I'd like to get a list of all the uniforms & attribs used by a shader program object. glGetAttribLocation()
& glGetUniformLocation()
can be used to map a string to a location, but what I would really like is the list of strings without having to parse the glsl code.
Note: In OpenGL 2.0 glGetObjectParameteriv()
is replaced by glGetProgramiv()
. And the enum is GL_ACTIVE_UNIFORMS
& GL_ACTIVE_ATTRIBUTES
.
Variables shared between both examples:
GLint i;
GLint count;
GLint size; // size of the variable
GLenum type; // type of the variable (float, vec3 or mat4, etc)
const GLsizei bufSize = 16; // maximum name length
GLchar name[bufSize]; // variable name in GLSL
GLsizei length; // name length
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &count);
printf("Active Attributes: %d\n", count);
for (i = 0; i < count; i++)
{
glGetActiveAttrib(program, (GLuint)i, bufSize, &length, &size, &type, name);
printf("Attribute #%d Type: %u Name: %s\n", i, type, name);
}
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
printf("Active Uniforms: %d\n", count);
for (i = 0; i < count; i++)
{
glGetActiveUniform(program, (GLuint)i, bufSize, &length, &size, &type, name);
printf("Uniform #%d Type: %u Name: %s\n", i, type, name);
}
The various macros representing variable types can be found in the
docs. Such as GL_FLOAT
, GL_FLOAT_VEC3
, GL_FLOAT_MAT4
, etc.