将结构数组的值从JS设置为GLSL

Mik*_*yne 3 javascript glsl webgl

我一直在尝试制作一个包含我的WebGL应用程序所有灯光的结构,而且我很难设置JS的值.结构如下:

struct Light {
    vec4 position;
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec3 spotDirection;
    float spotCutOff;
    float constantAttenuation;
    float linearAttenuation;
    float quadraticAttenuation;
    float spotExponent;
    float spotLightCosCutOff;
};
uniform Light lights[numLights];
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在测试了大量的东西之后我才开始工作,但是我对我写的代码不满意:

program.uniform.lights = []; 
    program.uniform.lights.push({
        position: "",
        diffuse: "",
        specular: "",
        ambient: "",
        spotDirection: "",
        spotCutOff: "",
        constantAttenuation: "",
        linearAttenuation: "",
        quadraticAttenuation: "",
        spotExponent: "",
        spotLightCosCutOff: ""         
    });


            program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position");
            program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse");
            program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular");
            program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient");

    ... and so on
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我很抱歉让你看看这段代码,我知道这很糟糕,但我找不到更好的方法.

是否有正确的标准或推荐方法?任何人都可以开导我吗?

gma*_*man 8

你说得对.你可以试着把它收紧一点

lightLocations = [
  "position",
  "diffuse",
  "specular",
  "ambient",
  "spotDirection",
  "spotCutOff",
  "constantAttenuation",
  "linearAttenuation",
  "quadraticAttenuation",
  "spotExponent",
  "spotLightCosCutOff",
];

var program = {
  uniform: {
    lights: [];
  }
};

for (var ll = 0; ll < numLights; ++ll) {
  var locations = { };
  for (var jj = 0; jj < lightLocations.length; ++jj) {
    var name = lightLocaitons[jj];
    locations = gl.getUniformLocation(program, "lights[" + ll + "]." + name);
  }
  program.uniform.lights[ll] = locations;
}
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