Reputation: 286
I have noticed strange behaviour of uniform buffer object when I change the order of struct members (the struct in the shader is the same as struct in cpp). This is my source code (the working version):
CPP:
struct Matrices {
// vec3, mat4 - glm library
mat4 projectionMatrix;
mat4 viewMatrix;
vec3 eyePosition;
};
GLSL:
layout (std140) uniform matrices {
mat4 projectionMatrix;
mat4 viewMatrix;
vec3 eyePosition;
};
CPP ubo generation:
GLuint tmpUBO[2];
glGenBuffers(2, tmpUBO);
uniformBlocks["matrices"].bindingPoint = MATRICES_BINDING_POINT;
uniformBlocks["matrices"].ubo = tmpUBO[0];
glBindBuffer(GL_UNIFORM_BUFFER, tmpUBO[0]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Matrices), &matrices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CPP updating ubo data:
glBindBuffer(GL_UNIFORM_BUFFER, uniformBlocks["matrices"].ubo);
GLvoid *p =
glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Matrices),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
memcpy(p, &matrices, sizeof(Matrices));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CPP binding ubo to linked and active shader:
GLuint bi = glGetUniformBlockIndex(handle, name);
glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, ubo);
glUniformBlockBinding(handle, bi, bindingPoint);
This version is working totally fine, but when I change the order of struct members (in both glsl and cpp), for example:
struct Matrices {
vec3 eyePosition;
mat4 projectionMatrix;
mat4 viewMatrix;
}
one or both of the matrices is not updated when I move the camera or change the perspective.
Does anybody have any idea what is causing this?
Upvotes: 0
Views: 434
Reputation: 286
I have found the answer on this website http://www.opentk.com/node/2926. The problem was with alignment of struct variables in shader.
Upvotes: 2