior in my application, I get the following:
error: implicit cast from "vec4" to "vec3".
After seeing this, I wasn't sure if it was because I was using 4.2 version shaders as opposed to 3.3, so changed everything to match what the author had been using, still receiving the same error afterward.
So, I changed my shader to do this:
My (latest) Source
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
uniform mat4 MVP;
void main()
{
vec4 a = vec4(vertexPosition_modelspace, 1);
gl_Position.xyz = MVP * a;
}
Which, of course, still produces the same error.
Does anyone know why this is the case, as well as what a solution might be to this? I'm not sure if it could be my calling code (which I've posted, just in case).
Calling Code
static const GLfloat T_VERTEX_BUF_DATA[] =
{
// x, y z
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
static const GLushort T_ELEMENT_BUF_DATA[] =
{ 0, 1, 2 };
void TriangleDemo::Run(void)
{
glClear(GL_COLOR_BUFFER_BIT);
GLuint matrixID = glGetUniformLocation(mProgramID, "MVP");
glUseProgram(mProgramID);
glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mMVP[0][0]); // This sends our transformation to the MVP uniform matrix, in the currently bound vertex shader
const GLuint vertexShaderID = 0;
glEnableVertexAttribArray(vertexShaderID);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(
vertexShaderID, // Specify the ID of the shader to point to (in this case, the shader is built in to GL, which will just produce a white triangle)
3, // Specify the number of indices per vertex in the vertex buffer
GL_FLOAT, // Type of value the vertex buffer is holding as data
GL_FALSE, // Normalized?
0, // Amount of stride
(void*)0 ); // Offset within the array buffer
glDrawArrays(GL_TRIANGLES, 0, 3); //0 => start index of the buffer, 3 => number of vertices
glDisableVertexAttribArray(vertexShaderID);
}
void TriangleDemo::Initialize(void)
{
glGenVertexArrays(1, &mVertexArrayID);
glBindVertexArray(mVertexArrayID);
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(T_VERTEX_BUF_DATA), T_VERTEX_BUF_DATA, GL_STATIC_DRAW );
mProgramID = LoadShaders("v_Triangle", "f_Triangle");
glm::mat4 projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f); // field of view, aspect ratio (4:3), 0.1 units near, to 100 units far
glm::mat4 view = glm::lookAt(
glm::vec3(4, 3, 3), // Camera is at (4, 3, 3) in world space
glm::vec3(0, 0, 0), // and looks at the origin
glm::vec3(0, 1, 0) // this is the up vector - the head of the camera is facing upwards. We'd use (0, -1, 0) to look upside down
);
glm::mat4 model = glm::mat4(1.0f); // set model matrix to identity matrix, meaning the model will be at the origin
mMVP = projection * view * model;
}
Notes
I'm in Visual Studio 2012
I'm using Shader Maker for the GLSL editing

I can't say what's wrong with the tutorial code.
In "My latest source" though, there's
gl_Position.xyz = MVP * a;
which looks weird because you're assigning a vec4 to a vec3.
EDIT
I can't reproduce your problem.
I have used a trivial fragment shader for testing...
#version 330 core
void main()
{
}
Testing "Tutorial Shader source":
3.3.11762 Core Profile Context
Log: Vertex shader was successfully compiled to run on hardware.
Log: Fragment shader was successfully compiled to run on hardware.
Log: Vertex shader(s) linked, fragment shader(s) linked.
Testing "My latest source":
3.3.11762 Core Profile Context
Log: Vertex shader was successfully compiled to run on hardware.
WARNING: 0:11: warning(#402) Implicit truncation of vector from size 4 to size 3.
Log: Fragment shader was successfully compiled to run on hardware.
Log: Vertex shader(s) linked, fragment shader(s) linked.
And the warning goes away after replacing gl_Position.xyz with gl_Position.
What's your setup? Do you have a correct version of OpenGL context? Is glGetError() silent?
Finally, are your GPU drivers up-to-date?

