Example/Texture Shader Binding

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Revision as of 14:40, 22 September 2017 by Alfonse (talk | contribs) (Centralizing example)
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This example shows how to associate textures with shader variables when rendering.

//Initial program setup.
glLinkProgram(program); //Initial link

GLint baseImageLoc = glGetUniformLocation(program, "baseImage");
GLint normalMapLoc = glGetUniformLocation(program, "normalMap");
GLint shadowMapLoc = glGetUniformLocation(program, "shadowMap");

glUniform1i(baseImageLoc, 0); //Texture unit 0 is for base images.
glUniform1i(normalMapLoc, 2); //Texture unit 2 is for normal maps.
glUniform1i(shadowMapLoc, 4); //Texture unit 4 is for shadow maps.

//When rendering an objectwith this program.
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object1BaseImage);
glBindSampler(0, linearFiltering);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object1NormalMap);
glBindSampler(2, linearFiltering); //Same filtering as before
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glBindSampler(4, depthComparison); //Special sampler for depth comparisons.

//Render stuff

//Render another object with some different textures.
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, object2BaseImage); //Use the same sampler as before.
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, object2NormalMap); //Use the same sampler as before.

//Use the same shadow map, so no need to unbind/bind.
//Render stuff