Reputation: 167
I want to try a lighting example from the book OpenGL ES 2.0 Programming Guide. In the shader they have made two structures.
struct directional_light
{
vec3 direction; // normalized light direction in eye space
vec3 halfplane; // normalized half-plane vector
vec4 ambient_color;
vec4 diffuse_color;
vec4 specular_color;
};
struct material_properties
{
vec4 ambient_color;
vec4 diffuse_color;
vec4 specular_color;
float specular_exponent;
};
They have also made two uniforms, based on these structures.
uniform material_properties u_material_properties;
uniform directional_light u_directional_light;
The problem is, I do not know how to pass own structures into the actual shader.
I want to create the same structures in my main code and pass the objects into the shader. How is this possible?
Regards Niclas
Upvotes: 11
Views: 8029
Reputation: 56377
You can't, OpenGL ES doesn't have that functionality, to upload you have to get the location of each of your nested variables and call glUniform* on each of them.
For example:
GLuint loc = glGetUniformLocation(program, "u_material_properties.ambient_color");
glUniform4f(loc, 1.0, 1.0, 1.0, 0.0);
Upvotes: 12