Sending *pointer to GLSL?

Hi all!

I ve been reading OpenGL® Shading Language, Second Edition… and its says for Uninforms variables:

All data types and arrays of all data types are supported for uniform qualified variables.
My concern is this… we can sending a vector3 no problem… but what about an array of vector3… like sending Tangents to the shaders…

void glUniform3iv(GLint location, GLsizei count, const GLint *value)

the part im confused about is the *value, do I send someting like Tangent[0] as value?

thx

Tangents are vertex attributes so you should send them as an array. Put them in your VBO along with your vertex position, normal, texcoord, …

If you insist on doing it your way, then the call is

glUniform3iv(GLint location, X, &Tangent[0][0]);

where
GLint Tangent[X][3];

In your GLSL, you should have

uniform ivec3 Tangent[X];

Tangents are vertex attributes so you should send them as an array. Put them in your VBO along with your vertex position, normal, texcoord, …
interesting, even though VOB are up and running, im not familiar with adding extra vertex attributes yet… I suppose it would be through glGetVertexAttribPointerv is that correct?

how would I send/retrieve them(the tangents) to/in the shader now? I m sorry, it must be super simple… but im not quite sure.

thx

If you are using generic vertex attributes, then it’s just another call to glVertexAttribPointer

glVertexAttribPointer(index, 3, GL_FLOAT, GL_FALSE, sizeof(my_vertex), myVBOOffset);


//my_vertex is
struct my_vertex
{
   x, y, z;
   nx, ny, nz;
   s, t;
   tanX, tanY, tanZ;
   binX, binY, binZ;
};

Sounds like glGetVertexAttribPointerv is for getting the parameters back from GL. Pretty useless.

In the GLSL code, you need to use a special name, but it slips me for the moment.

I myself use glTexCoordPointer, so in GLSL, it would be gl_MultiTexCoord0 or 1 or 2, …

Hi V-man! thx for your post!

here is my VOB code:

  

#define TANGENT_ARRAY 6

void OpenGL::SetClientBuffer(Primitive *in_primitive)
{
	m_CurrentColor		= in_primitive->GetColor();
	m_CurrentFogCoord	= in_primitive->GetFogCoord();
	m_CurrentNormal		= in_primitive->GetNormal();
	m_CurrentTangent	= in_primitive->GetTangent();
	m_CurrentUV		= in_primitive->GetUV(0);
	m_CurrentVertex		= in_primitive->GetVertex();

	GLuint &l_buffer = in_primitive->GetBufferArray();
	if (l_buffer == 0)
		glGenBuffers((GLsizei) 1, &l_buffer);

	glBindBuffer(GL_ARRAY_BUFFER, l_buffer);

	if (in_primitive->IsState(STATE_RESET_BUFFER))
	{
		GLuint &l_offsUVs = in_primitive->GetUVId();
		GLuint &l_offsCol = in_primitive->GetColorId();
		GLuint &l_offsFog = in_primitive->GetFogCoordId();
		GLuint &l_offsNor = in_primitive->GetNormalId();
		GLuint &l_offsTan = in_primitive->GetTangentId();
		GLuint &l_offsVer = in_primitive->GetVertexId();

		GLuint l_sizeCol = in_primitive->GetColorCount()	* sizeof(Color);
		GLuint l_sizeFog = in_primitive->GetFogCoordCount()	* sizeof(GLfloat);
		GLuint l_sizeNor = in_primitive->GetNormalCount()	* sizeof(Vector3);
		GLuint l_sizeTan = in_primitive->GetNormalCount()	* sizeof(Vector3);
		GLuint l_sizeUV0 = in_primitive->GetUVCount()		* sizeof(Vector2);
		GLuint l_sizeVer = in_primitive->GetVertexCount()	* sizeof(Vector3);

		GLuint l_sizeUVs = 0;
		for (GLint i = 0; i < GetMaxTextures(); ++i)
			if (in_primitive->GetUV(i) != NULL)
				l_sizeUVs += l_sizeUV0;

		l_offsUVs = 0;
		l_offsCol = l_offsUVs + l_sizeUVs;
		l_offsFog = l_offsCol + l_sizeCol;
		l_offsNor = l_offsFog + l_sizeFog;
		l_offsTan = l_offsNor + l_sizeNor;
		l_offsVer = l_offsTan + l_sizeTan;

		GLuint l_sizeVOB = l_offsVer + l_sizeVer;
		glBufferData(GL_ARRAY_BUFFER, l_sizeVOB, NULL, in_primitive->GetBufferType());

		Vector2 *l_uv = NULL;
		for (GLint i = 0; i < GetMaxTextures(); ++i)
		{
			l_uv = in_primitive->GetUV(i);
			if (l_uv != NULL)
				glBufferSubData(GL_ARRAY_BUFFER, (i * l_sizeUVs), l_sizeUVs, l_uv);
		}

		glBufferSubData(GL_ARRAY_BUFFER, l_offsCol, l_sizeCol, m_CurrentColor);
		glBufferSubData(GL_ARRAY_BUFFER, l_offsFog, l_sizeFog, m_CurrentFogCoord);
		glBufferSubData(GL_ARRAY_BUFFER, l_offsNor, l_sizeNor, m_CurrentNormal);
		glBufferSubData(GL_ARRAY_BUFFER, l_offsTan, l_sizeTan, m_CurrentTangent);
		glBufferSubData(GL_ARRAY_BUFFER, l_offsVer, l_sizeVer, m_CurrentVertex);
	}

...SNIP

		if (m_CurrentTangent)
		{
			glEnableVertexAttribArray(TANGENT_ARRAY);
			glVertexAttribPointer(TANGENT_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), BUFFER_OFFSET(in_primitive->GetTangentId()));
		}
		else
			glDisableVertexAttribArray(TANGENT_ARRAY);

...SNIP

Is this what you had in mind?

glBindAttribLocation to retrieve in shader?

I ve got it working, this thread is closed. thx agian for your inputs!

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