将向量数组传递给uniform
我试图在我的着色器中实现多个灯光,但我很难用我的灯光数据填充制服。
我的顶点着色器:
attribute vec3 aVertex;
attribute vec3 aNormal;
attribute vec2 aTexture;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation[16];
uniform vec3 uPointLightingColor[16];
varying vec2 vTexture;
varying vec3 vLightWeighting;
void main(void) {
vec4 mvPosition = uMVMatrix * vec4(aVertex, 1.0);
gl_Position = uPMatrix * mvPosition;
vTexture = aTexture;
int i;
for (i = 0; i < 16; i++) {
vec3 lightDirection = normalize(uPointLightingLocation[i] - mvPosition.xyz);
vec4 transformedNormal = uNMatrix * vec4(aNormal, 1.0);
float directionalLightWeighting = max(dot(transformedNormal.xyz, lightDirection), 0.0);
if (i == 0) {
vLightWeighting = uAmbientColor + uPointLightingColor[i] * directionalLightWeighting;
} else {
vLightWeighting = vLightWeighting * (uAmbientColor + uPointLightingColor[i] * directionalLightWeighting);
}
}
}
仅显示最新灯光的代码:
for (var light in this.lightsDirection) {
gl.uniform3fv(this.shaderProgram.pointLightingLocationUniform, this.lightsDirection[light]);
gl.uniform3fv(this.shaderProgram.pointLightingColorUniform, this.lightsColor[light]);
}
由于uniform uPointLightingLocation
是一个大小为16的vec3数组,我认为可以将完整的数组传递给uniform,但是我没有可行的解决方案。
当我尝试传递完整的数组 this.lightsColor
(没有索引)时,我根本看不到光。
I am trying to implement multiple lights in my shader but I have trouble to fill the uniform with my light data.
My vertex shader:
attribute vec3 aVertex;
attribute vec3 aNormal;
attribute vec2 aTexture;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation[16];
uniform vec3 uPointLightingColor[16];
varying vec2 vTexture;
varying vec3 vLightWeighting;
void main(void) {
vec4 mvPosition = uMVMatrix * vec4(aVertex, 1.0);
gl_Position = uPMatrix * mvPosition;
vTexture = aTexture;
int i;
for (i = 0; i < 16; i++) {
vec3 lightDirection = normalize(uPointLightingLocation[i] - mvPosition.xyz);
vec4 transformedNormal = uNMatrix * vec4(aNormal, 1.0);
float directionalLightWeighting = max(dot(transformedNormal.xyz, lightDirection), 0.0);
if (i == 0) {
vLightWeighting = uAmbientColor + uPointLightingColor[i] * directionalLightWeighting;
} else {
vLightWeighting = vLightWeighting * (uAmbientColor + uPointLightingColor[i] * directionalLightWeighting);
}
}
}
Code that shows only the latest light:
for (var light in this.lightsDirection) {
gl.uniform3fv(this.shaderProgram.pointLightingLocationUniform, this.lightsDirection[light]);
gl.uniform3fv(this.shaderProgram.pointLightingColorUniform, this.lightsColor[light]);
}
As the uniform uPointLightingLocation
is a vec3 array with the size of 16, I thought that it would be possible to pass the complete array to the uniform, but I have no working solution.
When I try to pass the complete array this.lightsColor
(without the index) I see no light at all.
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gl.uniform3fv 需要一个扁平的浮点数组。此外,您使用相同的统一位置多次调用它。所以,最后一位获胜。想象一下,uniform3fv 是一个低级复制命令,您给它(目标,源)。它只是将缓冲区从一个地方复制到另一个地方。
假设您的示例只有 3 个灯,您可以通过这种方式分配位置统一:
当您调试此类问题时,我还建议使用更简单的着色器。在你的顶点着色器中使用类似以下内容:
和片段着色器:
然后,如果你的多边形是黄色的,你就知道它正在工作。
gl.uniform3fv expects a flattened array of floats. Also, you are calling it multiple times with the same uniform location. So, the last one wins. Imagine that uniform3fv is a low-level copy command, and you give it (destination, source). It just copies a buffer from one place to another.
Assuming your example has only 3 lights, you could assign the location uniform this way:
I would also recommend using a more simple shader when you are debugging problems like this. With something like the following in your vertex shader:
And fragment shader:
Then, if your polygons are yellow you know it is working.