纹理是通过stateset设置的。
比如:
ss = setShaderProgram(pass3, “D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/shaders/pass3.vert”, “D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/shaders/pass3.frag”);
ss->setTextureAttributeAndModes(0, p.pass2Positions);
ss->setTextureAttributeAndModes(1, p.pass2Normals);
ss->setTextureAttributeAndModes(2, p.pass2Colors);
ss->setTextureAttributeAndModes(3, p.pass1Shadows);
ss->addUniform(new osg::Uniform(“posMap”, 0));
ss->addUniform(new osg::Uniform(“normalMap”, 1));
ss->addUniform(new osg::Uniform(“colorMap”, 2));
ss->addUniform(new osg::Uniform(“shadowMap”, 3));
在pass3.frag中对应着
uniform sampler2DRect posMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect colorMap;
uniform sampler2DRect shadowMap;
即,第0张纹理是posMap,第一张是normalmap,第二张是colorMap,第三张是shadowmap,
ss->setTextureAttributeAndModes(N, tex);
和uniform中的N对应着
ss->addUniform(new osg::Uniform(“theTex”, N));
tex就是GLSL中的uniform sampler2D theTex;