Implementing a fragment shader that uses a uniform Sampler2D (lwjgl)
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29-10-2019 - |
سؤال
I am unable to successfully run a shader, and I seem to be missing some step to make it all work. I end up with the error of:
Exception in thread "main" org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.GL20.glUniform1i(GL20.java:374)
at sprites.Sprite.draw(Sprite.java:256)
at gui.Game.drawFrame(Game.java:238)
at gui.Game.gameLoop(Game.java:205)
at gui.Game.startGame(Game.java:244)
at tests.simple.SimpleShader.main(SimpleShader.java:36)
My initialization begins with:
int frag = FilterLoader.createShader("/tests/resources/shaders/grayscale.frag", GL20.GL_FRAGMENT_SHADER);
and the createShader method looks like the following:
int shader = GL20.glCreateShader(type);
if(shader == 0)
return 0;
StringBuilder code = new StringBuilder("");
String line;
try
{
String path = FilterLoader.class.getResource(filename).getPath();
BufferedReader reader = new BufferedReader(new FileReader(path));
while((line = reader.readLine()) != null)
{
code.append(line + "\n");
}
}
catch(Exception e)
{
e.printStackTrace();
System.err.println("Error reading in " + type + " shader");
return 0;
}
GL20.glShaderSource(shader, code);
GL20.glCompileShader(shader);
return shader;
I then attach the shader to the specific Sprite with:
two.addFragmentShader(frag); //two is a Sprite
which is just simply:
fragmentShader = fragment_shader;
GL20.glAttachShader(shader, fragment_shader);
GL20.glLinkProgram(shader);
The int shader has been previously initialized in the Sprites constructor with:
shader = GL20.glCreateProgram();
This was a previous problem, but no longer obviously. Now I get to where the actual error occured, in the Sprites (two in this case) draw method, which looks like so:
if(true)
{
GL20.glUseProgram(shader);
}
glPushMatrix();
glActiveTexture(GL13.GL_TEXTURE0);
imageData.getTexture().bind();
//The line below is where the error occurs.
GL20.glUniform1i(fragmentShader, GL13.GL_TEXTURE0);
int tx = (int)location.x;
int ty = (int)location.y;
glTranslatef(tx, ty, location.layer);
float texture_X = ((float)which_column/(float)columns);
float texture_Y = ((float)which_row/(float)rows);
float texture_XplusWidth = ((float)(which_column+wide)/(float)columns);
float texture_YplusHeight = ((float)(which_row+tall)/(float)rows);
glBegin(GL_QUADS);
{
GL11.glTexCoord2f(texture_X, texture_Y);
glVertex2f(0, 0);
GL11.glTexCoord2f(texture_X, texture_YplusHeight);
glVertex2f(0, getHeight());
GL11.glTexCoord2f(texture_XplusWidth, texture_YplusHeight);
glVertex2f(getWidth(), getHeight());
GL11.glTexCoord2f(texture_XplusWidth, texture_Y);
glVertex2f(getWidth(), 0);
}
glEnd();
GL20.glUseProgram(0);
glPopMatrix();
And the error occurs at this line:
GL20.glUniform1i(fragmentShader, GL13.GL_TEXTURE0);
And for reference my shader:
// simple fragment shader
uniform sampler2D texture;
void main()
{
vec4 color, texel;
color = gl_Color;
texel = texture2DRect(texture, gl_TexCoord[0].xy);
color *= texel;
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.144));
gl_FragColor = vec4(gray, gray, gray, color.a);
}
I've gone through the tutorials, read about the error, and I can't figure out what step I have missed.
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