How can I reach this light structure in my vertex shader?
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;
I tried:
shaderProgram.Light = gl.getUniformLocation(shaderProgram, "Light");
which compiles, but when I try to insert some value like:
gl.uniform4f(
shaderProgram.Light.Position,
parseFloat(document.getElementById("lightPositionX").value),
parseFloat(document.getElementById("lightPositionY").value),
parseFloat(document.getElementById("lightPositionZ").value),
0.0
);
It breaks completely. How would one send this position data into a shader structure?
you must get a location for each base type. In your example
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;
Means you need
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");
If you have arrays you'd need locations for each field of each array as in
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");
And arrays of arrays etc.
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");
etc...
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