glUniform详解

glUniform详解

glUniform API官方文档解释

Name
glUniform — Specify the value of a uniform variable for the current program object

C Specification
void glUniform1f( GLint location,
GLfloat v0);

void glUniform2f( GLint location,
GLfloat v0,
GLfloat v1);

void glUniform3f( GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2);

void glUniform4f( GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);

void glUniform1i( GLint location,
GLint v0);

void glUniform2i( GLint location,
GLint v0,
GLint v1);

void glUniform3i( GLint location,
GLint v0,
GLint v1,
GLint v2);

void glUniform4i( GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3);

void glUniform1ui( GLint location,
GLuint v0);

void glUniform2ui( GLint location,
GLuint v0,
GLuint v1);

void glUniform3ui( GLint location,
GLuint v0,
GLuint v1,
GLuint v2);

void glUniform4ui( GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);

void glUniform1fv( GLint location,
GLsizei count,
const GLfloat *value);

void glUniform2fv( GLint location,
GLsizei count,
const GLfloat *value);

void glUniform3fv( GLint location,
GLsizei count,
const GLfloat *value);

void glUniform4fv( GLint location,
GLsizei count,
const GLfloat *value);

void glUniform1iv( GLint location,
GLsizei count,
const GLint *value);

void glUniform2iv( GLint location,
GLsizei count,
const GLint *value);

void glUniform3iv( GLint location,
GLsizei count,
const GLint *value);

void glUniform4iv( GLint location,
GLsizei count,
const GLint *value);

void glUniform1uiv( GLint location,
GLsizei count,
const GLuint *value);

void glUniform2uiv( GLint location,
GLsizei count,
const GLuint *value);

void glUniform3uiv( GLint location,
GLsizei count,
const GLuint *value);

void glUniform4uiv( GLint location,
GLsizei count,
const GLuint *value);

void glUniformMatrix2fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix3fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix4fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix2x3fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix3x2fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix2x4fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix4x2fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix3x4fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

void glUniformMatrix4x3fv( GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);

Parameters
location
Specifies the location of the uniform variable to be modified.

count
For the vector (glUniform*v) commands, specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.

For the matrix (glUniformMatrix*) commands, specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.

transpose
For the matrix commands, specifies whether to transpose the matrix as the values are loaded into the uniform variable.

v0, v1, v2, v3
For the scalar commands, specifies the new values to be used for the specified uniform variable.

value
For the vector and matrix commands, specifies a pointer to an array of count values that will be used to update the specified uniform variable.

Description
glUniform modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by glGetUniformLocation. glUniform operates on the program object that was made part of current state by calling glUseProgram.

The commands glUniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the command should match the number of components in the data type of the specified uniform variable (e.g., 1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to glUniform until the next successful link operation occurs on the program object, when they are once again initialized to 0.

The commands glUniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These commands pass a count and a pointer to the values to be loaded into a uniform variable or a uniform variable array. A count of 1 should be used if modifying the value of a single uniform variable, and a count of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (e.g., 1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described previously for glUniform{1|2|3|4}{f|i|ui}.

For uniform variable arrays, each element of the array is considered to be of the type indicated in the name of the command (e.g., glUniform3f or glUniform3fv can be used to load a uniform variable array of type vec3). The number of elements of the uniform variable array to be modified is specified by count

The commands glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the command name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates a 3 × 3 matrix (i.e., 9 values), and the number 4 indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2 × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If transpose is GL_FALSE, each matrix is assumed to be supplied in column major order. If transpose is GL_TRUE, each matrix is assumed to be supplied in row major order. The count argument indicates the number of matrices to be passed. A count of 1 should be used if modifying the value of a single matrix, and a count greater than 1 can be used to modify an array of matrices.

Notes
glUniform1i and glUniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL_INVALID_OPERATION error.

If count is greater than 1 and the indicated uniform variable is not an array, a GL_INVALID_OPERATION error is generated and the specified uniform variable will remain unchanged.

Other than the preceding exceptions, if the type and size of the uniform variable as defined in the shader do not match the type and size specified in the name of the command used to load its value, a GL_INVALID_OPERATION error will be generated and the specified uniform variable will remain unchanged.

