我正在調整OpenGL Superbible 2010中的着色器示例以瞭解有關着色器使用情況的信息。GLSL:未呈現制服的變化
我想改變作爲統一傳遞給漫反射光着色器的定向光的紅色分量。載體
GLfloat vDiffuseColor [] = {redDirectionalLight, greenDirectionalLight, blueDirectionalLight, 1.0f};
是全局定義的。
如果我在編譯之前指定了變量,但在代碼運行時沒有指定變量,我可以調整淺色。我正在使用的過剩鍵盤功能在運行時會增加顏色值,但修改後的制服不會被重新加載。在SetupRC
功能我找到diffuseColor
均勻
locColor = glGetUniformLocation(DirectionalLightSimpleDiffuseShader, "diffuseColor");
我在這裏失蹤的什麼位置?
vertex program:
#version 130
// Incoming per vertex... position and normal
in vec4 vVertex;
in vec3 vNormal;
// Set per batch
uniform vec4 diffuseColor;
uniform vec3 vLightPosition;
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
// Color to fragment program
smooth out vec4 vVaryingColor;
void main(void)
{
// Get surface normal in eye coordinates
vec3 vEyeNormal = normalMatrix * vNormal;
// Get vertex position in eye coordinates
vec4 vPosition4 = mvMatrix * vVertex;
vec3 vPosition3 = vPosition4.xyz/vPosition4.w;
// Get vector to light source
vec3 vLightDir = normalize(vLightPosition - vPosition3);
// Dot product gives us diffuse intensity
float diff = max(0.0, dot(vEyeNormal, vLightDir));
// Multiply intensity by diffuse color
vVaryingColor.rgb = diff * diffuseColor.rgb;
vVaryingColor.a = diffuseColor.a;
// Let's not forget to transform the geometry
gl_Position = mvpMatrix * vVertex;
}
片斷程序:
#version 130
out vec4 vFragColor;
smooth in vec4 vVaryingColor;
void main(void)
{
vFragColor = vVaryingColor;
}
這裏的RenderScene代碼,它通過glutDisplayFunc稱爲:
void RenderScene (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera; // CAMERA MATRIX
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
M3DMatrix44f vLightPos= {0.0f, 10.0f, 5.0f, 1.0f};
M3DVector4f vLightEyePos;
m3dTransformVector4 (vLightEyePos, vLightPos, mCamera);
shaderManager.UseStockShader (GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),
vFloorColor);
floorBatch.Draw();
for (int i=0; i<NUM_SPHERES; i++){
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(spheres[i]);
glUseProgram (DirectionalLightSimpleDiffuseShader);
glUniform4fv (locColor, 1, vDiffuseColor);
glUniform3fv (locLight, 1, vEyeLight);
glUniformMatrix4fv (locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glUniformMatrix4fv (locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
glUniformMatrix3fv (locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
sphereBatch.Draw();
// glUseProgram(0);
modelViewMatrix.PopMatrix();
}
它通常是有幫助的標記與您所使用的編程語言,你的問題。 – 2011-03-27 00:57:35
這是C++,你想通了。 – andandandand 2011-03-27 01:27:24
很酷。但是代碼看起來很像C99,Java或C#,我的使用引用的建議不起作用。 – 2011-03-27 01:30:45