我有一个iPhone应用程序是Planet Earth的模型!我想让它变得现实:有一个球体对象,一个Nightside和Dayside纹理和着色器,但它不起作用!
My Sphere对象的绘制方法:
-(bool)execute:(GLuint)texture;
{
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArrayOES(m_VertexArrayName);
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_NumVertices);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
我的ViewController调用方法:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glUseProgram(m_NightsideProgram);
[m_Sphere setBlendMode:0];
[m_Sphere execute:m_EarthNightTexture.name];
glUseProgram(m_DaysideProgram);
[m_Sphere setBlendMode:1];
[m_Sphere execute:m_EarthDayTexture.name];
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
}
混合模式: 0:glBlendFunc(GL_SRC_COLOR,GL_DST_COLOR); 1:glBlendFunc(GL_ONE,GL_CONSTANT_COLOR); //常量是中蓝色,因为它稍微浅一点
夜间碎片器:
precision mediump float;
varying lowp vec4 colorVarying;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
vec4 newColor;
newColor=1.0-colorVarying;
gl_FragColor = texture2D(s_texture, v_texCoord)*newColor;
}
DaySide Fragmentshader:
precision mediump float;
varying lowp vec4 colorVarying;
varying lowp vec4 specularColorVarying;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
vec4 finalSpecular=vec4(0,0,0,1);
vec4 surfaceColor;
float halfBlue;
surfaceColor=texture2D(s_texture,v_texCoord);
halfBlue=0.5*surfaceColor[2];
if(halfBlue>1.0)
halfBlue=1.0;
if((surfaceColor[0]<halfBlue) && (surfaceColor[1]<halfBlue))
finalSpecular=specularColorVarying;
gl_FragColor = surfaceColor*colorVarying+colorVarying*finalSpecular;
}
如果我使用唯一一个着色器,它看起来很好,但它不会一起工作!
答案 0 :(得分:1)
要使glUniform...
调用生效,必须绑定/使用有效程序,即使这样,它也只更改该特定程序统一的统一值(由统一位置识别)。因此,您必须在相应的glUniform...
之后为每个 {<1}}计划调用glUseProgram
个函数。
这就是为什么它只适用于一个着色器程序,因为你没有绑定任何其他程序。但它在概念上仍然是错误的,因为在这种情况下,你依赖于已经绑定的特定程序,这总是错误的来源(比如添加第二个程序时),因为 OpenGL是一个状态机
另一方面,即使相应的程序未绑定(glUseProgram(0_or_any_other_program)
),统一变量也会保留其值。