[LWJGL 3] Binding textures to shader, black texture

Started by johnycilohokla, December 29, 2014, 07:58:11

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johnycilohokla

I have a problem with binding the textures to the shader.

Not sure what is wrong with it, I have just ported the code from JOGL.
The textures are uploaded (I have successfully got them back).

int textureLocation = GL20.glGetUniformLocation(this.program.getProgramID(), "diffuseTexture");
		int normalLocation = GL20.glGetUniformLocation(this.program.getProgramID(), "normalTexture");

		if (texture.diffuse != null) {
			GL20.glUniform1i(textureLocation, 0);
			GL13.glActiveTexture(GL13.GL_TEXTURE0);
			texture.diffuse.bind();
			GL11.glEnable(GL11.GL_TEXTURE_2D);
		}

		if (texture.normal != null) {
			GL20.glUniform1i(normalLocation, 1);
			GL13.glActiveTexture(GL13.GL_TEXTURE1);
			texture.normal.bind();
			GL11.glEnable(GL11.GL_TEXTURE_2D);
		}


Vertex Shader
varying vec3 lightVec; 
varying vec3 eyeVec;
varying vec2 texCoord;
varying vec3 normal;
attribute vec3 tangent; 

void main(void)
{
	gl_Position = ftransform();
	texCoord = gl_MultiTexCoord0.xy;
	normal = gl_Normal.xyz;
	
	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 t = normalize(gl_NormalMatrix * cross(tangent,gl_Normal));
	vec3 b = cross(n, t);
	
	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
	vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex;

	lightVec.x = dot(tmpVec, t);
	lightVec.y = dot(tmpVec, b);
	lightVec.z = dot(tmpVec, n);

	tmpVec = -vVertex;
	eyeVec.x = dot(tmpVec, t);
	eyeVec.y = dot(tmpVec, b);
	eyeVec.z = dot(tmpVec, n);
}


Fragment Shader
varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
varying vec3 normal;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
uniform float invRadius;

void main (void)
{
	float distSqr = dot(lightVec, lightVec);
	float att = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
	vec3 lVec = lightVec * inversesqrt(distSqr);

	vec3 vVec = normalize(eyeVec);
	
	vec4 base = texture2D(diffuseTexture, texCoord);
	
	//vec4 base = vec4(1, 1, 1, 1);
	
	vec3 bump = normalize( texture2D(normalTexture, texCoord).xyz * 2.0 - 1.0);
	
	//vec3 bump = vec3( 0.5, 0.5, 0.5);

	vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient;

	float diffuse = max( dot(lVec, bump), 0.0 );
	
	vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * 
					diffuse;	

	float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0, 1.0), 
	                 gl_FrontMaterial.shininess );
	
	vec4 vSpecular = clamp(gl_LightSource[0].specular * gl_FrontMaterial.specular * 
					 specular, 0.0, 1.0);	
	
	
	//gl_FragColor = vec4((normal.rbg+1)*0.5,1.0);
	//gl_FragColor = (vAmbient*base + vDiffuse*base) * att;
	//gl_FragColor = (vAmbient*base + vDiffuse*base) * att;
	//gl_FragColor = vec4((bump.x+1)*0.5,(bump.y+1)*0.5,(bump.z+1)*0.5,1);
	//gl_FragColor = vec4((normal+1)*0.5,1.0);
	
	
	gl_FragColor = ( vAmbient*base + vDiffuse*base + vSpecular) * att;
	gl_FragColor.a = base.a;
}

Cornix

Try it with a simpler shader. At the moment there are too many other variables that might mess things up.

johnycilohokla

Thanks, there were actually few problems, the lightning wasn't initialized properly, I had to change the order of calls and fix the setup function.
Reducing the complexity of the shader helped me to find them.