In my OpenGL application I am trying to pass an integer to the vertex shader and then forward it to the fragment shader to use as a zIndex in a texture array. However when I pass the value using a VBO the integer value always seems to be zero.
I am using a VBO to pass vertices, normals, and texture coordinates and they all work as expected. The only value that is not being passed it seems is the integer value. I have also tried doing this with a float and encounter the same behavior.
Vertex Shader
#version 410
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in uint aDepth;
out vec2 TexCoords;
out vec3 Normal;
out vec3 FragPos;
out uint vDepth;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vDepth = aDepth;
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
Fragment Shader
#version 410
in vec2 TexCoords;
flat in uint vDepth;
uniform sampler2DArray textureArray;
out vec4 FragColor;
void main()
{
if(vDepth == 0) {
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
} else {
FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
// FragColor = texture(textureArray, vec3(TexCoords, vDepth));
}
VAO/VBO creation
public Block(GL4 gl, int shaderProgram, float[] vertices, float[] normals, float[] textureCoordinates, int blockType) {
gl.glUseProgram(shaderProgram);
// setup object
gl.glGenVertexArrays(1, vao, 0);
gl.glGenBuffers(vbo.length, vbo, 0);
// bind to vao
gl.glBindVertexArray(vao[0]);
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
gl.glBufferData(GL_ARRAY_BUFFER, (long) vertices.length * Float.BYTES, Buffers.newDirectFloatBuffer(vertices), GL_STATIC_DRAW);
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
gl.glBufferData(GL_ARRAY_BUFFER, (long) normals.length * Float.BYTES, Buffers.newDirectFloatBuffer(normals), GL_STATIC_DRAW);
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
gl.glBufferData(GL_ARRAY_BUFFER, (long) textureCoordinates.length * Float.BYTES, Buffers.newDirectFloatBuffer(textureCoordinates), GL_STATIC_DRAW);
// ISSUE IS HERE //
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
IntBuffer blockBuffer = Buffers.newDirectIntBuffer(blockType);
gl.glBufferData(GL_ARRAY_BUFFER, Integer.BYTES, blockBuffer, GL_STATIC_DRAW);
// bind to indices
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
gl.glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, 0);
gl.glEnableVertexAttribArray(0);
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
gl.glVertexAttribPointer(1, 3, GL_FLOAT, false, 3 * Float.BYTES, 0);
gl.glEnableVertexAttribArray(1);
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
gl.glVertexAttribPointer(2, 2, GL_FLOAT, false, 2 * Float.BYTES, 0);
gl.glEnableVertexAttribArray(2);
// ISSUE IS HERE //
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
gl.glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, Integer.BYTES, 0);
gl.glEnableVertexAttribArray(3);
gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
}
The 2nd argument of
glBufferDatais the size of the buffer:gl.glBufferData(GL_ARRAY_BUFFER, Integer.BYTES, blockBuffer, GL_STATIC_DRAW);Note that the vertex shader input is an attribute and the buffer must therefore have one value for each vertex.