使用uniform sampler2d []时无法解释的行为

时间:2011-06-30 16:17:19

标签: opengl glsl shader opengl-4

对不起,这需要一些解释。我试图让它变得尽可能简单。

我想做什么: 我正在想象高度场。高度字段可能包含多个补丁。贴片是一种较小的纹理,可以改变高度字段。

我正在使用OpenGL 4.0,主要是tesselation着色器。但是对于这个问题,这应该是无关紧要的。

什么是正常工作。 我有高度字段(没有补丁)的可视化工作。关于该问题的有趣部分是细分评估着色器和片段着色器。

tesselation评估着色器从高度字段采样器中获取每个顶点的高度。

layout(quads, fractional_odd_spacing, ccw) in;

out float onEdge;
out float teDistanceToMinHeight;
out vec4 tcPosition;

void main()
{
    // bilinear interpolate: position
    vec4 pos_a    = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
    vec4 pos_b    = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
    vec4 position = mix(pos_a, pos_b, gl_TessCoord.y);

    // bilinear interpolate: hf texture coordinate
    vec2 tex_a    = mix(gl_in[0].gl_TexCoord[HFTexCoordID].xy, gl_in[1].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 tex_b    = mix(gl_in[3].gl_TexCoord[HFTexCoordID].xy, gl_in[2].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 hfTexCoord = mix(tex_a, tex_b, gl_TessCoord.y);

    float height = getHeightFieldHeight(hfTexCoord);
    position.y = height;
    //position.y = getHeightFieldHeightMin();

    gl_Position = gl_ModelViewProjectionMatrix * position;
    tcPosition = gl_Position;
    gl_TexCoord[HFTexCoordID].xy = hfTexCoord;

    // a vertex is on the edge of a patch if one of the tess coords is 0
    onEdge = float((gl_TessCoord.x == 0 || gl_TessCoord.y == 0));
    teDistanceToMinHeight = height - getHeightFieldHeightMin();
}

片段着色器使用属于手头片段的顶点的reative高度来访问1D高度palett纹理。请暂时忽略高度渐变。它用于计算法线。这完全没问题。

in float onEdge;
in float teDistanceToMinHeight;
in vec4 tcPosition;

out vec4 FragColor;

vec3
getHeightMapGradient(in vec2      ts_position,
                     in vec2      texel_offset)
{
    vec3 x = vec3(2.0 * texel_offset.x, 0.0, getHeightFieldHeight(ts_position + vec2(texel_offset.x, 0.0))
                                           - getHeightFieldHeight(ts_position - vec2(texel_offset.x, 0.0)));


    vec3 y = vec3(0.0, 2.0 * texel_offset.y, getHeightFieldHeight(ts_position + vec2(0.0, texel_offset.y))
                                           - getHeightFieldHeight(ts_position - vec2(0.0, texel_offset.y)));
    return cross(x, y);
}

void main()
{
    if(teDistanceToMinHeight < 0.00001){
        // filter points near the zero position
        discard;
    }

    // attributes
    vec2 hfTexCoords = gl_TexCoord[HFTexCoordID].xy;
    //float hfPaletteTexCoord = getHeightFieldHeight(hfTexCoords) / HeightFieldHeight;
    float hfPaletteTexCoord = (texture(HeightField, hfTexCoords).r -HeightFieldLowering);


    vec2 heightMapSize      = vec2(textureSize(HeightField, 0).xy);
    vec2 heightMapTexelSize = vec2(1.0) / vec2(heightMapSize);


    // some standard colors
    vec4 white = vec4(1);
    vec4 yellow = vec4(1,1,0,1);
    vec4 blue = vec4(0,0,1,1);

    // get the color
    FragColor = texture(HeightFieldPalette, hfPaletteTexCoord ); // use height field  palette as color

    if(onEdge > 0.9 && ShowOriginalGrid == 1 ){
        FragColor = mix(FragColor, yellow, 0.5);
    }

    // shading
    vec3 n = normalize(getHeightMapGradient(hfTexCoords, heightMapTexelSize).xzy);
    vec3 l = vec3(1,1,0);
    vec3 v = normalize(CameraPosition - tcPosition.xyz);
    vec3 h = normalize(l + v);

    float df= dot(n, l);

    FragColor = (FragColor * (df * 0.5 + 0.5)) // diffuse
                + vec4(1) * pow(max(0.0, dot(n,h)), 60.0) // specular
                + 0.1; // ambient


