Reputation: 3893
On my scene i have many objects that i want to rotate at the same time but on different angles.
I have a shader that computes position of each object and draw the whole scene (pass vertex array into the shader with array of vertexes).
"uniform float uRotation;" +
...
" mat4 mz = mat4(1.0);" +
" mz[0][0] = cos(rotation);" +
" mz[0][1] = sin(rotation);" +
" mz[1][0] = -sin(rotation);" +
" mz[1][1] = cos(rotation);" +
...
gl_Position = uMVPMatrix * (aPosition *mz);
i have all my vertexes, indexes, colors etc in arrays (not 1 array for each object, but 1 array with offset for vertexes, one for colors etc.).
I want to pass array of floats (angles for each "object") in one float[], but nothing is happinig.
public void setRotations(float[] rotations)
{
GLES20.glUniform3fv(muRotation, rotations.length, rotations, 0);
}
if pass and use only one float everything is ok.
How can i pass specific float for each object (for example i want to draw 20 rectangles (i have a vetrex array: float[20*3*4]) as i understand i must have float for each vertex: rotations: float[20*4])?
UPDATED:
I try to pass array as a texture.
When i create resources for the scene - i try to create my array (called mask):
mask = new float[512*512*4];
for (int i = 0; i < mask.length; i++)
{
mask[i] = 2f;
}
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 1029384756);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 1, GLES20.GL_RGBA, 512, 512, 0, GLES20.GL_RGBA, GLES20.GL_FLOAT, FloatBuffer.wrap(mask));
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
Then when i draw new item on scene i use shader and try to pass my array:
setShaderProgram(ShaderProgram.getInstance());
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glUniform1i(ShaderProgram.sUniformMask, GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 1029384756);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
But when i try to check any value from the array if it >0.5 every computation gives me false
UPDATED
Fragment shader contains:
"uniform sampler2D " + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ";\n" +
"uniform sampler2D " + ShaderProgramConstants.UNIFORM_TEXTURE_1 + ";\n" +
"varying mediump vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
"void main() {\n" +
"vec4 color = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ");\n" +
"vec4 mask = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_1 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ");\n" +
"float maskVal = mask.r;\n" ...
color and mask textures have the same dimensions
Upvotes: 3
Views: 2742
Reputation: 35923
GLES20.glUniform1i(ShaderProgram.sUniformMask, GLES20.GL_TEXTURE1);
If this is your sampler uniform, it should read:
GLES20.glUniform1i(ShaderProgram.sUniformMask, 1);
(not GL_TEXTURE1)
Similar for sampler0:
GLES20.glUniform1i(ShaderProgram.sUniformMask, 0);
Upvotes: 3