OpenGL4.5 - bind multiple textures and samplers

六月ゝ 毕业季﹏ 提交于 2019-12-03 05:56:54

So why does this exist? Well...

Once upon a time, there were no texture units (this is why glActiveTexture is a separate function from glBindTexture). Indeed, there weren't even texture objects in OpenGL 1.0. But there still needed to be different kinds of textures. You still needed to be able to create data for a 2D texture and a 3D texture. So they came up with the texture target distinction, and they used glEnables to determine which target would be used in a rendering operation.

When texture objects came into being in GL 1.1, they had to decide on the relationship between a texture object and the target. They decided that once an object was bound to a target, it was permanently associated with that target. Because of the aforementioned need to have multiple textures of different types, with the old enable functionality, it was decided that each target represented a separate object binding point. And they made you repeat the binding point in glBindTexture, so that it would be clear to the reader of the code which binding point's data you were disturbing.

Cut to OpenGL 1.2, when multitexture came out. So now they need you to be able to bind multiple textures of the same target, but to different "units". But they couldn't change glBindTexture to specify a particular unit; that would be a backwards-incompatible change.

Now, they could have completely revamped how textures work, creating a new binding function specifically for multitexturing and the like. But the OpenGL ARB loves backwards compatibility; they like making the old API functions work, no matter what the resulting API looks like. So instead, they decided that a texture unit would be an entire set of bindings, with each set having an enable state saying which target was the one to be used. And you switch between units with glActiveTexture.

Of course, once shaders came about, you can see how this all changes. The enable state becomes the sampler type in the shader. So now there's no explicit code describing which texture target is enabled; it's just shader stuff. So they had to make a rule that says that two samplers cannot use the same unit if they're different types.

That's why each texture unit has multiple independent binding points: OpenGL's commitment to backwards compatibility.

It is best to ignore that this capability exists. Bind the right textures that your particular shader needs. So focus on using those functions, and don't worry about the fact that you could have two textures bound to the same target. If you want to make certain that you're not accidentally using the wrong texture, you can use glBindTextures or glBindTextureUnit with a texture name of 0, which will unbind all targets in the particular texture unit(s).

Let's say you have two GLSL programs:

in progA:

uniform sampler1D progA_sampler1D;
uniform sampler2D progA_sampler2D;

in progB:

uniform sampler1D progB_sampler1D;
uniform sampler2D progB_sampler2D;

And you have several textures with names text1D_1, text1D_2, text1D_3,... text2D_1, text2D_2, etc

Now let's suppose you want progA to sample from text1D_1 and text2D_1 and progB to sample from text1D_2 and text2D_2

You already know that each sampler must be associated with a texture unit, not with a texture name. We can not use the same texture unit for both samplers progA_sampler1D and progA_sampler2D

FIRST OPTION: four texture units

glUseProgram(progA);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_1D, text1D_1);
glUniform1i(locationProgA_forSampler1D, 1); // Not glUniform1i(locationProgA_forSampler1D, GL_TEXTURE0 + 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, text2D_1);
glUniform1i(locationProgA_forSampler2D, 2);

glUseProgram(progB);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_1D, text1D_2);
glUniform1i(locationProgA_forSampler1D, 3);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, text2D_2);
glUniform1i(locationProgA_forSampler2D, 4);

SECOND OPTION: two texture units

glUseProgram(progA);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_1D, text1D_1);
glUniform1i(locationProgA_forSampler1D, 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, text2D_1);
glUniform1i(locationProgA_forSampler2D, 2);

glUseProgram(progB);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_1D, text1D_2);
glUniform1i(locationProgA_forSampler1D, 2);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, text2D_2);
glUniform1i(locationProgA_forSampler2D, 1);

Note that unit GL_TEXTURE0 + 1 has bound two textures text1D_1 and text2D_2 with different types.
On the same way GL_TEXTURE0 + 2 has bound two textures, of types GL_TEXTURE_2D and GL_TEXTURE_1D

WRONG OPTION: two texture units

glUseProgram(progA);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_1D, text1D_1);
glUniform1i(locationProgA_forSampler1D, 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, text2D_1);
glUniform1i(locationProgA_forSampler2D, 2);

glUseProgram(progB);
glActiveTexture(GL_TEXTURE0 + 1);
//Next is wrong: two textures (text1D_1 and text1D_2) of same type GL_TEXTURE_1D
glBindTexture(GL_TEXTURE_1D, text1D_2);
glUniform1i(locationProgA_forSampler1D, 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, text2D_2);  //Wrong: two textures of same type GL_TEXTURE_2D
glUniform1i(locationProgA_forSampler2D, 2);
易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!