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javascript - 结构中的 samplerCube 导致 GL_INVALID_OPERATION

转载 作者:行者123 更新时间:2023-11-29 23:05:04 25 4
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我在 glsl 中有以下代码:

// snippet 1, works well
uniform vec4 uDiffuse;
uniform sampler2D uDiffuseMap;
uniform vec4 uSpecular;
uniform sampler2D uSpecularMap;
uniform float uShininess;
uniform samplerCube uEnvironmentMap;

// snippet 2, not work
struct PhongMaterial {
vec4 diffuse;
sampler2D diffuseMap;

vec4 specular;
sampler2D specularMap;

float shininess;

samplerCube environmentMap; // works well if I remove this line.
};

但它抛出以下错误:

[.WebGL-0x7fabfe002e00]RENDER WARNING: there is no texture bound to the unit 0
[.WebGL-0x7fabfe002e00]GL ERROR :GL_INVALID_OPERATION : GetShaderiv: <- error from previous GL command
[.WebGL-0x7fabfe002e00]GL ERROR :GL_INVALID_OPERATION : GLES2DecoderImpl::DoBindTexImage2DCHROMIUM: <- error from previous GL command
[.WebGL-0x7fabfe002e00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2D: <- error from previous GL command
[.WebGL-0x7fabfe002e00]GL ERROR :GL_INVALID_OPERATION : GLES2DecoderImpl::DoBindTexImage2DCHROMIUM: <- error from previous GL command
WebGL: too many errors, no more errors will be reported to the console for this context.

举个例子: https://codepen.io/scarletsky/pen/KEgBzx?editors=1010

我想做的是实现一个可以接收sampler2DsamplerCube 的着色器。当没有 samplerCube 传入着色器时,它会抛出错误。

我不知道下一步该做什么。谁能帮帮我?

最佳答案

您真正的错误可能是在其他地方,并且与您没有正确绑定(bind)纹理或查找错误的位置或其他原因有关

RENDER WARNING: there is no texture bound to the unit 0

这是一个使用统一结构的工作示例

const fs = `
precision mediump float;

struct PhongMaterial {
vec4 diffuse;
sampler2D diffuseMap;

vec4 specular;
sampler2D specularMap;

float shininess;

samplerCube environmentMap;
};
uniform PhongMaterial material;

void main() {
vec4 diffuse = texture2D(material.diffuseMap, gl_PointCoord.xy);
vec4 specular = texture2D(material.specularMap, gl_PointCoord.xy);
vec4 cube = textureCube(
material.environmentMap,
vec3(gl_PointCoord.xy, gl_PointCoord.x * gl_PointCoord.y) * 2. - 1.);

// use all 3 textures so we can see they were set
vec4 diffuseOrSpecular = mix(diffuse, specular, step(0.25, gl_PointCoord.y));
gl_FragColor = mix(diffuseOrSpecular, cube, step(0.5, gl_PointCoord.y));
}
`
const vs = `
void main() {
gl_Position = vec4(0, 0, 0, 1);
gl_PointSize = 128.0;
}
`;

const gl = document.querySelector('canvas').getContext('webgl');
const prg = twgl.createProgram(gl, [vs, fs]);
const diffuseLocation = gl.getUniformLocation(prg, 'material.diffuseMap');
const specularLocation = gl.getUniformLocation(prg, 'material.specularMap');
const envmapLocation = gl.getUniformLocation(prg, 'material.environmentMap');

const texDiffuse = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texDiffuse);
{
const level = 0;
const format = gl.RGBA;
const width = 1;
const height = 1;
const type = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([255, 255, 0, 255]); // yellow
gl.texImage2D(gl.TEXTURE_2D, level, format, width, height, 0, format, type, pixel);
}

const texSpecular = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texSpecular);
{
const level = 0;
const format = gl.RGBA;
const width = 1;
const height = 1;
const type = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // blue
gl.texImage2D(gl.TEXTURE_2D, level, format, width, height, 0, format, type, pixel);
}

const texCube = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
for (let i = 0; i < 6; ++i) {
const level = 0;
const format = gl.RGBA;
const width = 1;
const height = 1;
const type = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([(i & 1) * 255, (i & 2) * 255, (i & 4) * 255, 255]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level, format, width, height, 0, format, type, pixel);
}

gl.useProgram(prg);

// put the yellow diffuse texture on texture unit 0
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, texDiffuse);

// use texture on texture unit 0
gl.uniform1i(diffuseLocation, 0);

// put the blue specular texture on texture unit 1
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, texSpecular);

// tell the specular sampler to use texture unit 1
gl.uniform1i(specularLocation, 1);

// put the cubemap on texture unit 2
gl.activeTexture(gl.TEXTURE0 + 2);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);

// tell the cubemap sampler to use texture unit 2
gl.uniform1i(envmapLocation, 2);

// draw one 128x128 pixel point
gl.drawArrays(gl.POINTS, 0, 1);
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

注意:您需要为您的着色器声称正在使用的每个采样器统一提供有效纹理,无论它是否实际被使用。

要查明着色器是否声称它正在被调用

gl.getUniformLocation(program, nameOfSamplerUniform);

如果它返回非空值,那么 AFAIK 就 WebGL 而言,您必须为该采样器提供有效的纹理。

如果您实际上不需要一个(因为条件或其他原因),那么为 2D 或 6 像素纹理保留大约 1 像素纹理,为立方体贴图保留每个面 1 像素,并在不需要时附加该纹理具体质地。

对于这些情况,我通常会在周围保留白色和/或黑色纹理。例如,假设我有这样的数学

color = diffuseMapColor * diffuseColor + envMapColor;

如果我只想要 diffuseColor,那么我可以将 diffuseMapColor 设置为白色,将 envMapColor 设置为黑色,这是有效的

color = 1 * diffuseColor + 0;

类似地,我只想要diffuseMapColor,我可以将diffuseColor设置为白色,将envMapColor设置为黑色,然后得到

color = diffuseMapColor * 1 + 0;

如果我只想要 envMapColor,那么将 diffuseColor 设置为 0 就可以了

color = diffuseMapColor * 0 + envMapColor;

相同
color = 0 + envMapColor;

另一方面,大多数 3D 引擎会为这些情况生成不同的着色器。如果没有使用环境贴图,他们会生成一个不包含环境贴图的着色器。这是因为通常在着色器中做更少的工作比做更多的工作更快,所以一个好的 3D 引擎会为每种需要的情况生成着色器。

关于javascript - 结构中的 samplerCube 导致 GL_INVALID_OPERATION,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54956454/

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