结构原因中的 samplerCube GL_INVALID_OPERATION
samplerCube in struct cause GL_INVALID_OPERATION
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.
这是一个例子:
https://codepen.io/scarletsky/pen/KEgBzx?editors=1010
我想做的是实现一个可以接收sampler2D
和samplerCube
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?
您真正的错误可能是在其他地方,并且与您没有正确绑定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正在使用调用
gl.getUniformLocation(program, nameOfSamplerUniform);
如果它 returns 非空,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需要特定的纹理。
对于这些情况,我通常会在周围保留白色 and/or 黑色纹理。例如,假设我的数学像
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,这实际上是
color = 1 * diffuseColor + 0;
与我只想要 diffuseMapColor
类似,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;
与
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。
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.
这是一个例子: https://codepen.io/scarletsky/pen/KEgBzx?editors=1010
我想做的是实现一个可以接收sampler2D
和samplerCube
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?
您真正的错误可能是在其他地方,并且与您没有正确绑定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正在使用调用
gl.getUniformLocation(program, nameOfSamplerUniform);
如果它 returns 非空,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需要特定的纹理。
对于这些情况,我通常会在周围保留白色 and/or 黑色纹理。例如,假设我的数学像
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,这实际上是
color = 1 * diffuseColor + 0;
与我只想要 diffuseMapColor
类似,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;
与
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。