'OpenGL texture arrays render the texture completely black
I'm attempting to render a .png
image as a texture. However, all that is being rendered is a black square.
Can anybody see any mistakes in my OpenGL GL_TEXTURE_2D
setup that might give me a block black square.
#![allow(non_upper_case_globals)]
extern crate glfw;
use self::glfw::{Action, Context, Key};
use std::path::Path;
extern crate gl;
use self::gl::types::*;
use std::ffi::CString;
use std::mem;
use std::os::raw::c_void;
use std::ptr;
use std::str;
use std::sync::mpsc::Receiver;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
const vertexShaderSource: &str = r#"
#version 430 core
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in float layer;
out vec2 uv;
out float layer_get;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
uv = texCoord;
layer_get = layer;
}
"#;
const fragmentShaderSource: &str = r#"
#version 430 core
out vec4 color;
in vec2 uv;
in float layer_get;
layout (binding=0) uniform sampler2DArray textureArray;
void main()
{
color = texture(textureArray, vec3(uv.x,uv.y, layer_get));
}
"#;
#[allow(non_snake_case)]
pub fn main() {
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(
glfw::OpenGlProfileHint::Core,
));
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw
.create_window(
SCR_WIDTH,
SCR_HEIGHT,
"LearnOpenGL",
glfw::WindowMode::Windowed,
)
.expect("Failed to create GLFW window");
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (shaderProgram, VAO) = unsafe {
// build and compile our shader program
// ------------------------------------
// vertex shader
let vertexShader = gl::CreateShader(gl::VERTEX_SHADER);
let c_str_vert = CString::new(vertexShaderSource.as_bytes()).unwrap();
gl::ShaderSource(vertexShader, 1, &c_str_vert.as_ptr(), ptr::null());
gl::CompileShader(vertexShader);
// check for shader compile errors
let mut success = gl::FALSE as GLint;
let mut infoLog = Vec::with_capacity(512);
infoLog.set_len(512 - 1); // subtract 1 to skip the trailing null character
gl::GetShaderiv(vertexShader, gl::COMPILE_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(
vertexShader,
512,
ptr::null_mut(),
infoLog.as_mut_ptr() as *mut GLchar,
);
println!(
"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}",
str::from_utf8(&infoLog).unwrap()
);
}
// fragment shader
let fragmentShader = gl::CreateShader(gl::FRAGMENT_SHADER);
let c_str_frag = CString::new(fragmentShaderSource.as_bytes()).unwrap();
gl::ShaderSource(fragmentShader, 1, &c_str_frag.as_ptr(), ptr::null());
gl::CompileShader(fragmentShader);
// check for shader compile errors
gl::GetShaderiv(fragmentShader, gl::COMPILE_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(
fragmentShader,
512,
ptr::null_mut(),
infoLog.as_mut_ptr() as *mut GLchar,
);
println!(
"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}",
str::from_utf8(&infoLog).unwrap()
);
}
// link shaders
let shaderProgram = gl::CreateProgram();
gl::AttachShader(shaderProgram, vertexShader);
gl::AttachShader(shaderProgram, fragmentShader);
gl::LinkProgram(shaderProgram);
// check for linking errors
gl::GetProgramiv(shaderProgram, gl::LINK_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetProgramInfoLog(
shaderProgram,
512,
ptr::null_mut(),
infoLog.as_mut_ptr() as *mut GLchar,
);
println!(
"ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n{}",
str::from_utf8(&infoLog).unwrap()
);
}
gl::DeleteShader(vertexShader);
gl::DeleteShader(fragmentShader);
let vertices: [f32; 20] = [
0.5, 0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, 1.0, 1.0, 0.0,
-0.5, 0.5, 0.0, 1.0, 0.0,
];
let indices = [
0, 1, 3,
1, 2, 3,
];
let (mut VBO, mut VAO, mut EBO) = (0, 0, 0);
gl::GenVertexArrays(1, &mut VAO);
gl::GenBuffers(1, &mut VBO);
gl::GenBuffers(1, &mut EBO);
gl::BindVertexArray(VAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
gl::BufferData(
gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW,
);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, EBO);
gl::BufferData(
gl::ELEMENT_ARRAY_BUFFER,
(indices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&indices[0] as *const i32 as *const c_void,
gl::STATIC_DRAW,
);
let stripe = 5 * mem::size_of::<GLfloat>() as GLsizei;
gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, stripe, ptr::null());
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(
1,
2,
gl::FLOAT,
gl::FALSE,
stripe,
(2 * mem::size_of::<GLfloat>()) as *const c_void,
);
gl::EnableVertexAttribArray(1);
gl::VertexAttribPointer(
2,
1,
gl::FLOAT,
gl::FALSE,
stripe,
(4 * mem::size_of::<GLfloat>()) as *const c_void,
);
gl::EnableVertexAttribArray(2);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
let mut texture = 0;
gl::GenTextures(1, &mut texture);
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D_ARRAY, texture);
// Create storage for the texture. (1 layer of 1000x1000 texels)
gl::TexStorage3D(
gl::TEXTURE_2D_ARRAY,
1, // no mipmaps
gl::RGB8, // internal format
1000,
1000, // WxH
1, // Number of layers
);
let img = image::open(&Path::new("FILE_PATH.png")).unwrap();
let to_rgba = img.to_rgba();
let data = to_rgba.into_vec();
gl::TexSubImage3D(
gl::TEXTURE_2D_ARRAY,
0, // mipmap number
0,
0,
0, //x, y, z
325,
325,
1,
gl::RGBA, // format
gl::UNSIGNED_BYTE, // type
&data[0] as *const u8 as *const c_void, // pointer to data
);
gl::GenerateMipmap(gl::TEXTURE_2D_ARRAY);
gl::TexParameteri(
gl::TEXTURE_2D_ARRAY,
gl::TEXTURE_MIN_FILTER,
gl::LINEAR as i32,
);
gl::TexParameteri(
gl::TEXTURE_2D_ARRAY,
gl::TEXTURE_MAG_FILTER,
gl::LINEAR as i32,
);
gl::TexParameteri(
gl::TEXTURE_2D_ARRAY,
gl::TEXTURE_WRAP_S,
gl::CLAMP_TO_EDGE as i32,
);
gl::TexParameteri(
gl::TEXTURE_2D_ARRAY,
gl::TEXTURE_WRAP_T,
gl::CLAMP_TO_EDGE as i32,
);
(shaderProgram, VAO)
};
// render loop
// -----------
while !window.should_close() {
// render
// ------
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
// draw our first triangle
gl::UseProgram(shaderProgram);
gl::BindVertexArray(VAO);
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
}
window.swap_buffers();
glfw.poll_events();
}
}
The coordinates of the texture
[0.0, 1.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 1.0]
Solution 1:[1]
Your texture coordinates are wrong:
let vertices: [f32; 20] = [ 0.5, 0.5, 0.0, 1.0, 0.0, 0.5, -0.5, 1.0, 0.0, 0.0, -0.5, -0.5, 1.0, 1.0, 0.0, -0.5, 0.5, 0.0, 1.0, 0.0, ];
The texture coordinate (0, 1) is twice, but (0, 0) is missing.
Correct vertex attributes:
let vertices: [f32; 20] = [
0.5, 0.5, 1.0, 0.0, 0.0,
0.5, -0.5, 1.0, 1.0, 0.0,
-0.5, -0.5, 0.0, 1.0, 0.0,
-0.5, 0.5, 0.0, 0.0, 0.0,
];
---
You cannot run a version 4.30 GLSL shader in a version 3.3 OpenGL core profile context.
If your hardware supports OpenGL 4.3, switch to a 4.3 OpenGL context:
<s>`glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));`</s>
```lang-rust
glfw.window_hint(glfw::WindowHint::ContextVersion(4, 3));
If your hardware does not support OpenGL 4.3, you will need to downgrade the shader program.
GLSL 3.30 doesn't support "binding" layout qualifiers (Binding points). Fortunately, this isn't a huge problem as the default binding point is 0. Therefore, it is sufficient to remove :layout (binding=0)
3.30 vertex shader:
#version 330 core
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in float layer;
out vec2 uv;
out float layer_get;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
uv = texCoord;
layer_get = layer;
}
3.30 fragment shader:
#version 330 core
out vec4 color;
in vec2 uv;
in float layer_get;
//layout (binding=0) uniform sampler2DArray textureArray;
uniform sampler2DArray textureArray;
void main()
{
color = texture(textureArray, vec3(uv.x,uv.y, layer_get));
}
Result:
Solution 2:[2]
There is also a little issue when shader program fail.
let mut infoLog = Vec::with_capacity(512);
infoLog.set_len(512 - 1); // subtract 1 to skip the trailing null character
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(
vertexShader,
512,
ptr::null_mut(),
infoLog.as_mut_ptr() as *mut GLchar,
);
let cstr = CStr::from_ptr(infoLog.as_mut_ptr() as *mut GLchar);
println!(
"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}",
// str::from_utf8(&infoLog).unwrap() // memory storage as *i8.
cstr.to_str().unwrap() // interpret as cstr
);
}
infoLog
is declared as Vec<u8>
, but used as *i8
in gl
, if we keep treat as Vec<u8>
at str::from_utf8(&infoLog).unwrap()
, may gets crash.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | |
Solution 2 | xxrl |