GLSL统一变量未更新

问题描述 投票:3回答:1

因此,我试图使颜色或三角形从渐变更改为纯色!我不太确定出了什么问题,我以与size相同的方式声明了gradientChange的统一变量,并且size可以正常工作并增加三角形的大小,但是我尝试在java代码中更改gradientChange,值更改,但颜色在三角形上不会改变。还有一个关于GLSL代码格式的问题,在我在线上看到的所有示例中,每个示例都可以在单独的行中包含声明,但是当我尝试这样做时,它会破坏代码?


    public void display(GLAutoDrawable drawable) {
        GL4 gl = (GL4) GLContext.getCurrentGL();
        gl.glClear(GL_DEPTH_BUFFER_BIT);
        gl.glClear(GL_COLOR_BUFFER_BIT);
        gl.glUseProgram(renderingProgram);

        x+=inc;
        if(x>1.0f)inc = -0.01f;
        if(x<-1.0f)inc = 0.01f;
        int offsetLoc = gl.glGetUniformLocation(renderingProgram, "offset");
        gl.glProgramUniform1f(renderingProgram,  offsetLoc, x);

        int gradientloc = gl.glGetUniformLocation(renderingProgram, "gradientChange");
        gl.glProgramUniform1f(renderingProgram,  gradientloc, gradientChange);

        int sizeloc = gl.glGetUniformLocation(renderingProgram, "size");
        gl.glProgramUniform1f(renderingProgram,  sizeloc, size);

        gl.glDrawArrays(GL_TRIANGLES, 0, 3);



    }


这是我的vertShader.glsl

#version 430
out vec4 varyingColor; uniform float offset; uniform int gradientChange; vec4 colorChange; uniform float size;
void main(void)
{   if (gl_VertexID == 0){ gl_Position = vec4(size * (0.25+offset), size * (-0.25), 0.0, 1.0); 
    colorChange = vec4( 1.0,0.0,0.0,1.0);}
    if (gl_VertexID == 1){ gl_Position = vec4(size * (-0.25+offset), size * (-0.25), 0.0, 1.0); 
        colorChange = vec4( 0.0,1.0,0.0,1.0);}
    if (gl_VertexID == 2){ gl_Position = vec4(size * (0.0+offset), size * (0.25), 0.0, 1.0);    
        colorChange = vec4( 0.0,0.0,1.0,1.0);}
    if(gradientChange == 1){varyingColor = vec4( 1.0,0.0,0.0,1.0);}else{varyingColor = colorChange;}
    }

java opengl glsl shader
1个回答
4
投票

gradientChange的类型是int,因此必须使用glProgramUniform1i而不是glProgramUniform1f来设置变量的值:(请参见glProgramUniform

glProgramUniform

gl.glProgramUniform1f(renderingProgram,  gradientloc, gradientChange);
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