フラグメント シェーダーのサンプラーに複数のテクスチャをバインドしようとしています。読み込みコードはうまく機能しているようです。ATI の CodeXL は、テクスチャが正しく読み込まれていることを示しています。
ただし、モデルのテクスチャを Active textures 0 および 1 にバインドしようとすると、値をシェーダーに送信することができません。シェーダー ユニフォームを usampler2D としてマークし、uvec4 を使用して色を保存すると、テクスチャが符号なしバイトとして提供されるため、すべて白のモデルが得られます。シェーダー ユニフォームを sampler2D に変更し、vec4 を使用して色を保存すると、glUniform1i 呼び出しでシェーダー変数の場所を取得できなくなり、アクティブなテクスチャに何も設定されません。これにより、ディフューズ テクスチャを使用できるようになりますが、通常のテクスチャを取得できません。明るい面では、拡散テクスチャはこのようにモデルに描かれています。
何が問題なのかわかりません。私はそれを理解しようとしてオンラインでいくつかの場所をチェックし、レッドブックに目を通しました。何かが足りない、または状態の設定が間違っていることはわかっていますが、それが見つからないようです。この問題を解決するためにあなたが私に与えることができる助けを前もって感謝します.
テクスチャの作成
int[] testWidth;
testWidth = new int[1];
testWidth[0] = 1000;
// First bind the texture.
bind();
// Make sure that textures are enabled.
// I read that ATI cards need this before MipMapping.
glEnable(GL_TEXTURE_2D);
// Test to make sure we can create a texture like this.
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, format, width, height,
0, format, GL_UNSIGNED_BYTE, null);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
testWidth);
if (testWidth[0] == 0)
{
message("Could not load texture onto the graphics card.");
}
else
{
// Not so sure about this part....but it seems to work.
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Load the texture data.
glTexImage2D(texture_type, 0, format, width, height,
0, format, GL_UNSIGNED_BYTE, (GLvoid[]?)value);
// Smaller mipmaps need linear mipmap coords.
// Larger just uses linear of the main texture.
glTexParameterf(texture_type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(texture_type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
// Clamp the texture to the edges.
glTexParameterf(texture_type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameterf(texture_type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexParameterf(texture_type, GL_TEXTURE_WRAP_R,
GL_CLAMP_TO_EDGE);
// Generate the mipmaps. The tex parameter is there
// for ATI cards. Again, it's something I read online.
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glGenerateMipmap(texture_type);
}
// Now unbind the texture.
unbind();
テクスチャ バインディング
if (currentShader != null)
{
currentShader.set_uniform_matrix("model_matrix", ref model_matrix,
true);
if (material != null)
{
if (material.diffuse_texture != null)
{
glActiveTexture(GL_TEXTURE0);
material.diffuse_texture.bind();
currentShader.set_uniform_texture("diffuse_texture",
Constants.DIFFUSE_TEXTURE);
if (material.normal_testure != null)
{
glActiveTexture(GL_TEXTURE1);
material.normal_texture.bind();
currentShader.set_uniform_texture("normal_texture",
Constants.NORMAL_TEXTURE);
}
}
}
// If there is a renderable then render it.
if (renderable != null)
{
renderable.render(1.0);
}
if (material != null)
{
material.unbind();
}
フラグメントシェーダー
#version 400 core
/**
* Smooth the inward vertex color. Smooth it so that the fragments
* which will be in between the vertices as well can get a value close
* to where they are positioned after being rasterized.
*/
smooth in vec4 vertex_color;
/**
* Smooth the inward texture coordinates. Smooth it so that the
* fragments which will be in between the vertices as well can get a
* value close to where they are positioned after being rasterized.
*/
smooth in vec2 out_texture_coordinate;
/**
* The color to make this fragment.
*/
out vec4 frag_color;
/**
* The models diffuse texture. This will be mapped to index 0.
*/
uniform usampler2D diffuse_texture;
/**
* The models normal texture. This will be mapped to index 1.
*/
uniform usampler2D normal_texture;
/**
* The starting function of the shader.
*/
void main(void)
{
uvec4 diffuseColor;
uvec4 normalModifier;
diffuseColor = texture(diffuse_texture, out_texture_coordinate);
normalModifier = texture(normal_texture, out_texture_coordinate);
// Discard any fragments that have an alpha color less than 0.05.
if (diffuseColor.a < 1.0)
{
// This works as part of depth testing to remove the fragments that
// are not useful.
discard;
}
frag_color = diffuseColor;
}
ユニフォーム設定
/**
* Sets the uniform value for a texture in the shader.
*
* @param name The name of the uniform to bind this texture to.
* This must have already been registered.
*
* @param textureUnit The id for the texture unit to bind to the uniform.
* This is not the texture's id/reference, but the OpenGL texture unit
* that the reference is bound to.
* This is set by calling glActiveTexture.
*/
public void set_uniform_texture(string name, int textureUnit)
{
// Check to make sure the uniform was given a location already.
if (register_uniform(name) == true)
{
// Set the data for this uniform then.
glUniform1i(uniform_mapping.get(name), textureUnit);
}
else
{
message("Texture was not set. %s", name);
}
}
/**
* Register a uniform for passing data to the shader program.
*
* @return true if the uniform was found with a valid location;
* otherwise, false.
*
* @param name The name for the parameter to get a uniform location for.
* Use this name for the variable in your shader.
*/
public bool register_uniform(string name)
{
int location;
// Make sure we didn't already get the location of the uniform value.
if (uniform_mapping.has_key(name) == false)
{
location = Constants.OPENGL_INVALID_INDEX;
// We have no information about this uniform, so try
// to get it's location.
location = glGetUniformLocation(reference, name);
// The location will 0 or higher if we found the uniform.
if (location != Constants.OPENGL_INVALID_INDEX)
{
uniform_mapping.set(name, location);
return true;
}
}
else
{
// The uniform was previously found and can be used.
return true;
}
debug("Uniform %s not found!!!!!", name);
return false;
}