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Thread: Uniform block binding

  1. #1
    Junior Member Newbie
    Join Date
    Sep 2012
    Posts
    28

    Uniform block binding

    Hello, I'm trying to set some data to a shader through uniform blocks. But I don't get what I wanted. Here's the code:
    Code :
    const GLfloat pColor[] =
    {
    		1.0f, 1.0f, 1.0f, 1.0f,
    		1.0f, 1.0f, 1.0f, 1.0f
    };
    GLuint nUniformBuffer;
    glGenBuffers(1, &nUniformBuffer);
    glBindBuffer(GL_UNIFORM_BUFFER, nUniformBuffer);
    glBufferData(GL_UNIFORM_BUFFER, sizeof(pColor), pColor, GL_STATIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
     
    GLuint nBlockIndex0 = Shader.GetUniformBlockLocation("ColorsBlock[0]"); // glGetUniformBlockIndex(...)
    GLuint nBlockIndex1 = Shader.GetUniformBlockLocation("ColorsBlock[1]");
     
    glBindBufferRange(GL_UNIFORM_BUFFER, 0, nUniformBuffer, 0,                   4 * sizeof(GLfloat));
    glBindBufferRange(GL_UNIFORM_BUFFER, 1, nUniformBuffer, 4 * sizeof(GLfloat), 4 * sizeof(GLfloat));
     
    glUniformBlockBinding(Shader, nBlockIndex0, 0);
    glUniformBlockBinding(Shader, nBlockIndex1, 1);

    Code :
    uniform ColorsBlock
    {
    	vec4 uColor;
    } ColorInput[2];
     
    // ...
    teColor = (ColorInput[0].uColor.rgb + ColorInput[1].uColor.rgb) / 2.0f;
    // ...



    But I instead of getting white I get gray. So I think it's because I don't set ColorInput[1]. What am I doing wrong?

  2. #2
    Intern Newbie
    Join Date
    Dec 2013
    Posts
    45
    Although I don't believe this is the cause of your problem, it looks like you are relying on the std140 block layout in your program, and so you should declare your block in your shader like this instead:
    Code :
    layout(std140) uniform ColorsBlock
    {
        // ...

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