2016-11-19 71 views
1

我想在我的片段着色器的OpenGL glUniform1ui()抛出GLError GL_INVALID_OPERATION

uniform vec3 lightColor; 

uniform usampler2D texSampler;/////////// 

uniform vec3 ambientLight; 
uniform vec3 lightPosition; 
uniform vec3 cameraPosition; 


in Vertex{ 
    vec4 rawPosition; 
    vec2 uv; 
    vec4 normal; 
}vertexIn; 

in InstanceData{ 
    unsigned int textureUnitIndex; 
}instance; 
out vec4 color; 

void main(){ 

    vec3 normal = normalize(vec3(vertexIn.normal.x, vertexIn.normal.y, vertexIn.normal.z)); 
    vec3 worldPosition = vec3(vertexIn.rawPosition.x, vertexIn.rawPosition.y, vertexIn.rawPosition.z); 

    vec3 lightVector = normalize(lightPosition - worldPosition); 
    vec3 cameraVector = normalize(cameraPosition - worldPosition); 
    vec3 halfVec = normalize(lightVector + cameraVector); 

    float lightAngle = clamp(dot(lightVector, normal), 0.0f, 1.0f); 
    float specAngle = clamp(dot(halfVec, normal), 0.0f, PI); 
    float specular = clamp(pow(specAngle, 128), 0.0f, 1.0f); 
    unsigned int index = instance.textureUnitIndex; 

    vec4 actColor = texture2D(texSampler, vec2(vertexIn.uv)); ////////////////////// 
    vec4 diffuseLight = sqrt(actColor * vec4(lightColor, 1.0)) * lightAngle; 
    vec4 specularLight = 1.0f - (cos(vec4(lightColor, 1.0f) * specular)); 

    color = actColor * (vec4(ambientLight, 1.0) + diffuseLight) + specularLight;// + vec4(ambientLight, 1.0f); 
    } 

初始化usampler2D喜欢这个

void ShaderProgram::addUniform(std::string uniformName, unsigned int uniformValue) 
{ 
    unsigned int loc = glGetUniformLocation(_programID, uniformName.c_str()); 
    Graphic::checkOpenGLErrors("addUniform() - 1"); 
    glUniform1ui(loc, (GLuint)uniformValue); 
    Graphic::checkOpenGLErrors("addUniform - 2"); 
} 

禄原来是6和uniformValue等于2,但checkOpenGLErrors( )仍然抛出

"OpenGL ERROR: GL_INVALID_OPERATION - At: addUniform - 2"

是有什么你需要知道关于初始化采样器制服?因为这个功能通常不会在这个GLSL程序抛出错误

感谢

回答

2

必须使用glUniform1i1iv上传时制服opaque types(包括采样)。仅仅因为采样器使用无符号整数格式并不意味着统一调用更改匹配。

+0

嗯..它没有解决这个错误,但现在我的模型是白色的而不是黑色的,之前我通过修改vertexShader中的矩阵来修改矩阵,并且现在已经消失了...为什么会这样呢? 要清除:http://i.imgur.com/VTFb0Rk.gifv – stimulate

+0

好吧,我现在固定与摆动的东西,纯白色似乎来自这样的事实,我的图像数据未被正确加载和价值只是巨大的。 感谢您的帮助! – stimulate

相关问题