4

頂点シェーダーでこの軽い構造に到達するにはどうすればよいですか?

struct LightInfo {
    vec4 Position; // Light position in eye coords.
    vec3 La; // Ambient light intensity
    vec3 Ld; // Diffuse light intensity
    vec3 Ls; // Specular light intensity
};
uniform LightInfo Light;

私は試した:

shaderProgram.Light = gl.getUniformLocation(shaderProgram, "Light");

これはコンパイルされますが、次のような値を挿入しようとすると:

gl.uniform4f(
    shaderProgram.Light.Position,
    parseFloat(document.getElementById("lightPositionX").value),
    parseFloat(document.getElementById("lightPositionY").value),
    parseFloat(document.getElementById("lightPositionZ").value),
    0.0
);

完全に壊れます。この位置データをシェーダー構造にどのように送信しますか?

4

1 に答える 1

14

基本タイプごとに場所を取得する必要があります。あなたの例では

struct LightInfo {
    vec4 Position; // Light position in eye coords.
    vec3 La; // Ambient light intensity
    vec3 Ld; // Diffuse light intensity
    vec3 Ls; // Specular light intensity
};
uniform LightInfo Light;

必要な手段

var lightPosLoc = gl.getUniformLocation(program, "Light.Position");
var lightLaLoc  = gl.getUniformLocation(program, "Light.La");
var lightLdLoc  = gl.getUniformLocation(program, "Light.Ld");
var lightLsLoc  = gl.getUniformLocation(program, "Light.Ls");

配列がある場合は、次のように各配列の各フィールドの場所が必要になります

struct LightInfo {
    vec4 Position; // Light position in eye coords.
    vec3 La; // Ambient light intensity
    vec3 Ld; // Diffuse light intensity
    vec3 Ls; // Specular light intensity
};
uniform LightInfo Lights[2];

// ---

var light0PosLoc = gl.getUniformLocation(program, "Lights[0].Position");
var light0LaLoc  = gl.getUniformLocation(program, "Lights[0].La");
var light0LdLoc  = gl.getUniformLocation(program, "Lights[0].Ld");
var light0LsLoc  = gl.getUniformLocation(program, "Lights[0].Ls");
var light1PosLoc = gl.getUniformLocation(program, "Lights[1].Position");
var light1LaLoc  = gl.getUniformLocation(program, "Lights[1].La");
var light1LdLoc  = gl.getUniformLocation(program, "Lights[1].Ld");
var light1LsLoc  = gl.getUniformLocation(program, "Lights[1].Ls");

そして配列の配列など。

struct LightInfo {
    vec4 Positions[2]; // Light positions in eye coords.
    vec3 La; // Ambient light intensity
    vec3 Ld; // Diffuse light intensity
    vec3 Ls; // Specular light intensity
};
uniform LightInfo Lights[2];

// ---

var light0Pos0Loc = gl.getUniformLocation(program, "Lights[0].Positions[0]");
var light0Pos1Loc = gl.getUniformLocation(program, "Lights[0].Positions[1]");
var light0LaLoc   = gl.getUniformLocation(program, "Lights[0].La");
var light0LdLoc   = gl.getUniformLocation(program, "Lights[0].Ld");
var light0LsLoc   = gl.getUniformLocation(program, "Lights[0].Ls");
var light1Pos0Loc = gl.getUniformLocation(program, "Lights[1].Positions[0]");
var light1Pos1Loc = gl.getUniformLocation(program, "Lights[1].Positions[1]");
var light1LaLoc   = gl.getUniformLocation(program, "Lights[1].La");
var light1LdLoc   = gl.getUniformLocation(program, "Lights[1].Ld");
var light1LsLoc   = gl.getUniformLocation(program, "Lights[1].Ls");

等...

于 2012-11-22T06:59:37.140 に答える