我的一个对象上有多个着色器的问题。 那是我的渲染代码:
#include "MeshRenderer.h"
ForwardAmbient* shader1;
ForwardDirectional* shader2;
MeshRenderer::MeshRenderer(Obj& obj) :
meshObject(obj)
{
shader1 = new ForwardAmbient(vec3(1, 1, 1));
shader2 = new ForwardDirectional(vec3(1, 0, 0), vec3(1, 1, 1));
}
MeshRenderer::~MeshRenderer()
{
}
void MeshRenderer::Render(RenderingCore* rc)
{
//for (Shader* shader : meshObject.shaders)
//{
//}
shader1->Bind();
shader1->UpdateShader(rc, transform, meshObject.material);
meshObject.material->GetTexture()->Bind(0);
meshObject.mesh->Render();
shader2->Bind();
shader2->UpdateShader(rc, transform, meshObject.material);
meshObject.material->GetTexture()->Bind(0);
meshObject.mesh->Render();
/*
meshObject.shader->Bind();
meshObject.shader->UpdateShader(rc, transform, meshObject.material);
meshObject.material->GetTexture()->Bind(0);
meshObject.mesh->Render();
*/
}
ambient light.vs:
#version 120
attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec2 texCoord0;
uniform mat4 transform;
uniform mat4 projection;
void main()
{
gl_Position = (projection * transform) * vec4(position, 1);
texCoord0 = texCoord;
}
ambient light.fs:
#version 120
varying vec2 texCoord0;
uniform vec3 ambientLight;
uniform float alpha;
uniform sampler2D sampler;
void main()
{
gl_FragColor = texture2D(sampler, texCoord0.xy) * vec4(ambientLight, alpha);
}
定向光.vs
#version 120
attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec2 texCoord0;
varying vec3 normal0;
varying vec3 worldPos0;
uniform mat4 transform;
uniform mat4 projection;
void main()
{
gl_Position = (projection * transform) * vec4(position, 1);
texCoord0 = texCoord;
normal0 = (transform * vec4(normal, 0)).xyz;
worldPos0 = (transform * vec4(position, 1)).xyz;
}
定向光.fs
#version 120
varying vec2 texCoord0;
varying vec3 normal0;
varying vec3 worldPos0;
uniform vec3 color;
uniform float alpha;
uniform vec3 direction;
uniform float specularIntensity;
uniform float specularPower;
uniform vec3 eyePosition;
uniform sampler2D sampler;
vec4 calcLight(vec3 color, float alpha, vec3 direction, vec3 normal)
{
float diffuseFactor = dot(normal, -direction);
vec4 diffuseColor = vec4(0,0,0,0);
vec4 specularColor = vec4(0,0,0,0);
if(diffuseFactor > 0)
{
diffuseColor = vec4(color, 1.0) * diffuseFactor;
vec3 directionToEye = normalize(eyePosition - worldPos0);
vec3 reflectDirection = normalize(reflect(direction, normal));
float specularFactor = dot(directionToEye, reflectDirection);
specularFactor = pow(specularFactor, specularPower);
if(specularFactor > 0)
{
specularColor = vec4(color, 1.0) * specularIntensity * specularFactor;
}
}
return diffuseColor + specularColor;
}
vec4 calcDirectionalLight(vec3 color, float alpha, vec3 direction, vec3 normal)
{
return calcLight(color, alpha, -direction, normal);
}
void main()
{
gl_FragColor = texture2D(sampler, texCoord0.xy) * calcDirectionalLight(color, 1, direction, normalize(normal0));
}
结果如下: http://imgur.com/Bawny2P 仅渲染环境光,方向光不亮
答案 0 :(得分:1)
你的问题是:
shader1->Bind(); shader1->UpdateShader(rc, transform, meshObject.material); meshObject.material->GetTexture()->Bind(0); meshObject.mesh->Render(); shader2->Bind(); shader2->UpdateShader(rc, transform, meshObject.material); meshObject.material->GetTexture()->Bind(0); meshObject.mesh->Render();
OpenGL不知道“对象”是什么。它只是一次绘制一个点,线和三角形。为了分选深度重叠,使用深度缓冲方法。当您使用完全相同的绘图调用(meshObject.mesh->Render
)并启用所有相同的顶点设置和深度测试时,两个绘制调用中的一个将胜过另一个。
另外,更重要的是,绘图调用不会“堆叠”。你只是简单地通过多次绘制相同的东西就无法组合着色器;它可能对添加剂过程起作用。但那是在错误的树上咆哮:你没有保存额外的工作,而是重复了要完成的工作量。
您应该做的是将两个着色器合并为单个着色器,并使用合并的着色器仅绘制一次几何体。