简单的彩色GLSL着色器不输出任何内容 [英] Simple color GLSL shader doesn't output anything
问题描述
我正在尝试绘制仅具有漫反射颜色的球体,但没有任何显示.所有的OpenGL代码都应该正确,因为如果我将颜色"着色器替换为纹理化"着色器,一切都会很好地显示.
I'm trying to draw a sphere with just a diffuse color, but nothing shows up. All the OpenGL code should be correct, because if I swap the "color" shader with "textured" shader, everything shows up nicely.
这是着色器选择代码. if分支用于带纹理的对象,else分支用于仅彩色的对象.
This is the shader selection code. The if-branch is for the textured objects, and the else-branch is for color-only objects.
GL.Disable(EnableCap.Blend);
if (phong.diffuseTexture != 0)
{
texturedShader.Enable();
GL.UniformMatrix4(texturedShader.GetUniformLocation("view"), false, ref camView);
GL.UniformMatrix4(texturedShader.GetUniformLocation("projection"), false, ref Camera.main.projection);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, phong.diffuseTexture);
int colorMapLoc = Shader.currentShader.GetUniformLocation("colorMap");
if (colorMapLoc > -1) GL.Uniform1(colorMapLoc, 0);
}
else
{
coloredShader.Enable();
GL.UniformMatrix4(texturedShader.GetUniformLocation("view"), false, ref camView);
GL.UniformMatrix4(texturedShader.GetUniformLocation("projection"), false, ref Camera.main.projection);
}
// Continues with the VBO rendering code...
因此第一个分支起作用,但是第二个分支什么也不输出.这是仅颜色的着色器(大多数只是纹理着色器的复制粘贴,这就是为什么仍然存在texcoords等的原因):
So the first branch works, but the second branch outputs nothing. Here's the color-only shaders (most of it is just copy-paste from the textured shader, that's why there's texcoords etc. still there):
// VERTEX SHADER
#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
uniform vec3 diffuseColor;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texcoord;
layout(location = 3) in vec3 in_tangent;
layout(location = 4) in vec3 in_binormal;
out mat3 tangentToWorld;
out vec2 texcoord;
out vec3 normal;
out vec3 color;
void main(void)
{
gl_Position = projection * view * world * vec4(in_position, 1.0);
color = diffuseColor;
normal = (world * vec4(normalize(in_normal), 0.0)).xyz;
tangentToWorld[0] = (world * vec4(in_tangent, 0.0)).xyz;
tangentToWorld[1] = (world * vec4(in_binormal, 0.0)).xyz;
tangentToWorld[2] = (world * vec4(in_normal, 0.0)).xyz;
texcoord = in_texcoord;
}
// FRAGMENT SHADER
#version 330
in vec2 texcoord;
in mat3 tangentToWorld;
in vec3 normal;
in vec3 color;
layout(location = 0) out vec4 out_diffuse;
layout(location = 1) out vec4 out_normal;
void main(void)
{
out_diffuse = vec3(1, 0, 1, 1);
vec3 normal = vec3(0.5, 0.5, 1.0);
normal = 2.0 * normal - 1.0;
normal = tangentToWorld * normal;
normal = (normal + 1.0) / 2;
normal = normalize(normal);
out_normal = vec4(normal.x, normal.y, normal.z, 1.0);
}
...这是纹理着色器:
... And here's the textured shader:
// VERTEX SHADER
#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texcoord;
layout(location = 3) in vec3 in_tangent;
layout(location = 4) in vec3 in_binormal;
out mat3 tangentToWorld;
out vec2 texcoord;
out vec3 normal;
void main(void)
{
gl_Position = projection * view * world * vec4(in_position, 1.0);
normal = (world * vec4(normalize(in_normal), 0.0)).xyz;
tangentToWorld[0] = (world * vec4(in_tangent, 0.0)).xyz;
tangentToWorld[1] = (world * vec4(in_binormal, 0.0)).xyz;
tangentToWorld[2] = (world * vec4(in_normal, 0.0)).xyz;
texcoord = in_texcoord;
}
// FRAGMENT SHADER
#version 330
in vec2 texcoord;
in mat3 tangentToWorld;
in vec3 normal;
layout(location = 0) out vec3 out_diffuse;
layout(location = 1) out vec4 out_normal;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
void main(void)
{
out_diffuse = texture(colorMap, texcoord).xyz;
vec3 normal = texture(normalMap, texcoord).xyz;
normal = 2.0 * normal - 1.0;
normal = tangentToWorld * normal;
normal = (normal + 1.0) / 2;
normal = normalize(normal);
out_normal = vec4(normal.x, normal.y, normal.z, texture(normalMap, texcoord).a);
}
为此,如果我使用带纹理的着色器渲染所有内容,则会得到:
For the sake of it, if I render everything with the textured shader, I get this:
...这是使用两个着色器时得到的:
... And this is what I get when using both shaders:
有什么想法会导致这种情况吗?着色器可以正确编译,并且所有内容都可以与纹理着色器一起使用,只是彩色着色器不输出任何内容.
Any ideas what could be causing this? Shaders do compile without errors, and everything works with the textured shader, it's just the colored shader that doesn't output anything.
推荐答案
我解决了这个问题.在材料选择代码中,我有一个复制粘贴错误.我将视图和投影矩阵设置为错误的着色器"texturedShader",而应该将其设置为"coloredShader".孩子们,复制粘贴,甚至一次都不行!
I solved the problem. In the material selection code, I had a copy-paste error. I set the view and projection matrices to the wrong shader, "texturedShader", whereas I was supposed to set them to the "coloredShader". Copy-paste, not even once, kids!
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