这也是来自 thebennybox 的 youtube 3D 游戏引擎系列(如果你今天找到了我以前的帖子),我很难在这个 addUniform 方法中找到问题。该位置始终是 0xFFFFFFFF 或 -1,抛出我定义的错误“找不到统一变量“uniformFloat””
我的顶点着色器:
#version 330
layout (location = 0) in vec3 position;
out vec4 colour;
uniform float uniformFloat;
void main()
{
colour = vec4(clamp(position, 0.0, uniformFloat), 1.0);
gl_Position = vec4(position, 1.0);
}
我的着色器类:
package com.base.engine;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL32.*;
import java.util.HashMap;
public class Shader {
private int program;
private HashMap<String, Integer> uniforms;
public Shader() {
program = glCreateProgram();
uniforms = new HashMap<String, Integer>();
if (program == 0) {
System.err.println("Shader Creation failed: could not find valid memory location in constructor");
System.exit(1);
}
}
public void bind(){
glUseProgram(program);
}
public void addUniform(String uniform){
int uniformLocation = glGetUniformLocation(program, uniform);
if (uniformLocation == 0xFFFFFFFF){
System.err.println("Error: could not find uniform variable \"" + uniform + "\"");
new Exception().printStackTrace();
System.exit(1);
}
uniforms.put(uniform, uniformLocation);
}
public void addVertexShader(String text) {
addProgram(text, GL_VERTEX_SHADER);
}
public void addGeometryShader(String text) {
addProgram(text, GL_GEOMETRY_SHADER);
}
public void addFragmentShader(String text) {
addProgram(text, GL_FRAGMENT_SHADER);
}
public void compileShader() {
glLinkProgram(program);
if (glGetProgrami(program, GL_LINK_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
glValidateProgram(program);
if(glGetProgrami(program, GL_VALIDATE_STATUS) == 0){
System.err.println(glGetShaderInfoLog(program, 1024));
System.exit(1);
}
}
private void addProgram(String text, int type) {
int shader = glCreateShader(type);
if (shader == 0) {
System.err.println("Shader creation failed: could not find valid memory location when adding shader");
System.exit(1);
}
glShaderSource(shader, text);
glCompileShader(shader);
if (glGetShaderi(shader, GL_COMPILE_STATUS) == 0) {
System.err.println(glGetShaderInfoLog(shader, 1024));
System.exit(1);
}
glAttachShader(program, shader);
}
public void setUniformi(String uniformName, int value){
glUniform1i(uniforms.get(uniformName), value);
}
public void setUniformf(String uniformName, float value){
glUniform1f(uniforms.get(uniformName), value);
}
public void setUniform(String uniformName, Vector3f value){
glUniform3f(uniforms.get(uniformName), value.getX(), value.getY(), value.getZ());
}
public void setUniform(String uniformName, Matrix4f value){
glUniformMatrix4(uniforms.get(uniformName), true, Util.createFlippedBuffer(value));
}
}
以及我对统一变量 Game 类的实现:
特别注意 shader.addUniform 行和 update() 方法。
package com.base.engine;
import org.lwjgl.input.Keyboard;
public class Game {
private Mesh mesh;
private Shader shader;
public Game() {
mesh = new Mesh();
shader = new Shader();
Vertex[] data = new Vertex[] {new Vertex(new Vector3f(-1, -1, 0)),
new Vertex(new Vector3f(0, 1, 0)),
new Vertex(new Vector3f(1, -1, 0))};
mesh.addVertices(data);
shader.addVertexShader(ResourceLoader.loadShader("basicVertex.vs"));
shader.addFragmentShader(ResourceLoader.loadShader("basicFragment.fs"));
shader.compileShader();
shader.addUniform("uniformFloat");
}
public void input() {
if (Input.getKeyDown(Keyboard.KEY_UP)) {
System.out.println("We've just pressed up");
}
if (Input.getKeyUp(Keyboard.KEY_UP)) {
System.out.println("We've just released up");
}
if (Input.getMouseDown(1)) {
System.out.println("We've just pressed right-mouse at "
+ Input.getMousePosition().toString());
}
if (Input.getMouseUp(1)) {
System.out.println("We've just released right-mouse");
}
}
float temp = 0.0f;
public void update() {
temp += Time.getDelta();
shader.setUniformf("uniformFloat", (float)Math.sin(temp));
}
public void render() {
shader.bind();
mesh.draw();
}
}
抱歉,阅读此代码的任何人都必须涉水,但我已经盯着这些代码看了一段时间了。我已经读到,当您不使用统一变量时可能会发生这种情况,但我的着色器正在使用它,对吗?