[Edit2]: Nothing wrong with this code. My shader class didn't load the uniforms correctly.
[Edit]: It seems like I can only use GL_TEXTURE0/texture unit 0 by some reason. What I want is to draw a 2d texture and a 3d texture, but only the texture with texture unit 0(GL_TEXTURE_0) will work. And I use both of them at the same time in the shader I can't see anything using that shader.
This is the fragment shader code I want to use:
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
in vec3 fragmentPosition;
// Ouput data
out vec3 color;
uniform sampler3D textureSampler3D;
uniform sampler2D textureSampler2D;
float getInputLight(vec3 pos);
void main(){
// Get the nearest corner
vec3 cornerPosition = vec3(round(fragmentPosition.x), round(fragmentPosition.y), round(fragmentPosition.z));
float light = getInputLight(cornerPosition);
color = (0.5+16*light)*fragmentColor;
}
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture2D(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return texture(textureSampler3D, vec3(pos.x/16, pos.y/16, pos.z/16)).r;
}
But with that I can't see anything made by that shader. If I use this I can see what the 2d textures does.
float getInputLight(vec3 pos) {
if (pos.z <= 0.f)
return texture(textureSampler2D, vec2(pos.x/16, pos.y/16)).r;
return 0.f;
}
If I use this it will work perfectly except that I only have the 3d texture:
float getInputLight(vec3 pos) {
return texture(textureSampler3D, pos/16).r;
}
That means that I can only use one of the textures on the shaders. When I say that I use the 3d texture then I change getInputLight so I it just used the 3d texture. I do the same thing with 2d textures except that I change it to the other version.
This is the c++ code I use to load the 3d texture:
glGenTextures(1, &m_3dTextureBuffer);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, voxelMatrixWidth, voxelMatrixHeight, voxelMatrixDepth, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_lightData);
This is the code I use to load the 2d texture: GLuint buffer;
unsigned char *voidData = new unsigned char[256];
// With this I can see if the shader has right data.
for (int i = 0; i < 256; ++i)
voidData[i] = i%16;
glGenTextures(1, &buffer);
glBindTexture(GL_TEXTURE_2D, buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 16, 16, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)voidData);
m_3dTextureBuffer = buffer;
This is the code I run before it draws the vertex buffer:
GLint texture3dId = shader->getUniform(1);
GLint texture2dId = shader->getUniform(2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, m_3dTextureBuffer);
glUniform1i(texture3dId, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_2dTextureBuffer);
//glUniform1i(texture3dId,1);
If I use texture unit 0(TEXTURE0) for both 2d texture and 3d texture I get data/pixels of what I expect. This is a picture of it and it is what I expect:
http://oi57.tinypic.com/3wrbd.jpg
If I use different units I get this random data and it falshes sometimes(every pixel turns black/0 for a frame). The random data doesn't change either. If you look in some direction it doesn't flash and some directions flash faster than others.
http://oi58.tinypic.com/2ltiqoo.jpg
When I swap texture unit of the 3d texture an the 2d texture the same thing happens, but the 2d texture works an the 3d texture fails.
Do you have any idea what it could be?