I'm a new learner about OpenGL and GLSL. I'm coding a program in which i wanna store a group of datas in a texture and get the data by sampling the texture in vertex shader. Then i want to set the datas as the y coodinates of terrain positions. But i get a trouble that it's failed and i can't get a correct value___all the y coodinates are 0.
The main code is below:
GLuint terrainShader; // The perspective demonstration shader GLint locMVP,locTex; // The location of the uniform in vertex shader GLuint vao; // The VAO GLuint vertexBuffer; GLuint elementBuffer; GLuint vertexTexture; const int n=127; float verteces[n*n*2];// vertex array GLuint vIndexFine[(n-1)*2*n];//index array GLsizei countFine[n-1]; GLvoid* offsetFine[n-1]; float *data=new float[n*n]; terrainShader = gltLoadShaderPairWithAttributes("terrain.vp", "terrain.fp", 1, GLT_ATTRIBUTE_VERTEX, "vVertex"); locMVP = glGetUniformLocation(terrainShader, "mvpMatrix"); locTex = glGetUniformLocation(terrainShader, "vertexTexture"); //creat a terrain with size of n*n for(int i=0;i<n;i++) { int sum=i*n; for(int j=0;j<n;j++) { verteces[(sum+j)*2]=float(j); verteces[(sum+j)*2+1]=float(i); } } //initialize the index array for(int i=0;i<n-1;i++) { if(i==0) //the first line { for(int j=0;j<n;j++) { vIndexFine[2*j]=j; vIndexFine[2*j+1]=j+n; } } else { //if it's not the first line,then just add n to get the indexes of new line for(int k=0;k<2*n;k++) { vIndexFine[i*2*n+k]=vIndexFine[(i-1)*2*n+k]+n; } } } glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verteces), verteces, GL_STATIC_DRAW); glVertexAttribPointer(GLT_ATTRIBUTE_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(GLT_ATTRIBUTE_VERTEX); glGenBuffers(1, &elementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vIndexFine), vIndexFine, GL_STATIC_DRAW); //initialize data array with random integers between 1 and 100 for(int i=0;i<n*n;i++) data[i]=float(rand()%100)/100.0; //creat a texture and store data glGenTextures(1, &vertexTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, vertexTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, n,n, 0,GL_RED, GL_FLOAT, data); //compute every trianglestrip's indexcount and offset int temp=n*2*sizeof(GLuint); for(int i=0;i<n-1;i++) { offsetFine[i]=(void*)(temp*i); countFine[i]=GLsizei(n*2); } glUseProgram(terrainShader); glUniform1i(locTex, 0); modelViewMatrix.PushMatrix(viewFrame); modelViewMatrix.Translate(-n/2.0, -10.0f, -n/2.0); glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix()); glMultiDrawElements(GL_TRIANGLE_STRIP,countFine,GL_UNSIGNED_INT, (const GLvoid**)offsetFine,n-1); modelViewMatrix.PopMatrix();
the vertex shader:
#version 410 uniform mat4 mvpMatrix; uniform sampler2D vertexTexture; in vec2 vVertex; void main(void) { vec2 vTexCoords=vVertex/127.0; float height = texture2DLod(vertexTexture, vTexCoords,0.0).x*100.0; vec4 position=vec4(vVertex.x,height,vVertex.y,1.0); gl_Position = mvpMatrix * position; }
i think the mistake must be the part of storing datas in application or the part of fetching datas from the texture in vertex shader. can sombody point it out for me?