If location is a value other than -1 and it does not represent a valid uniform variable location in the current program object, an error will be generated, and no changes will be made to the uniform variable storage of the current program object. If location is equal to -1, the data passed in will be silently ignored and the specified uniform variable will not be changed.

Errors
GL_INVALID_OPERATION is generated if there is no current program object.

GL_INVALID_OPERATION is generated if the size of the uniform variable declared in the shader does not match the size indicated by the glUniform command.

GL_INVALID_OPERATION is generated if one of the signed or unsigned integer variants of this function is used to load a uniform variable of type float, vec2, vec3, vec4, or an array of these, or if one of the floating-point variants of this function is used to load a uniform variable of type int, ivec2, ivec3, ivec4, unsigned int, uvec2, uvec3, uvec4, or an array of these.

GL_INVALID_OPERATION is generated if one of the signed integer variants of this function is used to load a uniform variable of type unsigned int, uvec2, uvec3, uvec4, or an array of these.

GL_INVALID_OPERATION is generated if one of the unsigned integer variants of this function is used to load a uniform variable of type int, ivec2, ivec3, ivec4, or an array of these.

GL_INVALID_OPERATION is generated if location is an invalid uniform location for the current program object and location is not equal to -1.

GL_INVALID_VALUE is generated if count is less than 0.

GL_INVALID_OPERATION is generated if count is greater than 1 and the indicated uniform variable is not an array variable.

GL_INVALID_OPERATION is generated if a sampler is loaded using a command other than glUniform1i and glUniform1iv.

Associated Gets
glGet with the argument GL_CURRENT_PROGRAM

glGetActiveUniform with the handle of a program object and the index of an active uniform variable

glGetUniform with the handle of a program object and the location of a uniform variable

glGetUniformLocation with the handle of a program object and the name of a uniform variable

Version Support
OpenGL Version
Function / Feature Name 2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5
glUniform1f ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform1fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform1i ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform1iv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform1ui - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform1uiv - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2f ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2i ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2iv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2ui - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform2uiv - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3f ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3i ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3iv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3ui - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform3uiv - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4f ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4i ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4iv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4ui - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniform4uiv - - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix2fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix2x3fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix2x4fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix3fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix3x2fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix3x4fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix4fv ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix4x2fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
glUniformMatrix4x3fv - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔
See Also
glLinkProgram, glUseProgram

中文理解
为了使用第二个纹理(以及第一个),我们必须改变一点渲染流程,

先绑定两个纹理到对应的纹理单元,然后定义哪个uniform采样器对应哪个纹理单元:
注意,我们使用glform1i设置uniform采样器的位置值,或者说纹理单元。
通过glUniform1i的设置,我们保证每个uniform采样器对应着正确的纹理单元。

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
 
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
//获取shader里面uniform变量的地址
int tex1_location=glGetUniformLocation(m_uProgram, "tex1");
int tex2_location=glGetUniformLocation(m_uProgram, "tex2");
int tex3_location=glGetUniformLocation(m_uProgram, "tex3");
 
//对这几个纹理采样器变量进行设置
glUniform1i( (GLint)tex1_location, 0);//对应纹理第一层
glUniform1i( (GLint)tex2_location, 1);//对应纹理第二层
glUniform1i( (GLint)tex3_location, 2);//对应纹理第三层
 
//后面渲染的时候,设置三成纹理
 glActiveTexture(GL_TEXTURE0 + 0);
 glBindTexture(GL_TEXTURE_2D, texture1Id);
 
 glActiveTexture(GL_TEXTURE0 + 1);
 glBindTexture(GL_TEXTURE_2D, texture2Id);
 
 glActiveTexture(GL_TEXTURE0 + 2);
 glBindTexture(GL_TEXTURE_2D, texture3Id);
 
 //所以glActiveTexture第几层,并不表示是shader里面第几个采样器,
 //中间有glUniform1i进行纹理层和采样器地址进行绑定

参考

  1. glUniform
  2. https://blog.csdn.net/mumuzi_1/article/details/62047112
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