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我在OpenGL中創建了一個使用頂點着色器,幾何着色器和片段着色器的應用程序。跨多個着色器的OpenGL統一
我有一個統一的變量,eyePositionWorld
,我想在幾何着色器和片段着色器中使用。
(我渲染verticies的相比eyePositionWorld
作爲顏色的位置)
#version 430
in vec4 vertexPositionModel;
in vec3 vertexColor;
in vec3 vertexNormalModel;
in mat4 modelMatrix;
uniform mat4 viewMatrix;//World To View
uniform mat4 projectionMatrix;//View to Projection
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
out fData geomData;
void main()
{
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vertexPositionModel;
geomData.fragColor = vertexColor;
geomData.fragPositionWorld = (modelMatrix * vertexPositionModel).xyz;
geomData.fragNormalWorld = (modelMatrix * vec4(vertexNormalModel, 0.0)).xyz;
}
幾何着色器
#version 430
layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices=3) out;
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
uniform vec3 eyePositionWorldGeomShader;
in fData geomData[];
out fData fragData;
void main() {
gl_Position = gl_in[0].gl_Position;
fragData = geomData[0];
fragData.fragColor = gl_in[0].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
fragData = geomData[2];
fragData.fragColor = gl_in[2].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
gl_Position = gl_in[4].gl_Position;
fragData = geomData[4];
fragData.fragColor = gl_in[4].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
EndPrimitive();
}
片段着色器
頂點着色器
#version 430
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
in fData fragData;
uniform vec4 ambientLight;
uniform vec3 lightPositionWorld;
uniform vec3 eyePositionWorld;
uniform bool isLighted;
out vec4 color;
void main()
{
if (!isLighted)
{
color = vec4(fragData.fragColor, 1.0);
}
else
{
vec3 lightVectorWorld = normalize(lightPositionWorld - fragData.fragPositionWorld);
float brightness = clamp(dot(lightVectorWorld, normalize(fragData.fragNormalWorld)), 0.0, 1.0);
vec4 diffuseLight = vec4(brightness, brightness, brightness, 1.0);
vec3 reflectedLightVectorWorld = reflect(-lightVectorWorld, fragData.fragNormalWorld);
vec3 eyeVectorWorld = normalize(eyePositionWorld - fragData.fragPositionWorld);
float specularity = pow(clamp(dot(reflectedLightVectorWorld, eyeVectorWorld), 0.0, 1.0), 40) * 0.5;
vec4 specularLight = vec4(specularity, specularity, specularity, 1.0);
//Maximum Distance of All Lights
float maxDist = 55.0;
float attenuation = clamp((maxDist - length(lightPositionWorld - fragData.fragPositionWorld))/maxDist, 0.0, 1.0);
color = (ambientLight + (diffuseLight + specularLight) * attenuation) * vec4(fragData.fragColor, 1.0);
}
}
C++代碼(在m_eyePositionUL
和m_eyePositionGeomShaderUL
都只是裝載glGetUniformLocation
)
glUniform3fv(m_eyePositionUL, 1, &m_camera.getPosition()[0]);
glUniform3fv(m_eyePositionGeomShaderUL, 1, &m_camera.getPosition()[0]);
我怎麼只能上傳一個統一的,以OpenGL和兩個幾何着色器和頂點着色器使用它?