http://blog.youkuaiyun.com/huawenguang/article/details/41245871
如何向GLSL中传入多个纹理
这几天在研究如何实现用GLSL对多个纹理进行融合处理,发现除了第一个纹理之外其它的纹理参数都无法传递到GLSL中去,在网上找了很久终于是发现了问题所在,记录一下供大家参考。
如下程序,我们在GLSL的fragment着色程序中定义了3个sample2D作为纹理参数。
- uniform sampler2D BaseMap;
- uniform sampler2D ReflectMap;
- uniform sampler2D RefractMap;
在主程序中,我们生成3个纹理ID
- glBindTexture(GL_TEXTURE_2D, BaseID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, BaseData);
-
- glBindTexture(GL_TEXTURE_2D, ReflectionID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, ReflectionData);
-
- glBindTexture(GL_TEXTURE_2D, RefractionID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, RefractionData);
-
- glUseProgram(ShaderID);
-
-
-
-
-
-
- GLint texLoc;
- texLoc = glGetUniformLocation(ShaderID, "BaseMap");
- glUniform1i(texLoc, 0);
-
-
- texLoc = glGetUniformLocation(ShaderID, "ReflectMap");
- glUniform1i(texLoc, 1);
-
- texLoc = glGetUniformLocation(ShaderID, "RefractMap");
- glUniform1i(texLoc, 2);
-
- Then in further down in my draw() function:
-
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, BaseID);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, ReflectionID);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, RefractionID);
-
-