Необъяснимое поведение при использовании uniform sampler2d []

Мне очень жаль, но это потребует небольшого объяснения. Я стараюсь сделать это как можно проще.

Что я хочу сделать: Я визуализирую поля высот. Поле высоты может иметь несколько участков . Патч - это меньшая текстура, которая изменяет поле высоты.

Я использую OpenGL 4.0, в основном шейдеры тесселяции. Однако для этой проблемы это не должно иметь значения.

Что уже работает. У меня работает визуализация поля высоты (без патчей). Интересными частями в отношении проблемы являются шейдер оценки тесселяции и шейдер фрагментов.

Шейдер оценки тесселяции извлекает для каждой вершины ее высоту из сэмплера поля высоты.

layout(quads, fractional_odd_spacing, ccw) in;

out float onEdge;
out float teDistanceToMinHeight;
out vec4 tcPosition;

void main()
{
    // bilinear interpolate: position
    vec4 pos_a    = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
    vec4 pos_b    = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
    vec4 position = mix(pos_a, pos_b, gl_TessCoord.y);

    // bilinear interpolate: hf texture coordinate
    vec2 tex_a    = mix(gl_in[0].gl_TexCoord[HFTexCoordID].xy, gl_in[1].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 tex_b    = mix(gl_in[3].gl_TexCoord[HFTexCoordID].xy, gl_in[2].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 hfTexCoord = mix(tex_a, tex_b, gl_TessCoord.y);

    float height = getHeightFieldHeight(hfTexCoord);
    position.y = height;
    //position.y = getHeightFieldHeightMin();

    gl_Position = gl_ModelViewProjectionMatrix * position;
    tcPosition = gl_Position;
    gl_TexCoord[HFTexCoordID].xy = hfTexCoord;

    // a vertex is on the edge of a patch if one of the tess coords is 0
    onEdge = float((gl_TessCoord.x == 0 || gl_TessCoord.y == 0));
    teDistanceToMinHeight = height - getHeightFieldHeightMin();
}

Фрагментный шейдер использует относительную высоту вершины, принадлежащей фрагменту под рукой, для доступа к палитре высоты 1D текстура. Пожалуйста, пока игнорируйте градиент высоты. Он используется для вычисления нормалей. Это работает совершенно нормально.

in float onEdge;
in float teDistanceToMinHeight;
in vec4 tcPosition;

out vec4 FragColor;

vec3
getHeightMapGradient(in vec2      ts_position,
                     in vec2      texel_offset)
{
    vec3 x = vec3(2.0 * texel_offset.x, 0.0, getHeightFieldHeight(ts_position + vec2(texel_offset.x, 0.0))
                                           - getHeightFieldHeight(ts_position - vec2(texel_offset.x, 0.0)));


    vec3 y = vec3(0.0, 2.0 * texel_offset.y, getHeightFieldHeight(ts_position + vec2(0.0, texel_offset.y))
                                           - getHeightFieldHeight(ts_position - vec2(0.0, texel_offset.y)));
    return cross(x, y);
}

void main()
{
    if(teDistanceToMinHeight < 0.00001){
        // filter points near the zero position
        discard;
    }

    // attributes
    vec2 hfTexCoords = gl_TexCoord[HFTexCoordID].xy;
    //float hfPaletteTexCoord = getHeightFieldHeight(hfTexCoords) / HeightFieldHeight;
    float hfPaletteTexCoord = (texture(HeightField, hfTexCoords).r -HeightFieldLowering);


    vec2 heightMapSize      = vec2(textureSize(HeightField, 0).xy);
    vec2 heightMapTexelSize = vec2(1.0) / vec2(heightMapSize);


    // some standard colors
    vec4 white = vec4(1);
    vec4 yellow = vec4(1,1,0,1);
    vec4 blue = vec4(0,0,1,1);

    // get the color
    FragColor = texture(HeightFieldPalette, hfPaletteTexCoord ); // use height field  palette as color

    if(onEdge > 0.9 && ShowOriginalGrid == 1 ){
        FragColor = mix(FragColor, yellow, 0.5);
    }

    // shading
    vec3 n = normalize(getHeightMapGradient(hfTexCoords, heightMapTexelSize).xzy);
    vec3 l = vec3(1,1,0);
    vec3 v = normalize(CameraPosition - tcPosition.xyz);
    vec3 h = normalize(l + v);

    float df= dot(n, l);

    FragColor = (FragColor * (df * 0.5 + 0.5)) // diffuse
                + vec4(1) * pow(max(0.0, dot(n,h)), 60.0) // specular
                + 0.1; // ambient


}

Включает перед каждым шейдером следующий код. Он содержит в основном все унифицированные и вспомогательные функции.

