我很想知道您是否可以在Open GL ES 2.0程序中使用多个着色器。
以下是着色器的代码。但是,属性和制服只能从rigid.vert和rigid.frag着色器中检索变量:
- (BOOL)loadShaders
{
GLuint rigidVertShader, rigidFragShader, skinningVertShader, skinningFragShader;
NSString *rigidVertShaderPathname, *rigidFragShaderPathname, *skinningVertShaderPathname, *skinningFragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile rigid vertex shader.
rigidVertShaderPathname = [[NSBundle mainBundle] pathForResource:@"rigid" ofType:@"vert"];
if (![self compileShader:&rigidVertShader type:GL_VERTEX_SHADER file:rigidVertShaderPathname]) {
NSLog(@"Failed to compile rigid vertex shader");
return NO;
}
// Create and compile rigid fragment shader.
rigidFragShaderPathname = [[NSBundle mainBundle] pathForResource:@"rigid" ofType:@"frag"];
if (![self compileShader:&rigidFragShader type:GL_FRAGMENT_SHADER file:rigidFragShaderPathname]) {
NSLog(@"Failed to compile rigid fragment shader");
return NO;
}
// Create and compile skinning vertex shader.
skinningVertShaderPathname = [[NSBundle mainBundle] pathForResource:@"skinning" ofType:@"vert"];
if (![self compileShader:&skinningVertShader type:GL_VERTEX_SHADER file:skinningVertShaderPathname]) {
NSLog(@"Failed to compile skinning vertex shader");
return NO;
}
// Create and compile skinning fragment shader.
skinningFragShaderPathname = [[NSBundle mainBundle] pathForResource:@"skinning" ofType:@"frag"];
if (![self compileShader:&skinningFragShader type:GL_FRAGMENT_SHADER file:skinningFragShaderPathname]) {
NSLog(@"Failed to compile skinning fragment shader");
return NO;
}
// Attach rigid vertex shader to program.
glAttachShader(_program, rigidVertShader);
// Attach rigid fragment shader to program.
glAttachShader(_program, rigidFragShader);
// Attach skinning vertex shader to program.
glAttachShader(_program, skinningVertShader);
// Attach skinning fragment shader to program.
glAttachShader(_program, skinningFragShader);
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (rigidVertShader) {
glDeleteShader(rigidVertShader);
rigidVertShader = 0;
}
if (rigidFragShader) {
glDeleteShader(rigidFragShader);
rigidFragShader = 0;
}
if (skinningVertShader) {
glDeleteShader(skinningVertShader);
skinningVertShader = 0;
}
if (skinningFragShader) {
glDeleteShader(skinningFragShader);
skinningFragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// GET UNIFORM LOCATIONS
// Dictionary to store each active uniform
NSMutableDictionary *m_uniforms = [[NSMutableDictionary alloc] init];
int m_nUniforms = -1;
glGetProgramiv( _program, GL_ACTIVE_UNIFORMS, &m_nUniforms );
for(GLuint i = 0; i < m_nUniforms; i++) {
int name_len=-1, num=-1;
GLenum type = GL_ZERO;
char uniformName[100];
glGetActiveUniform( _program, i, sizeof(uniformName)-1, &name_len, &num, &type, uniformName );
uniformName[name_len] = 0;
GLuint uniform = glGetUniformLocation( _program, uniformName );
[m_uniforms setObject:[NSNumber numberWithUnsignedInt:uniform]
forKey:[NSString stringWithUTF8String:uniformName]];
}
// GET ATTRIBUTE LOCATIONS
// Dictionary to store each active attribute
NSMutableDictionary *m_attributes = [[NSMutableDictionary alloc] init];
int m_nAttributes = -1;
glGetProgramiv( _program, GL_ACTIVE_ATTRIBUTES, &m_nAttributes );
for(GLuint i = 0; i < m_nAttributes; i++) {
int name_len=-1, num=-1;
GLenum type = GL_ZERO;
char attributesName[100];
glGetActiveAttrib( _program, i, sizeof(attributesName)-1, &name_len, &num, &type, attributesName );
attributesName[name_len] = 0;
GLuint attributes = glGetAttribLocation( _program, attributesName );
[m_attributes setObject:[NSNumber numberWithUnsignedInt:attributes]
forKey:[NSString stringWithUTF8String:attributesName]];
}
// Release vertex and fragment shaders.
if (rigidVertShader) {
glDetachShader(_program, rigidVertShader);
glDeleteShader(rigidVertShader);
}
if (rigidFragShader) {
glDetachShader(_program, rigidFragShader);
glDeleteShader(rigidFragShader);
}
if (skinningVertShader) {
glDetachShader(_program, skinningVertShader);
glDeleteShader(skinningVertShader);
}
if (skinningFragShader) {
glDetachShader(_program, skinningFragShader);
glDeleteShader(skinningFragShader);
}
return YES;
}
答案 0 :(得分:2)
OpenGL ES不允许在程序中使用相同类型的多个着色器unlike "desktop" OpenGL(但它只允许您声明常用函数/变量,因此它与连接着色器源大致相同)。来自glAttachShader() spec:
同一类型的多个着色器对象可能无法附加到单个程序对象。
...
错误
如果着色器已附加到程序,或者如果已连接与着色器相同类型的其他着色器对象,则会生成...
GL_INVALID_OPERATION
程序
我强烈怀疑第三次和第四次拨打glAttachShader()
设置GL_INVALID_OPERATION
。
检查错误!我在循环中调用glGetError()
,直到它返回GL_NO_ERROR
。
答案 1 :(得分:0)
在OpenGL ES中,每个着色器程序只能使用一个片段和一个顶点着色器。否则它就行不通了。