I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows:
struct Light {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec3 spotDirection;
float spotCutOff;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float spotExponent;
float spotLightCosCutOff;
};
uniform Light lights[numLights];
After testing LOTS of things I made it work but I'm not happy with the code I wrote:
program.uniform.lights = [];
program.uniform.lights.push({
position: "",
diffuse: "",
specular: "",
ambient: "",
spotDirection: "",
spotCutOff: "",
constantAttenuation: "",
linearAttenuation: "",
quadraticAttenuation: "",
spotExponent: "",
spotLightCosCutOff: ""
});
program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position");
program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse");
program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular");
program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient");
... and so on
I'm sorry for making you look at this code, I know it's horrible but I can't find a better way.
Is there a standard or recommended way of doing this properly? Can anyone enlighten me?
You're doing it right. You could try to tighten it up a bit as in
lightLocations = [
"position",
"diffuse",
"specular",
"ambient",
"spotDirection",
"spotCutOff",
"constantAttenuation",
"linearAttenuation",
"quadraticAttenuation",
"spotExponent",
"spotLightCosCutOff",
];
var program = {
uniform: {
lights: [];
}
};
for (var ll = 0; ll < numLights; ++ll) {
var locations = { };
for (var jj = 0; jj < lightLocations.length; ++jj) {
var name = lightLocaitons[jj];
locations = gl.getUniformLocation(program, "lights[" + ll + "]." + name);
}
program.uniform.lights[ll] = locations;
}