#version 400 compatibility

// defines
#define HFTexCoordID 0

// environment
uniform ivec2 ScreenSize = ivec2(800,600);
uniform vec3 CameraPosition = vec3(0);

// tesselation
uniform float MaxEdgeLength = 4;

// height field
uniform float   HeightFieldHeight = 1;
uniform float   HeightFieldLowering = 0.2;

uniform sampler2D   HeightField;
uniform sampler1D   HeightFieldPalette;

// density map
uniform sampler2D   DensityMap;

// patches
uniform sampler2D[20]   Patches;
uniform int             PatchesCount = 0;
uniform ivec2[20]       PatchesPositions;
uniform float[20]       PatchesHeights;
uniform ivec2[20]       PatchesSizes;

// show options
uniform int ShowOriginalGrid = 0;


// functions
ivec2 getHFPosition(vec2 hfTexCoords){
    return ivec2(textureSize(HeightField, 0).xy * hfTexCoords);
}

ivec2 getPatchSize(in int patchIndex){
    return PatchesSizes[patchIndex];
    //return textureSize(Patches[patchIndex], 0).xy;
}

vec2 toPatchCoords(in int patchIndex, in vec2 hfTexCoords){
    ivec2 hfPosition = getHFPosition(hfTexCoords);
    ivec2 patchStart = PatchesPositions[patchIndex];
    ivec2 patchPos = hfPosition - patchStart;
    //return textureSize(Patches[1], 0).xy;

    return  vec2(patchPos / getPatchSize(patchIndex));
}

float getPatchHeight(in int patchIndex, in vec2 hfTexCoords){
    vec2 patchCoords = toPatchCoords(patchIndex, hfTexCoords);
    // seams like the combination of the for loop with this 
    // texture access results in undefined behavior.
    float relHeight = (texture(Patches[patchIndex], patchCoords).r -0.5);
    return relHeight * PatchesHeights[patchIndex] * HeightFieldHeight;
}

float getPatchedHeight(in vec2 texCoords){
    float patchesHeight = 0;
    // working
    //patchesHeight += getPatchHeight(0, texCoords);
    //patchesHeight += getPatchHeight(1, texCoords);
    //patchesHeight += getPatchHeight(2, texCoords);

    // only works for i < 5 .
    for(int i = 0; i < 6 && i < PatchesCount-1; i++){
        patchesHeight += getPatchHeight(i, texCoords);
    }

    return patchesHeight;
}

float getHeightFieldHeight(in vec2 textureCoordinates){
    float height = (texture(HeightField, textureCoordinates).r -HeightFieldLowering) * HeightFieldHeight;

    height += getPatchedHeight(textureCoordinates);

    return height;
}

float getHeightFieldHeightMin(){
    return (-0.2 * HeightFieldHeight);
}

float getDensity(in vec2 coords){
    return texture(DensityMap, coords).r;
}

Проблема
Все шейдеры, описанные и вставленные выше, работают правильно, пока я не обращаюсь к униформе Патчи .

uniform sampler2D[20]   Patches;

Идея sampler2D [] состоит в том, чтобы иметь своего рода массив, в то время как каждая текстура этого массива может иметь разный размер. Я знаю, что каждая из этих конструкций использует (в данном случае) 20 текстурных блоков. Это ограничение штраф.

В тот момент, когда я обращаюсь к униформе Patches, фрагментный шейдер выводит только черные пиксели. Шейдер оценки тесселяции работает правильно, это я знаю, потому что я вижу холмы в поле высоты, которые не являются его частью.

Я очень благодарен за любые предложения. Что касается этой проблемы.

Я знаю, что могу использовать sampler2DArray, но тогда каждый элемент (текстура) должен иметь одинаковый размер. Но мне нужно, чтобы размер патча был гибким. Нарезание патчей на текстуры фиксированного размера и их повторное объединение в шейдере, что могло бы быть альтернативой, но я не хочу реализовывать эту организацию накладных расходов, если мне действительно не нужно.

Infolog

Visualization Lib

rary v2011.5.1142 [f32]
Jun  9 2011 - 11:36:25 - GCC compiler [RELEASE] [x32]

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GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

PatchesContainer::PatchesContainer: working dir: ./data/patches/pick_height_testing_png/
PatchesContainer::loadPatchesFromWorkingDir ignoring file = data/patches/pick_height_testing_png/.svn
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch01-position=20x20-maxHeight=1.0.png
width  = 50
height = 50
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 50
bytealign = 1
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch02-position=20x2-maxHeight=1.5.png
width  = 20
height = 20
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 20
bytealign = 1
Found matching densitymap ./data/density_maps/pick_height_testing_png.png
loading height field image
name   = ./data/horizons/pick_height_testing.png
width  = 200
height = 200
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 200
bytealign = 1
name   = ./data/textures/tesselation_palette_blue_red.png
width  = 300
height = 0
depth  = 0
format = IF_RGB
type   = IT_UNSIGNED_BYTE
pitch  = 900
bytealign = 1
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 32
5
задан Velrok 5 July 2011 в 12:48
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