在glsl opengl中传递嵌套结构的数组为uniform。

问题描述 投票:0回答:1

我曾在 此处但它似乎不能解决我的问题。

我有一堆结构,这些结构是聚合式的,我试图将值传递给uniforms。

struct Lambert {
  vec3 albedo;
};
struct Metal {
  vec3 albedo;
  float roughness;
};
struct Dielectric {
  float ref_idx;
};
struct Material {
  int type; // 0: lambert, 1: metal, 2: dielectric;
  Lambert lam;
  Metal met;
  Dielectric die;
};
struct Sphere {
  vec3 center;
  float radius;
  Material mat_ptr;
};
struct Material {
  int type; // 0: lambert, 1: metal, 2: dielectric;
  Lambert lam;
  Metal met;
  Dielectric die;
};
struct Sphere {
  vec3 center;
  float radius;
  Material mat_ptr;
};
struct Hittable {
  int type; // 0 sphere, 1, other
  Sphere sp;
};

uniform Hittable hittables[20];

我试图将值传递给uniforms.我试图将值传递给每个单独的组件,但我遇到了以下错误。


1282: state is not legal for given parameters | weekend.cpp (96)
Shader program can not find the uniform location for hittables[2].type
1282: state is not legal for given parameters | weekend.cpp (164)
Shader program can not find the uniform location for hittables[2].sp.center
1282: state is not legal for given parameters | weekend.cpp (143)
Shader program can not find the uniform location for hittables[2].sp.radius
1282: state is not legal for given parameters | weekend.cpp (146)
Shader program can not find the uniform location for hittables[2].sp.mat_ptr.type
1282: state is not legal for given parameters | weekend.cpp (124)
Shader program can not find the uniform location for hittables[2].sp.mat_ptr.lam.albedo

我是否应该使用不同的策略来传递值给这些结构?任何想法?

先谢谢你

c++ opengl struct glsl compute-shader
1个回答
0
投票

这并不是最优雅的解决方案,但我决定做一个大的平面结构,然后在着色器中解析它。

基本上,我将上面的结构转换为 uniform Hittable hittables[20]; 变成uniform NHittable hittables[20]; 哪儿 NHittable定义为

struct NHittable {
  int hittable_type;
  vec3 sphere_center;
  float sphere_radius;
  int material_type; // 0: lambert, 1: metal, 2: dielectric;
  vec3 lambert_albedo;
  vec3 metal_albedo;
  float metal_roughness;
  float dielectric_ref_idx;
};
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