I've had problems with some GPUs (ATi ones, I believe) not liking integer literals when it expects a float. Try changing
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
To
gl_Position = MVP * vec4(vertexPosition_modelspace, 1.0);

I just came across this error message on an ATI Radeon HD 7900 with latest drivers installed while compiling some sample code associated with the book "3D Engine Design for Virtual Globes" (http://www.virtualglobebook.com).
Here is the original fragment shader line:
fragmentColor = mix(vec3(0.0, intensity, 0.0), vec3(intensity, 0.0, 0.0), (distanceToContour < dF));
The solution is to cast the offending Boolean expression into float, as in:
fragmentColor = mix(vec3(0.0, intensity, 0.0), vec3(intensity, 0.0, 0.0), float(distanceToContour < dF));
The manual for mix (http://www.opengl.org/sdk/docs/manglsl) states
For the variants of mix where a is genBType, elements for which a[i] is false, the result for that
element is taken from x, and where a[i] is true, it will be taken from y.
So, since a Boolean blend value should be accepted by the compiler without comment, I think this should go down as an AMD/ATI driver issue.

Related

How to use multiple textures in Vulkan LLVMpipe (in Docker on CPU)

I develop offscreen Vulkan based render server to perform 2D scene drawing per request.
Target platform: Ubuntu 18.04 into Docker container
Physical device: llvmpipe (LLVM 11.0.1, 256 bits)
The scene consists of the same type of meshes and textures of different sizes. Each mesh is bound to its own texture. The maximum number of scene elements is 200.
I have just 1 material (vertex + fragment shaders) so I use just 1 pipeline.
High level description of my workfllow:
1) Setup framebuffer and readback image
2) Load all meshes (VBOs and IBOs)
3) Load all textures (images, views, samplers)
4) Create descriptor set for material exposes (mesh transform and texture sampler)
5) Put per-mesh parameters to storage buffer (transform matrices)
6) Update fixed array of texture samplers.
7) Draw each mesh
8) Send readback image to response.
Thats works great on dedicated GPU, llvmpipe does not support VK_EXT_descriptor_indexing and shaderSampledImageArrayDynamicIndexing feature. Its mean I cant indexing (in shaders) texture samler array by value from PushConstants.
#version 450
layout(set = 0, binding = 2) uniform sampler2D textures[200];
layout(push_constant) uniform Constants
{
uint id;
} meta;
void main()
{
// ...
vec4 t = texture(textures, uv); // failed on llvmpipe
// ...
}
To use only one sampler I need:
clear(framebuffer)
for mesh in meshes
{
bind(mesh.vbo)
bind(mesh.ibo)
bind(descriptorset)
update(sampler) // write current mesh texture
submit()
}
read(readback)
...
I dont understand how to setup renderpass to perform this steps. submit() in middle of this approach is confuse me.
Could you help me ?
I tried another approach that is based on StorageTexelBuffers.
1. Get max size of texel storage from device limits
(maxTexelBufferElements)
2. Split scene data ito chunks limited by maxTexelBufferElements.
3. Setup framebuffer and clear it
4. Draw a chunk[i]
5. Read back result
In this case samplers usage are not required.
I put N images in 1D array and pass it to fragment shader. In the shader I calculate index of the specific texel and gather it by imageLoad(...)
layout(location = 0) in vec2 uv;
layout(set = 0, binding = 2, rgba32f) uniform imageBuffer texels;
layout(push_constant) uniform Constants
{
uint id;
uint textureStart;
uint textureWidth;
uint textureHeight;
} meta;
void main()
{
// calculate specific texel real coordinates
uint s = uint(uv.x * float(meta.textureWidth));
uint t = uint(uv.y * float(meta.textureHeight));
// calculate texel index in global array
int index = int(meta.textureStart + s + t * meta.textureWidth);
outColor = imageLoad(noise, tx);
}
Start of the texture is passed in PushConstants.