}

在每个着色器之前包含以下代码。它主要包含所有统一和辅助函数。

#version 400 compatibility

// defines
#define HFTexCoordID 0

// environment
uniform ivec2 ScreenSize = ivec2(800,600);
uniform vec3 CameraPosition = vec3(0);

// tesselation
uniform float MaxEdgeLength = 4;

// height field
uniform float   HeightFieldHeight = 1;
uniform float   HeightFieldLowering = 0.2;

uniform sampler2D   HeightField;
uniform sampler1D   HeightFieldPalette;

// density map
uniform sampler2D   DensityMap;

// patches
uniform sampler2D[20]   Patches;
uniform int             PatchesCount = 0;
uniform ivec2[20]       PatchesPositions;
uniform float[20]       PatchesHeights;
uniform ivec2[20]       PatchesSizes;

// show options
uniform int ShowOriginalGrid = 0;


// functions
ivec2 getHFPosition(vec2 hfTexCoords){
    return ivec2(textureSize(HeightField, 0).xy * hfTexCoords);
}

ivec2 getPatchSize(in int patchIndex){
    return PatchesSizes[patchIndex];
    //return textureSize(Patches[patchIndex], 0).xy;
}

vec2 toPatchCoords(in int patchIndex, in vec2 hfTexCoords){
    ivec2 hfPosition = getHFPosition(hfTexCoords);
    ivec2 patchStart = PatchesPositions[patchIndex];
    ivec2 patchPos = hfPosition - patchStart;
    //return textureSize(Patches[1], 0).xy;

    return  vec2(patchPos / getPatchSize(patchIndex));
}

float getPatchHeight(in int patchIndex, in vec2 hfTexCoords){
    vec2 patchCoords = toPatchCoords(patchIndex, hfTexCoords);
    // seams like the combination of the for loop with this 
    // texture access results in undefined behavior.
    float relHeight = (texture(Patches[patchIndex], patchCoords).r -0.5);
    return relHeight * PatchesHeights[patchIndex] * HeightFieldHeight;
}

float getPatchedHeight(in vec2 texCoords){
    float patchesHeight = 0;
    // working
    //patchesHeight += getPatchHeight(0, texCoords);
    //patchesHeight += getPatchHeight(1, texCoords);
    //patchesHeight += getPatchHeight(2, texCoords);

    // only works for i < 5 .
    for(int i = 0; i < 6 && i < PatchesCount-1; i++){
        patchesHeight += getPatchHeight(i, texCoords);
    }

    return patchesHeight;
}

float getHeightFieldHeight(in vec2 textureCoordinates){
    float height = (texture(HeightField, textureCoordinates).r -HeightFieldLowering) * HeightFieldHeight;

    height += getPatchedHeight(textureCoordinates);

    return height;
}

float getHeightFieldHeightMin(){
    return (-0.2 * HeightFieldHeight);
}

float getDensity(in vec2 coords){
    return texture(DensityMap, coords).r;
}

问题
只要我不访问 Patches 制服,上面描述和粘贴的着色器都能正常工作。

uniform sampler2D[20]   Patches;

sampler2D []背后的想法是有一种数组,而这个数组的每个纹理可能有不同的大小。我知道这个构造中的每一个都使用(在这种情况下)20个纹理单元。这种限制很好。

当我访问Patches uniform时,片段着色器仅输出黑色像素。我知道,曲面细分评估着色器工作正常,因为我可以看到高度字段中的山丘,而不是它的一部分。

我非常感谢任何建议。关于这个问题。

我知道我可以使用sampler2DArray,但是每个元素(纹理)必须具有相同的大小。但我需要补丁大小是灵活的。将补丁剪切成固定大小的纹理并在着色器中将它们重新组合在一起,这可能是另一种选择,但除非我真的需要,否则我不想实现这种组织开销。

信息日志

Visualization Lib

rary v2011.5.1142 [f32]
Jun  9 2011 - 11:36:25 - GCC compiler [RELEASE] [x32]

 --- Environment ---
VL_LOGFILE_PATH <not present>
VL_DATA_PATH <not present>
VL_VERBOSITY_LEVEL = NORMAL
VL_CHECK_GL_STATES = YES

 --- Global Settings --- 
Log file  = log.txt
Data path = ../data
Verbosity level = NORMAL
Check OpenGL States = YES

