在OpenGL 4.6上返回-1的glGetUniformLocation

wlsrxk51  于 2022-09-26  发布在  其他
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我正在编写一个小的“引擎”,现在终于到了实现转换的时候了。然而,当我尝试glGetUniformLocation时,它返回-1。下面是我的渲染方法:

void GFXRenderer::submit(EntityBase* _entity, GPUProgram _program) {
    if(_entity->mesh.has_value()) {

        mat4 mod_mat(1.0);

        //mod_mat = translate(mod_mat, _entity->transform.position);
        /*
        mod_mat = scale(mod_mat, _entity->transform.scale);

        mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.x), vec3(1.0, 0.0, 0.0));
        mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.y), vec3(0.0, 1.0, 0.0));
        mod_mat = rotate(mod_mat, radians(_entity->transform.rotation.z), vec3(0.0, 0.0, 1.0));
        */
        mod_mat = translate(mod_mat, vec3(0.5f, -0.5f, 0.0f));
        //mod_mat = glm::rotate(mod_mat, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
        glUseProgram(_program.id);
        int transform = glGetUniformLocation(_program.vsh.id, "transform");
        std::cout << transform << std::endl;
        glUniformMatrix4fv(transform, 1, GL_FALSE, value_ptr(mod_mat));

        glUseProgram(_program.id);
        glBindTexture(GL_TEXTURE_2D, _entity->mesh->tex_id);
        glBindVertexArray(_entity->mesh->vao);
        glDrawElements(GL_TRIANGLES, _entity->mesh->indices.size(), GL_UNSIGNED_INT, 0);
        glUseProgram(0);
        glBindVertexArray(0);
    }
}

这里,EntityBase是一个对象类。它包含一个Transform类,如下所示:

class Transform {
public:
    vec3 position;
    vec3 rotation;
    vec3 scale;
    quat q_rot;
    mat4x4 matrix;
};

忽略四元数和矩阵。此外,我必须提到,如果不进行转换,它就会完美地呈现出来。(SIKE)

这是我的VSH:


# version 460 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTex;

out vec2 tex_coord;
out mat4 f_tr_opt; // for stopping optimization 

uniform mat4 transform;

void main() {
    tex_coord = aTex;
    f_tr_opt = transform;

    gl_Position = transform * vec4(aPos, 1.0);
}

以下是我的FSH:


# version 460 core

in vec2 tex_coord;
in mat4 f_tr_opt; // again, same thing
out vec4 FragColor;

uniform sampler2D texture0;

void main() {
    mat4 garbage = f_tr_opt * f_tr_opt; // named garbage for easier recognition
    FragColor = texture(texture0, tex_coord);
}

我检查了编译和链接错误,一切正常。请纠正我在这里做错了什么。

qqrboqgw

qqrboqgw1#

参见glGetUniformLocation。统一位置必须从链接的程序对象请求,而不是从(顶点)着色器对象请求:

int transform = glGetUniformLocation(_program.vsh.id, "transform");

int transform = glGetUniformLocation(_program.id, "transform");

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