在我的项目开始时,我使用 simple String
s 来填充我的两个Shader
s 代码。这看起来像这样:
public final static String chunkDefaultVertexInit = ""
+constantParameters
+"precision mediump float;"
+"uniform mat4 mPMatrix;"
+"uniform mat4 mVMatrix;"
+"uniform mat4 mMMatrix;"
+"uniform mat4 mMVMatrix;"
+"attribute vec4 Vertex;"
+"attribute vec3 Normal;"
+"attribute vec2 TexCoord;"
+"varying vec3 normal;"
+"varying vec2 uv;"
+"varying vec4 positionM;"
+"varying vec4 positionMV;";
etc....
这对我有用,但不是很清楚。所以我考虑了如何让我的代码对每个人都更干净、更清晰。我的想法是,将我的全部代码放在一个真实的.cc
文件中并将其移动到 res/raw 文件夹中。说到做到。我想通过 Inputstreams 读出我的代码并将其保存到一个字符串中。这也很好,所以我给着色器提供了字符串源。
所以......现在碰巧有一个问题,正如我所说,我还没有得到它。我什至对自己有点生气,因为我想了一个简单的方法来解决它,但我没有看到。
我什至确实展示了我输入的源代码......但它看起来是正确的!oO
Log.i("Llama3D Shader",shaderCode);
(不要担心奇怪的“调试 ID”,它是项目名称)
这是着色器的源代码:
顶点着色器:
//vertexshader
precision mediump float;
uniform mat4 mPMatrix;
uniform mat4 mVMatrix;
uniform mat4 mMMatrix;
uniform mat4 mMVMatrix;
attribute vec4 aVertex;
attribute vec3 aNormal;
attribute vec2 aTexCoord;
varying vec2 vecTexCoord;
varying vec3 vecNormal;
varying vec4 vecVertex[2];
void main() {
gl_Position = mPMatrix * mMVMatrix * aVertex;
vecVertex[0] = mMMatrix * aVertex;
vecVertex[1] = mMVMatrix * aVertex;
vecTexCoord = aTexCoord;
vecNormal = normalize(vec3(mMMatrix * -vec4(aNormal,0.0)));
}
片段着色器:
#define MAX_POINT_LIGHTS 4
precision mediump float;
varying vec2 vecTexCoord;
varying vec3 vecNormal;
varying vec4 vecVertex[2];
uniform vec3 uVecEye;
uniform vec3 uPointLightPosition[MAX_POINT_LIGHTS];
uniform vec3 uPointLightColor[MAX_POINT_LIGHTS];
uniform sampler2D textureHandle;
vec3 V = normalize(uVecEye.xyz-vecVertex[1].xyz);
vec3 N = vNormal;
vec3 vecLight[MAX_POINT_LIGHTS];
vec4 pointDiffuse = vec4(0.0);
vec4 pointSpecular = vec4(0.0);
vec4 ambient = vec4(0.2,0.2,0.2,1.0);
vec4 color = vec4(1.0,1.0,1.0,1.0);
vec4 matSpec = vec4(1.0,1.0,1.0,1.0);
vec4 lightSpec = vec4(1.0,1.0,1.0,1.0);
vec4 spec = matSpec * lightSpec;
float shininess = 20.0;
void main() {
for (int i=0;i<MAX_POINT_LIGHTS;i++) {
vecLight[i].xyz = vecVertex[0].xyz - uPointLightPosition[i].xyz;
float vecDistance = length(vecLight[i].xyz);
if (vecDistance<=25.0) {
vecDistance = 1.0 - max(0.0,vecDistance)/25.0;
vec3 L = normalize(vecLight[i]);
vec3 R = normalize(reflect(L,N));
float LND = max(0.0,dot(N,L)) * vecDistance;
pointDiffuse += color * vec4(uPointLightColor[i].xyz,0.0) * LND;
if (shininess!=0.0 && spec!=0.0) {
pointSpecular += spec * pow(max(0.0,dot(R,V)),shininess) * LND;
} else {
pointSpecular += vec4(0.0,0.0,0.0,0.0);
}
}
}
vec4 colorTexture = texture2D(textureHandle,vec2(+vTexCoord.x,-vTexCoord.y));
gl_FragColor = ambient + colorTexture * pointDiffuse + pointSpecular;
}
每次我尝试运行程序时,ShaderlogInfo 和 ProgramlogInfo 都会对我说:
片段着色器无效。链接无法继续。*
我是疯了还是瞎了?!我希望你知道答案......我真的不知道......请帮助我!