我在调试我的程序时遇到了一些困难。我正在尝试使用数组作为查找表来偏移我的顶点着色器中的顶点位置,但我什至无法判断我是否正确链接了我的数组。偏移因子总是以零结束(使我的向量变平,而不是给它们一个形状),所以要么我访问了 texture1D 坐标错误,要么数组没有正确绑定到纹理。
坦率地说,我不知道应该使用哪个坐标来从一维纹理中获取值……但我已经尝试了所有组合。
在这里,我设置了数组并将其绑定到着色器:
//FISH
GLfloat fish_coords[100];
for (int i = 0; i < 50; i++){fish_coords[i] = 0;}
for (int i = 50; i < 100; i++){fish_coords[i] = 1;}
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, &fishtexture);
glBindTexture(GL_TEXTURE_1D, fishtexture);
glTexImage1D(GL_TEXTURE_1D, 0, 1, 128,0,GL_RGBA, GL_UNSIGNED_BYTE, &fish_coords);
switch(shadow_selection){
case 0:
vertexShader = "fish.vert";
fragmentShader = "fish.frag";
setShaders();
GLint loc1;
loc1 = glGetUniformLocation(shaderProgram,"fish_coords");
glUniform1i(loc1,0);
还有我的顶点着色器:
uniform float spec_factor;
uniform sampler1D fish_coords;
varying vec3 lightDir,normal;
void main()
{
vec4 v_pos;
vec3 ldir;
gl_TexCoord[0] = gl_MultiTexCoord0;
v_pos = gl_ModelViewMatrix * gl_Vertex;
ldir = vec3(gl_LightSource[0].position-v_pos);
lightDir = normalize(ldir);
normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 offset;
offset = texture1D(fish_coords, gl_TexCoord[0].r);
vec4 fish_shape;
fish_shape.xz = gl_Vertex.xz;
fish_shape.y = gl_Vertex.y * offset.x;
fish_shape.w = 1;
gl_Position = gl_ModelViewProjectionMatrix * fish_shape;
}