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實施使用統一Sampler2D(lwjgl)的片段着色器

[英]Implementing a fragment shader that uses a uniform Sampler2D (lwjgl)

我無法成功運行着色器,而且似乎缺少使它全部正常工作的步驟。 我最終遇到以下錯誤:

Exception in thread "main" org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
    at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
    at org.lwjgl.opengl.GL20.glUniform1i(GL20.java:374)
    at sprites.Sprite.draw(Sprite.java:256)
    at gui.Game.drawFrame(Game.java:238)
    at gui.Game.gameLoop(Game.java:205)
    at gui.Game.startGame(Game.java:244)
    at tests.simple.SimpleShader.main(SimpleShader.java:36)

我的初始化始於:

int frag = FilterLoader.createShader("/tests/resources/shaders/grayscale.frag", GL20.GL_FRAGMENT_SHADER);

並且createShader方法如下所示:

int shader = GL20.glCreateShader(type);

if(shader == 0)
    return 0;

StringBuilder code = new StringBuilder("");
String line;

try
{
    String path = FilterLoader.class.getResource(filename).getPath();
    BufferedReader reader = new BufferedReader(new FileReader(path));

    while((line = reader.readLine()) != null)
    {
        code.append(line + "\n");
    }
}
catch(Exception e)
{
    e.printStackTrace();
    System.err.println("Error reading in " + type + " shader");
    return 0;
}

GL20.glShaderSource(shader, code);
GL20.glCompileShader(shader);

return shader;

然后,通過以下方式將着色器附加到特定的Sprite:

two.addFragmentShader(frag); //two is a Sprite

這只是簡單的:

fragmentShader = fragment_shader;
GL20.glAttachShader(shader, fragment_shader);
GL20.glLinkProgram(shader);

先前已在Sprites構造函數中使用以下方法初始化了int 着色器

shader = GL20.glCreateProgram();

這是以前的問題,但不再明顯。 現在,我將在Sprites(在本例中為兩個)draw方法中找到發生實際錯誤的位置,如下所示:

if(true)
{
    GL20.glUseProgram(shader);
}

glPushMatrix();

glActiveTexture(GL13.GL_TEXTURE0);
imageData.getTexture().bind();

//The line below is where the error occurs.
GL20.glUniform1i(fragmentShader, GL13.GL_TEXTURE0);

int tx = (int)location.x;
int ty = (int)location.y;
glTranslatef(tx, ty, location.layer);


float texture_X = ((float)which_column/(float)columns);
float texture_Y = ((float)which_row/(float)rows);
float texture_XplusWidth = ((float)(which_column+wide)/(float)columns);
float texture_YplusHeight = ((float)(which_row+tall)/(float)rows);

glBegin(GL_QUADS);
{
    GL11.glTexCoord2f(texture_X, texture_Y);
    glVertex2f(0, 0);

    GL11.glTexCoord2f(texture_X, texture_YplusHeight);
    glVertex2f(0, getHeight());

    GL11.glTexCoord2f(texture_XplusWidth, texture_YplusHeight);
    glVertex2f(getWidth(), getHeight());

    GL11.glTexCoord2f(texture_XplusWidth, texture_Y);
    glVertex2f(getWidth(), 0);
}
glEnd();
GL20.glUseProgram(0);
glPopMatrix();

錯誤發生在這一行:

GL20.glUniform1i(fragmentShader, GL13.GL_TEXTURE0);

作為參考,我的着色器:

// simple fragment shader

uniform sampler2D texture;

void main()
{
    vec4 color, texel;
    color = gl_Color;
    texel = texture2DRect(texture, gl_TexCoord[0].xy);
    color *= texel;

    float gray = dot(color.rgb, vec3(0.299, 0.587, 0.144));

    gl_FragColor = vec4(gray, gray, gray, color.a);
}

我已經遍歷了教程,閱讀了有關錯誤的信息,但無法弄清楚錯過了哪些步驟。

GL20.glUniform1i(fragmentShader, GL13.GL_TEXTURE0);

這是錯的。 glUniform1i的第一個參數是統一位置,您可以使用glGetUniformLocation獲得該位置。

第二個參數是整數,但是對於紋理采樣器,您需要傳遞紋理單元號(0、1、2等),並將紋理綁定到該紋理單元,例如:

glUseProgram(program);
int loc = glGetUniformLocation(program, "texture");
glUniform1i(loc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texId);

然后它應該工作。

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