我编写了一个使用.obj文件的LWJGL应用程序,读取它们并显示它们(使用显示列表)。
在我的nvidia显卡上,一切运行正常。但是在amd显卡上我看不到对象。
我如何向着色器提供数据:
glUseProgram(shaderEngine.obj);
glUniform1i(glGetUniformLocation(shaderEngine.obj, "inOrangeJuice"), inOrangeJuice ? 1 : 0);
shaderEngine.loadMatrix(glGetUniformLocation(shaderEngine.standard, "projectionMatrix"), camera.projectionMatrix);
shaderEngine.loadMatrix(glGetUniformLocation(shaderEngine.obj, "viewMatrix"), camera.viewMatrix);
加载了ModelMatrix:
shaderEngine.createModelMatrix(new Vector3f(x, y, z), new Vector3f(rx, ry, rz), new Vector3f(1, 1, 1));
shaderEngine.loadModelMatrix(shaderEngine.obj);
Fragment Shader:
#version 130
uniform sampler2D tex;
uniform vec2 texCoord[4];
float textureSize;
float texelSize;
uniform int inOrangeJuice;
bool pointInTriangle(vec3 P, vec3 A, vec3 B, vec3 C)
{
vec3 u = B - A;
vec3 v = C - A;
vec3 w = P - A;
vec3 vCrossW = cross(v, w);
vec3 vCrossU = cross(v, u);
if(dot(vCrossW, vCrossU) < 0)
{
return false;
}
vec3 uCrossW = cross(u, w);
vec3 uCrossV = cross(u, v);
if(dot(uCrossW, uCrossV) < 0)
{
return false;
}
float denom = length(uCrossV);
float r = length(vCrossW);
float t = length(uCrossW);
return (r + t <= 1);
}
vec4 texture2DBilinear(sampler2D textureSampler, vec2 uv)
{
vec4 tl = texture2D(textureSampler, uv);
vec4 tr = texture2D(textureSampler, uv + vec2(texelSize, 0));
vec4 bl = texture2D(textureSampler, uv + vec2(0, texelSize));
vec4 br = texture2D(textureSampler, uv + vec2(texelSize , texelSize));
vec2 f = fract( uv.xy * textureSize );
vec4 tA = mix( tl, tr, f.x );
vec4 tB = mix( bl, br, f.x );
return mix( tA, tB, f.y );
}
void main()
{
ivec2 textureSize2d = textureSize(tex,0);
textureSize = float(textureSize2d.x);
texelSize = 1.0 / textureSize;
//texture coordinate:
vec2 texCoord = (gl_TexCoord[0].st);
bool inOJ = false;
if(inOrangeJuice == 1)
{
float depth = gl_FragCoord.z / gl_FragCoord.w;//works only with perspective projection
depth = depth / 6;
if(depth > 1)
{
depth = 1;
}
inOJ = true;
gl_FragColor = texture2DBilinear(tex, texCoord) * gl_Color * (1.0 - depth) + vec4(1.0, 0.5, 0.0, 1.0) * depth;
}
if(inOJ == false)
{
gl_FragColor = texture2DBilinear(tex, texCoord) * gl_Color;
}
//Nothing is shown, inOrangeJuice should be 0
//gl_FragColor = vec4(inOrangeJuice,0,0,1);
//Always works:
//gl_FragColor = texture2D(tex, texCoord) * gl_Color;
}