从WebGl中的代码访问顶点着色器中的结构

pje*_*cic 4 structure webgl vertex-shader

如何在顶点着色器中到达这种轻型结构?

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;
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我试过了:

shaderProgram.Light = gl.getUniformLocation(shaderProgram, "Light");
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编译,但当我尝试插入一些值,如:

gl.uniform4f(
    shaderProgram.Light.Position,
    parseFloat(document.getElementById("lightPositionX").value),
    parseFloat(document.getElementById("lightPositionY").value),
    parseFloat(document.getElementById("lightPositionZ").value),
    0.0
);
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它完全打破了.如何将此位置数据发送到着色器结构?

gma*_*man 9

您必须获得每种基本类型的位置.在你的例子中

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;
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意味着你需要

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");
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如果您有阵列,则需要为每个阵列的每个字段提供位置,如下所示

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");
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和阵列数组等.

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");
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等等...