为两个不同的 VAOS 使用两个不同的着色器
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【中文标题】为两个不同的 VAOS 使用两个不同的着色器【英文标题】:Using two different shaders for two different VAOS 【发布时间】:2018-06-12 15:59:15 【问题描述】:我有两个单独的 VAO 对象,它们在 while 循环中呈现。每个都需要使用不同的着色器程序进行绘制。我可以让它们单独渲染,但只有天空盒一起渲染。
do
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Access the active camera
glm::mat4 ViewMatrix;
if(worldCamMode)
worldCam->update();
ViewMatrix = worldCamParent->getViewMtx();
else
playerCam->update();
ViewMatrix = playerCamParent->getViewMtx();
// Retrieve the projection and model matrices
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0f);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
glm::mat4 MVPX = ProjectionMatrix * ViewMatrix;
// Render the skybox first
glm::mat4 view = glm::mat4(glm::mat3(ViewMatrix));
cloudySkybox->render(cubemapTexture, view, ProjectionMatrix, skyboxProgramID);
int viewHandle = glGetUniformLocation(lampID, "view");
if (viewHandle == -1)
std::cout << "Uniform: view is not an active uniform label\n";
glUniformMatrix4fv( viewHandle, 1, false, &MVPX[0][0]);
glUseProgram(lampID);
testObj.render(lampID);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
// Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
要渲染的第一个对象是 cloudySkybox。这是唯一会渲染并且 testObj 不会渲染的东西,除非我注释掉 cloudySkybox 行。我已经缩小范围,看看是什么破坏了 testObj。 testObj 渲染得很好,直到我使用 glUseProgram(shaderID);然后它停止渲染。有谁知道为什么会这样? testObj.render()函数与glUseProgram(differentShader)格式一致
void skybox::render(unsigned int cubemapTexture, glm::mat4 view, glm::mat4 projection, int shaderID)
glUseProgram(shaderID);
//glDepthMask(GL_FALSE);
//int viewUniformHandle = glGetUniformLocation(shaderID, "view");
//if (viewUniformHandle == -1)
// exit(1);
//glUniformMatrix4fv( viewUniformHandle, 1, false, glm::value_ptr(view) );
//int projectionUniformHandle = glGetUniformLocation(shaderID, "projection");
//if (projectionUniformHandle == -1)
// exit(1);
//glUniformMatrix4fv( projectionUniformHandle, 1, false, glm::value_ptr(projection) );
//glBindVertexArray(skyboxVAO);
//glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
//glDrawArrays(GL_TRIANGLES, 0, 36);
//glDepthMask(GL_TRUE);
//glBindVertexArray(0);
//glFlush();
void Model::render(int programID)
glUseProgram(programID);
int modelUniformHandle = glGetUniformLocation(programID, "model");
if (modelUniformHandle == -1)
exit(1);
glm::mat4 model;
for (int i = 0; i < VAOs.size(); i++)
glUseProgram(programID);
glBindVertexArray(VAOs[i]);
model = glm::mat4(1.0f);
glBindTexture(GL_TEXTURE_2D, TexID[this->shape[i].mesh.material_ids[i]]);
glUniformMatrix4fv(modelUniformHandle, 1, false, glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, this->shape[i].mesh.indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glFlush();
【问题讨论】:
【参考方案1】:glUniform
对通过调用glUseProgram
成为当前状态一部分的程序对象进行操作。在调用glUniformMatrix4fv
之前设置程序glUseProgram(lampID)
【讨论】:
天哪,非常感谢。两个切换语句可以改变的东西真是太神奇了以上是关于为两个不同的 VAOS 使用两个不同的着色器的主要内容,如果未能解决你的问题,请参考以下文章