Reputation: 840
I'm new on OpenGLES, I want to draw an image. I have a problem when using an input float variable in my shader file. My sample code here
--- The drawing code
//Loading image texture with name "texName"
//........
//get index attribute and uniform
**//Get index of flag**
GLuint a_ver_flag_drawing_type = glGetAttribLocation(program[PROGRAM_POINT].id, "a_drawingType");
GLuint a_position_location = glGetAttribLocation(program[PROGRAM_POINT].id, "a_Position");
GLuint a_texture_coordinates_location = glGetAttribLocation(program[PROGRAM_POINT].id, "a_TextureCoordinates");
GLuint u_texture_unit_location = glGetUniformLocation(program[PROGRAM_POINT].id, "u_TextureUnit");
//Bind image texture with name "texName"
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texName);
glUniform1i(u_texture_unit_location, 0);
const float textrect[] = {-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vboId_1);
glBufferData(GL_ARRAY_BUFFER, sizeof(textrect), textrect, GL_DYNAMIC_DRAW);
**//Set value for flag**
glVertexAttrib1f(a_ver_flag_drawing_type, 1.0f);
glVertexAttribPointer(a_position_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GL_FLOAT), (void*)(0));
glVertexAttribPointer(a_texture_coordinates_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GL_FLOAT), (void*)(2 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(a_ver_flag_drawing_type);
glEnableVertexAttribArray(a_position_location);
glEnableVertexAttribArray(a_texture_coordinates_location);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
--- My vertex shader file
//Flag
attribute float a_drawingType;
varying highp float v_drawing_type;
//For drawing
attribute vec4 inVertex;
uniform mat4 MVP;
uniform float pointSize;
uniform lowp vec4 vertexColor;
varying lowp vec4 color;
//For texture
attribute vec4 a_Position;
attribute vec2 a_TextureCoordinates;
varying vec2 v_TextureCoordinates;
void main()
{
v_drawing_type = a_drawingType;
// if (fabs(a_drawingType - 1.0) < 0.00001) {
// //Draw texture
//v_TextureCoordinates = a_TextureCoordinates;
//gl_Position = a_Position;
// } else {
//Draw some other stuff
// }
//Draw texture
v_TextureCoordinates = a_TextureCoordinates;
gl_Position = a_Position;
}
--- My fragment shader file
precision mediump float;
uniform sampler2D texture;
varying lowp vec4 color;
uniform sampler2D u_TextureUnit;
varying vec2 v_TextureCoordinates;
varying highp float v_drawing_type;
void main()
{
// //Drawing point
// gl_FragColor = color * texture2D(texture, gl_PointCoord);
//Draw texture
gl_FragColor = texture2D(u_TextureUnit, v_TextureCoordinates);
}
If just these code, I can draw my desired image. But if I uncomment the if statement code on vertex shader file
if (fabs(a_drawingType - 1.0) < 0.00001) {
//Draw texture
v_TextureCoordinates = a_TextureCoordinates;
gl_Position = a_Position;
} else {
//Draw some other stuff
}
the image is not rendered on screen anymore. I really don't know why it is. I want this flag to modify my drawing. If a_drawing_type is 1.0, I will draw image, else I will draw somethings else. I debug my drawing code and see if I uncomment this if statement, I can get indexes of these attribute at these lines
**//Get index of flag**
GLuint a_ver_flag_drawing_type = glGetAttribLocation(program[PROGRAM_POINT].id, "a_drawingType");
GLuint a_position_location = glGetAttribLocation(program[PROGRAM_POINT].id, "a_Position");
GLuint a_texture_coordinates_location = glGetAttribLocation(program[PROGRAM_POINT].id, "a_TextureCoordinates");
GLuint u_texture_unit_location = glGetUniformLocation(program[PROGRAM_POINT].id, "u_TextureUnit");
but if I comment the if statement, debug again and see that these indexes will have value 4294967295, I think it's max int value when it can't get the indexes.
Can anyone figure out for me what is the problem with if statement, I totally spent 2 days for this issue.
UPDATED: I fixed above problem based on @Anonymous answer, but I have another issue related to it: I want to pass the value of a_drawingType on vertex shader to the variable v_drawing_type in fragment shader, so the line of code
v_drawing_type = a_drawingType;
on vertex shader is right, isn't it? but now in fragment shader file, I add an if statement to check the value of the v_drawing_type
if (abs(v_drawing_type - 1.0) < 0.0001) {
}
it will also raise crash problem at line
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Do I still miss somethings or I'm doing wrong
Upvotes: 0
Views: 168
Reputation: 2172
Well, let's start from correcting sizeof(). There are plenty of places in your code using sizeof incorrectly:
sizeof(GL_FLOAT)
GL_FLOAT
is enum
(not float
), you should rather use sizeof(GLfloat)
or sizeof(float)
I belive it is fine on iOS, because sizeof(int)
in fact is equal to sizeof(float)
, however it is mistake.
Second, more importand thing is your fabs()
call. First of all it should be abs()
not fabs(). Also why there are 2 arguments? As far as I know abs()
takes only 1 argument. I am pretty sure these things are reason of your headake, your shader cannot be compiled, so you don't get your image on screen.
Upvotes: 3