Reputation: 107
I'm trying to create some sort of basic lighting system. I have this struct set up:
struct Light
{
vec3 position;
vec4 diffuse;
vec4 ambient;
bool enabled;
};
And then i define 4 disabled lights:
uniform Light light0 = Light(vec3(0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), false);
uniform Light light1 = Light(vec3(0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), false);
uniform Light light2 = Light(vec3(0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), false);
uniform Light light3 = Light(vec3(0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), false);
In my program I'm trying to get the uniform locations so I can change the lights, so I use this code.
int[][] lightLocs = new int[MAX_LIGHTS][4]; //Position, Diffuse, Ambient, Enabled
for(int i = 0; i < MAX_LIGHTS; i++) { //MAX_LIGHTS is set to 4
lightLocs[i][0] = GL20.glGetUniformLocation(shaderProgram, "light"+i+".position");
lightLocs[i][1] = GL20.glGetUniformLocation(shaderProgram, "light"+i+".diffuse");
lightLocs[i][2] = GL20.glGetUniformLocation(shaderProgram, "light"+i+".ambient");
lightLocs[i][3] = GL20.glGetUniformLocation(shaderProgram, "light"+i+".enabled");
//Print locations just for bug testing
for(int j = 0; j < 4; j++) {
System.out.print(lightLocs[i][j] + ", ");
}
System.out.println();
}
But I'm getting some strange results. All 4 locations for the first 3 lights (0-2) return -1. the position location on light3 also returns -1, but the last 3 values return 4, 5, and 6. The 4, 5, and 6 make sense because I have 4 uniforms defined before the lights in the vertex shader, but why am I getting -1 for the other locations? I have also tried this:
uniform Light light0;
uniform Light light1;
uniform Light light2;
uniform Light light3;
to see if it would work, but then the rest of the uniform locations for the lights return as -1.
Upvotes: 1
Views: 488
Reputation: 474116
Uniforms that are not used in your shader code will often be optimized out. These uniforms are not considered "active" and therefore have a location of -1.
Upvotes: 2