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为什么绑定 2 openGL sampler1d 纹理不起作用?

[英]Why binding 2 openGL sampler1d texture doesn't work?

I want to pass two 1d textures into my fragment shader.我想将两个 1d 纹理传递到我的片段着色器中。 I am creating two sampler1d textures, bind them to my shader program but seems that both samplers use same texture.我正在创建两个 sampler1d 纹理,将它们绑定到我的着色器程序,但似乎两个采样器都使用相同的纹理。 When I use sampling texelFetch for texture1 it takes wrong color I have defined in texture2.当我对纹理 1 使用采样 texelFetch 时,它采用了我在纹理 2 中定义的错误颜色。

Following Shader program returns me GREEN screen when I expect to see RED one.当我希望看到红色屏幕时,遵循着色器程序会返回绿色屏幕。 Playing parameters I see that any changes in buf for texture1 changes color for texture2.播放参数我看到texture1 的buf 的任何变化都会改变texture2 的颜色。 Any ideas how to fix?任何想法如何解决?

#version 330 core

out vec4 FragColor;
in vec2 TexCoord;

uniform sampler2D texture0; //this is default-bound texture0, works fine
uniform sampler1D texture1; //this is bound manually with constant RED color
uniform sampler1D texture2; //this is bound manually with constant GREEN color

void main()
{
    vec4 col1 = texelFetch(texture1, 0, 0);
    FragColor = col1; //should be Red, but in reality it returns GREEN from texture2 =(
}

Heres is my code binding shader samplers to real textures:这是我将着色器采样器绑定到真实纹理的代码:

GLuint tex1Id;    
glGenTextures(1, &tex1Id );
glBindTexture(GL_TEXTURE_1D, tex1Id);

GLuint tex2Id ;
glGenTextures(1, &tex2Id );
glBindTexture(GL_TEXTURE_1D, tex2Id );

//red color for texture1
GLsizei size = 1;
uint8_t* buf = new uint8_t[size * 4];
buf[0] = 255;
buf[1] = 0;
buf[2] = 0;
buf[3] = 100;

//green color for texture1
uint8_t* buf2 = new uint8_t[size * 4];
buf2[0] = 0;
buf2[1] = 255;
buf2[2] = 0;
buf2[3] = 100;

GLint tex1loc = glGetUniformLocation(shader->ID, "texture1");
GLint tex2loc = glGetUniformLocation(shader->ID, "texture2");

glUniform1i(tex1loc, 1); // RED for texture1
glUniform1i(tex2loc, 2); // GREEN for texture2

glActiveTexture(GL_TEXTURE0 + 1); //RED
glBindTexture(GL_TEXTURE_1D, tex1Id);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);

glActiveTexture(GL_TEXTURE0 + 2); //GREEN
glBindTexture(GL_TEXTURE_1D, tex2Id);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf2);

delete[] buf;
delete[] buf2;

Actually, the bind point for both texture sampler uniforms ( texture1 and texture2 ) is the default (0) as the bind point is never set.实际上,纹理采样器制服( texture1texture2 )的绑定点是默认值 (0),因为从未设置绑定点。 glUniform specify the value of a uniform variable in the default uniform block of the currently installed program object. glUniform指定当前安装程序 object 的默认统一块中统一变量的值。 The uniform location is just a number that addresses a uniform in a program, but does not specify the program.制服位置只是一个在程序中对制服进行寻址的数字,而不是指定程序。
Since tex2Id is the 2nd texture created, it is bound to texture units 0 and 2. Hence both samplers ( texture1 and texture2 ) look up in the texture object tex2Id .由于tex2Id是创建的第二个纹理,它绑定到纹理单元 0 和 2。因此,两个采样器( texture1texture2 )都在纹理 object tex2Id中查找。

You must install the program with glUseProgram before calling glUniform1i :在调用glUniform1i之前,您必须使用glUseProgram安装程序:

glUseProgram(shader->ID);
glUniform1i(tex1loc, 1); // RED for texture1
glUniform1i(tex2loc, 2); // GREEN for texture2

As of OpenGL 4.1 you can alternatively use glProgramUniform :从 OpenGL 4.1 开始,您也可以使用glProgramUniform

glProgramUniform1i(shader->ID, tex1loc, 1); // RED for texture1
glProgramUniform1i(shader->ID, tex2loc, 2); // GREEN for texture2

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