我有一个片段着色器,应该可以操作两种颜色-红色和蓝色。
#version 460 core
layout (location = 0) out vec4 outColor;
subroutine vec4 colorRedBlue();
subroutine (colorRedBlue)
vec4 redColor()
{
return vec4(1.0, 0.0, 0.0, 1.0);
}
subroutine (colorRedBlue)
vec4 blueColor()
{
return vec4(0.0, 0.0, 1.0, 1.0);
}
subroutine uniform colorRedBlue myRedBlueSelection;
void main()
{
outColor = myRedBlueSelection();
}
当我引用glGetSubroutineIndex(shaderProgram, GL_FRAGMENT_SHADER, "redColor");
和glGetSubroutineIndex(shaderProgram, GL_FRAGMENT_SHADER, "blueColor");
它们是相同的数字:4294967295
为什么它们是相同的数字?我做错了什么?
答案 0 :(得分:2)
如果要检索有关子例程索引的信息,则必须使用glGetActiveSubroutineUniformiv
:
GLint no_of_subroutines;
glGetActiveSubroutineUniformiv(
shaderProgram, GL_FRAGMENT_SHADER,
0, // Index of the subroutine uniform, but NOT the location of the uniform variable
GL_NUM_COMPATIBLE_SUBROUTINES, &no_of_subroutines);
std::vector<GLint> sub_routines( no_of_subroutines );
glGetActiveSubroutineUniformiv(
shaderProgram, GL_FRAGMENT_SHADER,
0, // Index of the subroutine uniform, but NOT the location of the uniform variable
GL_COMPATIBLE_SUBROUTINES, sub_routines.data());
与子例程索引相对应的子例程的名称可以通过glGetActiveSubroutineName
获取。
但是我建议使用布局限定符在着色器代码中指定子例程索引-请参见Shader Subroutine - In-shader specification:
subroutine vec4 colorRedBlue();
layout(index = 1) subroutine (colorRedBlue)
vec4 redColor()
{
return vec4(1.0, 0.0, 0.0, 1.0);
}
layout(index = 2) subroutine (colorRedBlue)
vec4 blueColor()
{
return vec4(0.0, 0.0, 1.0, 1.0);
}
layout(location = 0) subroutine uniform colorRedBlue myRedBlueSelection;
请注意,必须使用glUniformSubroutinesuiv
一次设置一个着色器阶段的所有子例程Unifrom的所有子例程。在您的情况下,这没什么大不了的,因为只有1个子例程统一。此操作适用于当前的着色器程序(glUsePrgram
)。
您必须传递给glUniformSubroutinesuiv
的索引数必须与GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS
的数相匹配,但不能与GL_ACTIVE_SUBROUTINE_UNIFORM
的数相匹配-请参见glGetProgramStageiv
:
GLint nLocationCount = 0;
glGetProgramStageiv(
program, GL_FRAGMENT_SHADER, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, &nLocationCount );
std::vector<GLuint> sub_routines( nLocationCount, 0 );
Glint redBlueSelection_location = 0;
sub_routines[redBlueSelection_location] = 1; // index of 'redColor` or `blueColor`
glUniformSubroutinesuiv(
GL_FRAGMENT_SHADER, (GLsizei)sub_routines.size(), sub_routines.data() );