strattonbrazil

06-08-2007, 09:04 AM

I was wondering if there was a good way to debug glGetUniformLocation. I try to get a uniform variable and get a -1 back. Why would loc3 not be found? Here's my code:

C++

char *loc_strings[] = {"loc0", "loc1", "loc2", "loc3",

"loc4", "loc5", "loc6", "loc7",

"loc8", "loc9", "loc10", "loc11",

"loc12", "loc13", "loc14", "loc15"};

int location = glGetUniformLocation(id_, loc_strings[i]);

if (location == -1) {

cerr << "Error retrieving " << loc_strings[i] << " for " << i << endl;

cerr << program_ << endl;

}

else {

// glUniform4f(location, x, y, z, w);

}Error message (with shader program)

Error retrieving loc3 for 3

uniform vec4 loc0, loc1, loc2, loc3, loc4;

uniform sampler3D tex0;

uniform sampler3D tex1;

uniform sampler2D tex2;

uniform samplerRECT tex3;

void main()

{

vec4 t = gl_TexCoord[0];

vec4 v;

vec4 c;

vec4 l = loc0; // {lx, ly, lz, alpha}

vec4 k = loc1; // {ka, kd, ks, ns}

vec4 g = loc2; // {1/gradrange, -gradmin/gradrange, 0, 0}

vec4 n, w;

v = texture3D(tex0, t.stp);

n = (v * 2.0) - 1.0; // rescale from [0,1] to [-1,1]

n.w = dot(n.xyz, n.xyz);

n.w = inversesqrt(n.w);

n = n * n.w; // n = n / length(normal)

n.w = dot(l.xyz, n.xyz); // calculate angle between light and normal

n.w = clamp(abs(n.w), 0.0, 1.0); // two-sided lighting, n.w = abs(cos(angle))

w = k; // w.x = weight*ka, w.y = weight*kd, w.z = weight*ks

w.x = k.x - w.y; // w.x = ka - kd * weight

w.x = w.x + k.y; // w.x = ka + kd - kd*weight

n.z = power(n.w, k.w); // n.z = abs(cos(angle))^ns

n.w = (n.w * w.y) + w.x; // n.w = abs(cos(angle))*kd+ka

n.z = w.z * n.z; // n.z = weight*ks*abs(cos(angle))^ns

v.x = texture3D(tex1, t.stp);

c = texture2D(tex2, v.wx);

n.z = n.z * c.w;

c.xyz = (c.xyzz * n.w) + n.z;

gl_FragColor = c;

}

C++

char *loc_strings[] = {"loc0", "loc1", "loc2", "loc3",

"loc4", "loc5", "loc6", "loc7",

"loc8", "loc9", "loc10", "loc11",

"loc12", "loc13", "loc14", "loc15"};

int location = glGetUniformLocation(id_, loc_strings[i]);

if (location == -1) {

cerr << "Error retrieving " << loc_strings[i] << " for " << i << endl;

cerr << program_ << endl;

}

else {

// glUniform4f(location, x, y, z, w);

}Error message (with shader program)

Error retrieving loc3 for 3

uniform vec4 loc0, loc1, loc2, loc3, loc4;

uniform sampler3D tex0;

uniform sampler3D tex1;

uniform sampler2D tex2;

uniform samplerRECT tex3;

void main()

{

vec4 t = gl_TexCoord[0];

vec4 v;

vec4 c;

vec4 l = loc0; // {lx, ly, lz, alpha}

vec4 k = loc1; // {ka, kd, ks, ns}

vec4 g = loc2; // {1/gradrange, -gradmin/gradrange, 0, 0}

vec4 n, w;

v = texture3D(tex0, t.stp);

n = (v * 2.0) - 1.0; // rescale from [0,1] to [-1,1]

n.w = dot(n.xyz, n.xyz);

n.w = inversesqrt(n.w);

n = n * n.w; // n = n / length(normal)

n.w = dot(l.xyz, n.xyz); // calculate angle between light and normal

n.w = clamp(abs(n.w), 0.0, 1.0); // two-sided lighting, n.w = abs(cos(angle))

w = k; // w.x = weight*ka, w.y = weight*kd, w.z = weight*ks

w.x = k.x - w.y; // w.x = ka - kd * weight

w.x = w.x + k.y; // w.x = ka + kd - kd*weight

n.z = power(n.w, k.w); // n.z = abs(cos(angle))^ns

n.w = (n.w * w.y) + w.x; // n.w = abs(cos(angle))*kd+ka

n.z = w.z * n.z; // n.z = weight*ks*abs(cos(angle))^ns

v.x = texture3D(tex1, t.stp);

c = texture2D(tex2, v.wx);

n.z = n.z * c.w;

c.xyz = (c.xyzz * n.w) + n.z;

gl_FragColor = c;

}