Calculating UV Coordinates in domain shader

I was trying to implement the terrain tutorial in Introduction to game programming by frank luna. I succeeded to implement it using the effect file.
When I try to separate the Vertex, hull, domain and pixel shaders, I got a very strange behavior in the terrain textures. After debugging I got that the problem is in calculating the UV texture coordinates in the domain shader.
Here is how I calculate the UV coordinates.
[domain("quad")]
DomainOut main(PatchTess patchTess,
float2 uv : SV_DomainLocation,
const OutputPatch<HullOut, 4> quad)
{
DomainOut dout;
// Bilinear interpolation.
dout.PosW = lerp(
lerp(quad[0].PosW, quad[1].PosW, uv.x),
lerp(quad[2].PosW, quad[3].PosW, uv.x),
uv.y);
dout.Tex = lerp(
lerp(quad[0].Tex, quad[1].Tex, uv.x),
lerp(quad[2].Tex, quad[3].Tex, uv.x),
uv.y);
// Tile layer textures over terrain.
dout.TiledTex = dout.Tex * 50.0f;
dout.TiledTex = dout.Tex*50.0f;
// Displacement mapping
dout.PosW.y = gHeightMap.SampleLevel(samHeightmap, dout.Tex, 0).r;
// NOTE: We tried computing the normal in the shader using finite difference,
// but the vertices move continuously with fractional_even which creates
// noticable light shimmering artifacts as the normal changes. Therefore,
// we moved the calculation to the pixel shader.
// Project to homogeneous clip space.
dout.PosH = mul(float4(dout.PosW, 1.0f), gViewProj);
return dout;
}
I am using quads for the domain shader.
After debugging using graphics analyzer, I got that in the domain shader the data is different from effect file from the domain shader I implemented altough the same code is used in both files.
What can be the problem?
I have an update to share with you, The data stream that enters to the domain shader is different from the effect file from the separated files. It is not the equation for the calculation.
What makes the data stream different, is there any way to change the order of patches enters the domain shader from the Hull shader.
This is the pixel shader code:
Texture2DArray gLayerMapArray : register(t3);
Texture2D gBlendMap : register(t1);
SamplerState samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
};
struct DomainOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float2 Tex : TEXCOORD0;
float2 TiledTex : TEXCOORD1;
};
float4 main(DomainOut pin) : SV_Target
{
//
// Texturing
//
float4 c0 = gLayerMapArray.Sample(samLinear, float3(pin.TiledTex, 0.0f));
float4 c1 = gLayerMapArray.Sample(samLinear, float3(pin.TiledTex, 1.0f));
float4 c2 = gLayerMapArray.Sample(samLinear, float3(pin.TiledTex, 2.0f));
float4 c3 = gLayerMapArray.Sample(samLinear, float3(pin.TiledTex, 3.0f));
// Sample the blend map.
float4 t = gBlendMap.Sample(samLinear, pin.Tex);
// Blend the layers on top of each other.
float4 texColor = c0;
texColor = lerp(texColor, c1, t.r);
texColor = lerp(texColor, c2, t.g);
texColor = lerp(texColor, c3, t.b);
return texColor;
}
Finally, the solution is that I should set the sampler from c++ code even if you have a sampler in the shader. I don't know why but this solved the problem.

Shader for counting number of pixels

I'm looking for a shader CG or HLSL, that can count number of red pixels or any other colors that I want.
You could do this with atomic counters in a fragment shader. Just test the output color to see if it's within a certain tolerance of red, and if so, increment the counter. After the draw call you should be able to read the counter's value on the CPU and do whatever you like with it.
edit: added a very simple example fragment shader:
// Atomic counters require 4.2 or higher according to
// https://www.opengl.org/wiki/Atomic_Counter
#version 440
#extension GL_EXT_gpu_shader4 : enable
// Since this is a full-screen quad rendering,
// the only input we care about is texture coordinate.
in vec2 texCoord;
// Screen resolution
uniform vec2 screenRes;
// Texture info in case we use it for some reason
uniform sampler2D tex;
// Atomic counters! INCREDIBLE POWER
layout(binding = 0, offset = 0) uniform atomic_uint ac1;
// Output variable!
out vec4 colorOut;
bool isRed(vec4 c)
{
return c.r > c.g && c.r > c.b;
}
void main()
{
vec4 result = texture2D(tex, texCoord);
if (isRed(result))
{
uint cval = atomicCounterIncrement(ac1);
}
colorOut = result;
}
You would also need to set up the atomic counter in your code:
GLuint acBuffer = 0;
glGenBuffers(1, &acBuffer);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, acBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);

How to draw wireframe sphere in opengl es

Can you please submit a code for drawing a basic wireframe sphere without texturing it. I found plenty of examples but they use 3 kind of buffers like normal,texture and vertices. Is there any simple comprehensive way to draw a sphere using GL_TRIANGLE_FAN or GL_TRIANGLE_STRIP and using only vertex and fragment shader.
Thank you!
void DrawSphere(GLdouble radius, int longitudeSubdiv, int latitudeSubdiv)
{
// issue corresponding GL command
//glPolygonMode(GL_BACK,GL_FILL);
//gluSphere(m_quadrObj,radius,longitudeSubdiv,latitudeSubdiv);
float color1[3] = {1.0,0.0,0.0};
float shininess = 64.0f;
float specularColor[] = {1.0, 1.0f, 1.0f, 1.0f};
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); // range 0 ~ 128
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specularColor);
glPushMatrix();
glTranslatef(1,1,1);// *
glColor3fv(color1);
gluSphere(m_quadrObj,radius,longitudeSubdiv,latitudeSubdiv);
glPopMatrix();
//glColor3fv(color2);
}

How can I display multiple separate textures (not multi-texturing) with OpenGL ES 2.0?

