我是OpenGL和LibGdx的新手。我从these tutorials开始,但想要应用phong纹理。我试图合并一些例子,但我遇到了问题。
我在屏幕中央有一个球体和旋转立方体。我还有数以百计需要解决的问题,但目前我还不明白为什么LibGdx报告我的统一材料无法找到...
线程“LWJGL Application”中的异常com.badlogic.gdx.utils.GdxRuntimeException:java.lang.IllegalArgumentException:在着色器中没有名称为“uMvpMatrix”的制服
我不相信片段着色器是相关的,但它是在底部以防万一。
#version 120
uniform mat4 uMvpMatrix;
varying vec3 diffuseColor;
// the diffuse Phong lighting computed in the vertex shader
varying vec3 specularColor;
// the specular Phong lighting computed in the vertex shader
varying vec4 texCoords; // the texture coordinates
void main()
{
vec3 normalDirection =
normalize(gl_NormalMatrix * gl_Normal);
vec3 viewDirection =
-normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
vec3 lightDirection;
float attenuation;
if (0.0 == gl_LightSource[0].position.w)
// directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(vec3(gl_LightSource[0].position));
}
else // point light or spotlight (or other kind of light)
{
vec3 vertexToLightSource =
vec3(gl_LightSource[0].position
- gl_ModelViewMatrix * gl_Vertex);
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
if (gl_LightSource[0].spotCutoff <= 90.0) // spotlight?
{
float clampedCosine = max(0.0, dot(-lightDirection,
gl_LightSource[0].spotDirection));
if (clampedCosine < gl_LightSource[0].spotCosCutoff)
// outside of spotlight cone?
{
attenuation = 0.0;
}
else
{
attenuation = attenuation * pow(clampedCosine,
gl_LightSource[0].spotExponent);
}
}
}
vec3 ambientLighting = vec3(gl_LightModel.ambient);
// without material color!
vec3 diffuseReflection = attenuation
* vec3(gl_LightSource[0].diffuse)
* max(0.0, dot(normalDirection, lightDirection));
// without material color!
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation
* vec3(gl_LightSource[0].specular)
* vec3(gl_FrontMaterial.specular)
* pow(max(0.0, dot(reflect(-lightDirection,
normalDirection), viewDirection)),
gl_FrontMaterial.shininess);
}
diffuseColor = ambientLighting + diffuseReflection;
specularColor = specularReflection;
texCoords = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
shader = new ShaderProgram(vertexShader, fragmentShader);
mesh = Shapes.genCube();
mesh.getVertexAttribute(Usage.Position).alias = "a_position";
...
float aspect = Gdx.graphics.getWidth() / (float) Gdx.graphics.getHeight();
projection.setToProjection(1.0f, 20.0f, 60.0f, aspect);
view.idt().trn(0, 0, -2.0f);
model.setToRotation(axis, angle);
combined.set(projection).mul(view).mul(model);
Gdx.gl20.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
shader.begin();
shader.setUniformMatrix("uMvpMatrix", combined);
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113)
Caused by: java.lang.IllegalArgumentException: no uniform with name 'uMvpMatrix' in shader
at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:283)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(ShaderProgram.java:539)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(ShaderProgram.java:527)
at com.overshare.document.Views.Test.onRender(Test.java:150)
...
#ifdef GL_ES
precision mediump float;
#endif
precision mediump float;
varying vec4 v_Color;
void main()
{
gl_FragColor = v_Color;
}
有人可以告诉我我错过了什么吗?
答案 0 :(得分:2)
见(间接) Do (Unused) GLSL uniforms/in/out Contribute to Register Pressure?
我相信有离线开发和编译着色器的方法,因此对于复杂的着色器,在Libgdx之外开发它可能是有意义的(希望你能得到更好的错误信息)。 Libgdx只是将巨型字符串传递给较低层,它对着色器本身没有太大作用,因此不存在兼容性问题。
答案 1 :(得分:2)
此外,问题可能出在精确说明符中。在设备(Nexus S)上,下一个统一定义将引发相同的错误:
uniform float yShift;
使用精确说明符可以解决问题:
uniform lowp float yShift;
LibGDX允许检查着色器编译并获取错误日志:
if(!shader.isCompiled()){
String log = shader.getLog();
}
最后,有一个标志可以忽略着色器错误:
ShaderProgram.pedantic = false;