将自己的结构传递给opengl es 2.0着色器 [英] Passing own struct into opengl es 2.0 shader
问题描述
我想尝试一下OpenGL ES 2.0编程指南中的照明示例。在着色器中,他们制作了两个结构。
I want to try a lighting example from the book OpenGL ES 2.0 Programming Guide. In the shader they have made two structures.
struct directional_light
{
vec3 direction; // normalized light direction in eye space
vec3 halfplane; // normalized half-plane vector
vec4 ambient_color;
vec4 diffuse_color;
vec4 specular_color;
};
struct material_properties
{
vec4 ambient_color;
vec4 diffuse_color;
vec4 specular_color;
float specular_exponent;
};
根据这些结构,他们还制作了两件制服。
They have also made two uniforms, based on these structures.
uniform material_properties u_material_properties;
uniform directional_light u_directional_light;
问题是,我不知道如何将自己的结构传递给实际的着色器。
The problem is, I do not know how to pass own structures into the actual shader.
我想在主代码中创建相同的结构,并将对象传递到着色器。这怎么可能?
I want to create the same structures in my main code and pass the objects into the shader. How is this possible?
问候
Niclas
Regards Niclas
推荐答案
你不能,OpenGL ES没有那个功能,要上传你必须得到每个嵌套变量的位置,并在每个嵌套变量上调用glUniform *。
You can't, OpenGL ES doesn't have that functionality, to upload you have to get the location of each of your nested variables and call glUniform* on each of them.
例如:
GLuint loc = glGetUniformLocation(program, "u_material_properties.ambient_color");
glUniform4f(loc, 1.0, 1.0, 1.0, 0.0);
这篇关于将自己的结构传递给opengl es 2.0着色器的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!