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

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GL_SUN_slice_accum

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

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GL_ARB_blend_func_extended              GL_ARB_color_buffer_float
GL_ARB_compatibility                    GL_ARB_copy_buffer
GL_ARB_depth_buffer_float               GL_ARB_depth_clamp
GL_ARB_depth_texture                    GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend               GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced
GL_ARB_ES2_compatibility                GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions       GL_ARB_fragment_program
GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
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GL_ARB_geometry_shader4                 GL_ARB_get_program_binary
GL_ARB_gpu_shader5                      GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel                 GL_ARB_half_float_vertex
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GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
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GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters
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GL_EXT_packed_depth_stencil             GL_EXT_packed_float
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object
GL_EXT_point_parameters                 GL_EXT_provoking_vertex
GL_EXT_rescale_normal                   GL_EXT_secondary_color
GL_EXT_separate_shader_objects          GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store          GL_EXT_shadow_funcs
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap
GL_EXT_texture3D                        GL_EXT_texture_array
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc         GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map                 GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine              GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic       GL_EXT_texture_integer
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB
GL_EXT_texture_swizzle                  GL_EXT_timer_query
GL_EXT_transform_feedback2              GL_EXT_vertex_array
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GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region                    GL_NV_blend_square
GL_NV_conditional_render                GL_NV_copy_depth_to_color
GL_NV_copy_image                        GL_NV_depth_buffer_float
GL_NV_depth_clamp                       GL_NV_explicit_multisample
GL_NV_fence                             GL_NV_float_buffer
GL_NV_fog_distance                      GL_NV_fragment_program
GL_NV_fragment_program_option           GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage  GL_NV_geometry_shader4
GL_NV_gpu_program4                      GL_NV_gpu_program4_1
GL_NV_gpu_program5                      GL_NV_gpu_program_fp64
GL_NV_gpu_shader5                       GL_NV_half_float
GL_NV_light_max_exponent                GL_NV_multisample_coverage
GL_NV_multisample_filter_hint           GL_NV_occlusion_query
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2          GL_NV_pixel_data_range
GL_NV_point_sprite                      GL_NV_primitive_restart
GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

PatchesContainer::PatchesContainer: working dir: ./data/patches/pick_height_testing_png/
PatchesContainer::loadPatchesFromWorkingDir ignoring file = data/patches/pick_height_testing_png/.svn
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch01-position=20x20-maxHeight=1.0.png
width  = 50
height = 50
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 50
bytealign = 1
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch02-position=20x2-maxHeight=1.5.png
width  = 20
height = 20
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 20
bytealign = 1
Found matching densitymap ./data/density_maps/pick_height_testing_png.png
loading height field image
name   = ./data/horizons/pick_height_testing.png
width  = 200
height = 200
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 200
bytealign = 1
name   = ./data/textures/tesselation_palette_blue_red.png
width  = 300
height = 0
depth  = 0
format = IF_RGB
type   = IT_UNSIGNED_BYTE
pitch  = 900
bytealign = 1
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 32

1 个答案:

答案 0 :(得分:5)

好吧,我可以看到一个问题:

  

均匀采样器2D [20]补丁;

我想出一个问题,猜测你的OpenGL 4.0级硬件无法在一个着色器阶段中使用超过16个纹理。如果您想验证这一点,请检查GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS;我敢打赌它是16岁。

此外,访问采样器阵列的规则非常严格(我打赌你打破它们)。在GLSL 4.00中,采样器阵列的索引必须是:

1:编译时常量表达式

2:解析为统一值的表达式。不是关键字中的uniform,而是基于编译时常量或统一值的表达式。它们不能基于从纹理,着色器阶段输入或任何类型中检索到的值。

这是合法的:

for(int i = 0; i < someUniform; i++)
{
    texture(Patches[i], texCoord);
}

合法:

texture(Patches[positionOfSomeVertex * uniformScaleFactor], texCoord);

有一个原因为什么人们使用数组纹理而不是采样器数组。


Adendum:也许GLSL版本4.10规范的引用会有所帮助:

  

片段着色器表达式是   如果所有片段都动态均匀   评估它得到相同的结果   值。当涉及循环时,这个   指的是表达式的值   相同的循环迭代。什么时候   涉及的功能,这是指   来自同一个呼叫点的呼叫。

     

这同样为其他人定义   着色器阶段,基于   他们处理的每个实例数据。

     

请注意,常量表达式是   平凡的动态统一。它   遵循典型的循环计数器   基于这些也是动态的   均匀的。

您的表达式涉及基于不动态统一的条件分支。因此,使用的索引不是动态统一的。

“动态统一”的基本思想是这样的:给定相同的uniform值,我应该能够将任何作为着色器阶段输入传递,并且将从数组。您的代码不保证这一点。