Reputation: 1044
I'm working on implementing deferred shading to my game. I have rendered the diffuse textures to a render target, and I have lighting rendered to a render target. Both of which I know are fine because I can render them straight to the screen with no problems. What I want to do is combine both the diffuse map and the light map in a shader to create a final image. Here is my current fragment shader, which results in a black screen.
#version 110
uniform sampler2D diffuseMap;
uniform sampler2D lightingMap;
void main()
{
vec4 color = texture(diffuseMap, gl_TexCoord[0].st);
vec4 lighting = texture(lightingMap, gl_TexCoord[0].st);
vec4 finalColor = color;
gl_FragColor = finalColor;
}
Shouldn't this result in the same thing as just straight up drawing the diffuse map?
I set the sampler2d with this method
void ShaderProgram::setUniformTexture(const std::string& name, GLint t) {
GLint var = getUniformLocation(name);
glUniform1i(var, t);
}
GLint ShaderProgram::getUniformLocation(const std::string& name) {
if(mUniformValues.find(name) != mUniformValues.end()) {
return mUniformValues[name];
}
GLint var = glGetUniformLocation(mProgram, name.c_str());
mUniformValues[name] = var;
return var;
}
EDIT: Some more information. Here is the code where I use the shader. I set the two textures, and draw a blank square for the shader to use. I know for sure, my render targets are working, as I said before, because I can draw them fine using the same getTextureId as I do here.
graphics->useShader(mLightingCombinedShader);
mLightingCombinedShader->setUniformTexture("diffuseMap", mDiffuse->getTextureId());
mLightingCombinedShader->setUniformTexture("lightingMap", mLightMap->getTextureId());
graphics->drawPrimitive(mScreenRect, 0, 0);
graphics->clearShader();
void GraphicsDevice::useShader(ShaderProgram* p) {
glUseProgram(p->getId());
}
void GraphicsDevice::clearShader() {
glUseProgram(0);
}
And the vertex shader
#version 110
varying vec2 texCoord;
void main()
{
texCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
Upvotes: 0
Views: 4495
Reputation: 1044
The problem ended up being that I didn't enable the texture coordinates for the screen rectangle I was drawing.
Upvotes: 0
Reputation: 473212
glUniform1i(var, t);
The glUniform
functions affect the program that is currently in use. That is, the last program that glUseProgram
was called on. If you want to set the uniform for a specific program, you have to use it first.
Upvotes: 0
Reputation: 2056
In GLSL version 110 you should use:
texture2D(diffuseMap, gl_TexCoord[0].st); // etc.
instead of just the texture function.
And then to combine the textures, just multiply the colours together, i.e.
gl_FragColor = color * lighting;
Upvotes: 1