我有一个顶点着色器,由于某种原因,我无法获得其中一件制服的位置。
我使用glGetActiveUniform
来获取所有制服,我的制服就在那里(bones[0]
)。
但是,当我调用glGetUniformLocation(shaderProgram_, "bones[0]");
时,它会返回-1。
我也尝试了glGetUniformLocation(shaderProgram_, "bones");
,但它也返回-1。
以下是着色器:
#version 330 core
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform mat4 pvmMatrix;
uniform mat3 normalMatrix;
layout (std140) uniform Bones
{
mat4 bones[100];
};
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec2 textureCoordinate;
layout (location = 4) in ivec4 boneIds;
layout (location = 5) in vec4 boneWeights;
out vec4 ourColor;
out vec2 texCoord;
out vec3 normalDirection;
void main()
{
mat4 bones2[100];
for(int i=0;i<100;++i)
{
bones2[i] = mat4(1.0);
}
// Calculate the transformation on the vertex position based on the bone weightings
mat4 boneTransform = bones2[ boneIds[0] ] * boneWeights[0];
boneTransform += bones2[ boneIds[1] ] * boneWeights[1];
boneTransform += bones2[ boneIds[2] ] * boneWeights[2];
boneTransform += bones2[ boneIds[3] ] * boneWeights[3];
//mat4 tempM = mat4(1.0);
//boneTransform = tempM;
// This is for animating the model
vec4 tempPosition = boneTransform * vec4(position, 1.0);
gl_Position = pvmMatrix * tempPosition;
float sum = boneWeights[0] + boneWeights[1] + boneWeights[2] + boneWeights[3];
if (sum > 1.01f)
gl_Position = pvmMatrix * vec4(position, 1.0);
else if (sum < 0.99f)
gl_Position = pvmMatrix * vec4(position, 1.0);
/*
if (boneIds[0] > 99 || boneIds[0] < 0)
gl_Position = pvmMatrix * vec4(position, 1.0);
else if (boneIds[1] > 99 || boneIds[1] < 0)
gl_Position = pvmMatrix * vec4(position, 1.0);
else if (boneIds[2] > 99 || boneIds[2] < 0)
gl_Position = pvmMatrix * vec4(position, 1.0);
else if (boneIds[3] > 99 || boneIds[3] < 0)
gl_Position = pvmMatrix * vec4(position, 1.0);
*/
// Calculate normal
vec4 normalDirTemp = boneTransform * vec4(normal, 0.0);
normalDirection = normalize(normalMatrix * normalDirTemp.xyz);
//gl_Position = vec4(position, 1.0);
//gl_Position = pvmMatrix * vec4(position, 1.0);
ourColor = color;
texCoord = textureCoordinate;
for(int i=0;i<100;++i)
{
if (bones[1] == mat4(0.0))
ourColor = vec4(0.0, 0.0, 1.0, 1.0);
}
}
我也尝试在我的着色器中使用uniform mat4 bones[100];
,其中 给我统一的位置(0),但是,所有数据都是mat4(0.0)
,即使我和#39; m将数据推送到制服。
有人有什么想法吗?
答案 0 :(得分:3)
统一区块中的制服不具有位置。您可以将binding a buffer object的值设置为该块的相应绑定索引。这是将制服放入interface blocks的全部内容。
答案 1 :(得分:2)
在OpenGL中,您无法直接获取特定数组索引的位置。相反,你应该做glGetUniformLocation(shaderProgram_, "bones");
。这将为您提供数组的第一个元素的位置。如果要访问其他元素,如骨骼[1]或骨骼[20],则必须将所需的索引号添加到glGetUniformLocation返回的值。
因此,使用glGetUniformLocation(shaderProgram_, "bones");
检索骨骼[0]的位置,使用glGetUniformLocation(shaderProgram_, "bones") + 1;
检索骨骼[1]的位置,依此类推。