My iOS 4 app uses OpenGL ES 2.0 and renders elements with a single texture. I would like to draw elements using multiple different textures and am having problems getting things to work.
I added a variable to my vertex shader to indicate which texture to apply:
...
attribute float TextureIn;
varying float TextureOut;
void main(void)
{
...
TextureOut = TextureIn;
}
I use that value in the fragment shader to select the texture:
...
varying lowp float TextureOut;
uniform sampler2D Texture0;
uniform sampler2D Texture1;
void main(void)
{
if (TextureOut == 1.0)
{
gl_FragColor = texture2D(Texture1, TexCoordOut);
}
else // 0
{
gl_FragColor = texture2D(Texture0, TexCoordOut);
}
}
Compile shaders:
...
_texture = glGetAttribLocation(programHandle, "TextureIn");
glEnableVertexAttribArray(_texture);
_textureUniform0 = glGetUniformLocation(programHandle, "Texture0");
_textureUniform1 = glGetUniformLocation(programHandle, "Texture1");
Init/Setup:
...
GLuint _texture;
GLuint _textureUniform0;
GLuint _textureUniform1;
...
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D); // ?
glBindTexture(GL_TEXTURE_2D, _textureUniform0);
glUniform1i(_textureUniform0, 0);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D); // ?
glBindTexture(GL_TEXTURE_2D, _textureUniform1);
glUniform1i(_textureUniform1, 1);
glActiveTexture(GL_TEXTURE0);
Render:
...
glVertexAttribPointer(_texture, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 13));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _textureUniform0);
glUniform1i(_textureUniform0, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _textureUniform1);
glUniform1i(_textureUniform1, 1);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, indicesCountA, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * 0));
glDrawElements(GL_TRIANGLES, indicesCountB, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesCountA));
glDrawElements(GL_TRIANGLES, indicesCountC, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * (indicesCountA + indicesCountB)));
My hope was to dynamically apply the texture associated with a vertex but it seems to only recognize GL_TEXTURE0.
The only way I have been able to change textures is to associated each texture with GL_TEXTURE0 and then draw:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _textureUniformX);
glUniform1i(_textureUniformX, 0);
glDrawElements(GL_TRIANGLES, indicesCountA, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * 0));
...
In order to render all the textures, I would need a separate glDrawElements() call for each texture, and I have read that glDrawElements() calls are a big hit to performance and the number of calls should be minimized. Thats why I was trying to dynamically specifiy which texture to use for each vertex.
It's entirely possible that my understanding is wrong or I am missing something important. I'm still new to OpenGL and the more I learn the more I feel I have more to learn.
It must be possible to use textures other than just GL_TEXTURE0 but I have yet to figure out how.
Any guidance or direction would be greatly appreciated.
Can it be you're just experiencing floating point rounding issues? There shouldn't be any (except if a single privimitve shares vertices with different textures), but just to be sure replace this TextureOut == 1.0 with a TextureOut > 0.5 or something the like.
As a general advice, you are correct in that the number of draw calls should be reduced as much a possible, but your approach is quite odd. You are buying draw call reduction with fragment shader branching. Your approach also doesn't scale well with the overall number of textures, since you always need all textures in separate texture units.
The usual approach to reduce texture switches is to put all the textures into a single large texture, a so-called texture atlas, and use the texture coordinates to select the appropriate subregion in this texture. This also has some pitfalls (which are an entirely different question), but nothing comes for free.
EDIT: Oh wait, I see what you're actually doing wrong
glBindTexture(GL_TEXTURE_2D, _textureUniform0);
You're binding a texture to the current texture unit, but instead of the texture object you give this function a uniform location, which is complete rubbish (but might even work in some weird circumstances, since both uniform locations and texture objects are themselves just integers). Of course you have to bind the actual texture.

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