本文介绍了glGetUniformLocation()返回-1即使在顶点着色器中使用的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图渲染一个简单的多维数据集与法线。我使用下面的代码来初始化着色器。

  void initShader(const char * vertexShaderPath,const char * fragmentShaderPath){
cout& <<< endl<<===<< endl;
cout<<Vertex shader;
vs = loadShader(vertexShaderPath,GL_VERTEX_SHADER);
cout<<Fragment shader;
fs = loadShader(fragmentShaderPath,GL_FRAGMENT_SHADER);

cout<<Creating program:;
program = glCreateProgram();
if(0 == program)cout<< Failed<< endl; else cout< OK<< endl;

glAttachShader(program,vs);
glAttachShader(program,fs);

cout<<链接程序:;
glLinkProgram(program);
GLint linkstatus = 0;
glGetProgramiv(program,GL_LINK_STATUS,& linkstatus);
if(GL_TRUE == linkstatus)cout<<OK<< endl; else cout<<Failed<< endl;

cout
mvpmat = glGetUniformLocation(program,mvpMatrix);
mvmat = glGetUniformLocation(program,mvMatrix);
normalmat = glGetUniformLocation(program,normalMatrix);

cout<< mvpMatrix:<< mvpmat<<mvMatrix:<< mvmat<<normalMatrix:< normalmat<<<
}

最后一个cout语句的输出如下所示编译或链接)。

  mvpMatrix:0 mvMatrix:-1 normalMatrix:1 



这是我的顶点着色器代码

  uniform mat4 mvpMatrix; 
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
attribute vec3 vertex;
attribute vec3 normal;
changing vec3 outNormal;
varying vec3 outPos;

void main(){
gl_Position = mvpMatrix * vec4(vertex,1.0);
outPos =(mvMatrix * vec4(vertex,1.0))。xyz;
outNormal = normalize(normalMatrix * normal);
}



我在代码中使用了所有mvpMatrix,mvMatrix和normalMatrix。因此,我真的很困惑为什么getUniformLocation()返回mvMatrix = -1?

解决方案

如果你的片段着色器不使用outPos的输入将被优化掉。制服定义为后链接。因此片元和顶点着色器计数。


I'm trying to render a simple cube with normals. I'm using the following code to initialize the shaders.

void initShader(const char* vertexShaderPath, const char* fragmentShaderPath){
    cout<<"Initializing Shaders"<<endl<<"==="<<endl;
    cout<<"Vertex shader ";
    vs = loadShader(vertexShaderPath, GL_VERTEX_SHADER);
    cout<<"Fragment shader ";
    fs = loadShader(fragmentShaderPath, GL_FRAGMENT_SHADER);

    cout<<"Creating program: ";
    program = glCreateProgram();
    if(0==program) cout<< "Failed"<<endl; else cout<< "OK"<<endl;

    glAttachShader(program, vs);
    glAttachShader(program, fs);

    cout<<"Linking program: ";
    glLinkProgram(program);
    GLint linkstatus = 0;
    glGetProgramiv(program, GL_LINK_STATUS, &linkstatus);
    if(GL_TRUE==linkstatus) cout<<"OK"<<endl; else cout<<"Failed" <<endl;

    cout<<endl<<endl<<"Memory status"<<endl<<"==="<<endl;

    mvpmat = glGetUniformLocation(program,"mvpMatrix");
    mvmat = glGetUniformLocation(program,"mvMatrix");
    normalmat = glGetUniformLocation(program,"normalMatrix");

    cout << "mvpMatrix: "<<mvpmat<<" mvMatrix: "<<mvmat<<" normalMatrix: " << normalmat<<endl;
}

The output of the last cout statement appears as follows (There is no error during compilation or linking).

mvpMatrix: 0 mvMatrix: -1 normalMatrix: 1

This is my vertex shader code

uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
attribute vec3 vertex;
attribute vec3 normal;
varying vec3 outNormal;
varying vec3 outPos;

void main(){
    gl_Position = mvpMatrix*vec4(vertex,1.0);
    outPos = (mvMatrix*vec4(vertex,1.0)).xyz;
    outNormal = normalize(normalMatrix*normal);
}

I've used all mvpMatrix, mvMatrix and normalMatrix in the code. Thus i'm really confused why getUniformLocation() is returning mvMatrix = -1?

解决方案

If your fragment shader does not use the input of outPos it will be optimized away. Uniforms are defined post-link. So both fragment and vertex shader count.

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08-05 04:42