Merge pull request #718 from MarcoLizza/shaders-uniforms-array
Shaders uniforms array
This commit is contained in:
commit
35bcbd1b60
@ -52,6 +52,7 @@ if(${PLATFORM} MATCHES "Android")
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
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elseif(${PLATFORM} MATCHES "Web")
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elseif(${PLATFORM} MATCHES "Web")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
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@ -407,7 +407,7 @@ EXAMPLES = \
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models/models_box_collisions \
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models/models_box_collisions \
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models/models_billboard \
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models/models_billboard \
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models/models_obj_loading \
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models/models_obj_loading \
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models/models_obj_viewing \
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models/models_obj_viewer \
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models/models_heightmap \
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models/models_heightmap \
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models/models_cubicmap \
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models/models_cubicmap \
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models/models_mesh_picking \
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models/models_mesh_picking \
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@ -420,6 +420,7 @@ EXAMPLES = \
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shaders/shaders_custom_uniform \
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shaders/shaders_custom_uniform \
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shaders/shaders_postprocessing \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_raymarching \
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shaders/shaders_palette_switch \
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audio/audio_sound_loading \
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audio/audio_sound_loading \
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audio/audio_music_stream \
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audio/audio_music_stream \
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audio/audio_module_playing \
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audio/audio_module_playing \
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29
examples/shaders/resources/shaders/glsl100/palette-switch.fs
Normal file
29
examples/shaders/resources/shaders/glsl100/palette-switch.fs
Normal file
@ -0,0 +1,29 @@
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#version 100
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precision mediump float;
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const int colors = 8;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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}
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27
examples/shaders/resources/shaders/glsl120/palette-switch.fs
Normal file
27
examples/shaders/resources/shaders/glsl120/palette-switch.fs
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@ -0,0 +1,27 @@
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#version 120
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const int colors = 8;
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// Input fragment attributes (from fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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}
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30
examples/shaders/resources/shaders/glsl330/palette-switch.fs
Normal file
30
examples/shaders/resources/shaders/glsl330/palette-switch.fs
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@ -0,0 +1,30 @@
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#version 330
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const int colors = 8;
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// Input fragment attributes (from fragment shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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finalColor = vec4(color / 255.0, texelColor.a);
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}
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161
examples/shaders/shaders_palette_switch.c
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161
examples/shaders/shaders_palette_switch.c
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@ -0,0 +1,161 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a postprocessing shader to a scene
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.x (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_PALETTES 3
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#define COLORS_PER_PALETTE 8
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#define VALUES_PER_COLOR 3
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
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{
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0, 0, 0,
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255, 0, 0,
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0, 255, 0,
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0, 0, 255,
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0, 255, 255,
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255, 0, 255,
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255, 255, 0,
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255, 255, 255,
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},
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{
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4, 12, 6,
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17, 35, 24,
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30, 58, 41,
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48, 93, 66,
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77, 128, 97,
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137, 162, 87,
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190, 220, 127,
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238, 255, 204,
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},
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{
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21, 25, 26,
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138, 76, 88,
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217, 98, 117,
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230, 184, 193,
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69, 107, 115,
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75, 151, 166,
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165, 189, 194,
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255, 245, 247,
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}
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};
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static const char *paletteText[] = {
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"3-BIT RGB",
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"AMMO-8 (GameBoy-like)",
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"RKBV (2-strip film)"
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};
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int paletteLoc = GetShaderLocation(shader, "palette");
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// Initial index not set, will be automatically bounded below.
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int currentPalette = -1;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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int paletteIndex = currentPalette;
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if (IsKeyPressed(KEY_RIGHT)) paletteIndex++;
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else if (IsKeyPressed(KEY_LEFT)) paletteIndex--;
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if (paletteIndex >= MAX_PALETTES) paletteIndex = 0;
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else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1;
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// Send new value to the shader to be used on drawing.
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// Note that we are sending RGB triplets w/o the alpha channel *only* if the current
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// palette index has changed (in order to save performances).
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if (currentPalette != paletteIndex) {
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currentPalette = paletteIndex;
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SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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// Draw horizontal screen-wide rectangles with increasing "palette index".
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// The used palette index is encoded in the RGB components of the pixel.
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int linesPerRectangle = screenHeight / COLORS_PER_PALETTE;
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int leftover = screenHeight % COLORS_PER_PALETTE;
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int y = 0;
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for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
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int height = linesPerRectangle;
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if (leftover > 0) {
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height += 1;
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leftover -= 1;
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}
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DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 });
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y += height;
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}
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EndShaderMode();
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DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE);
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DrawText(paletteText[currentPalette], 240, 15, 20, RED);
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DrawText("< >", 540, 10, 30, DARKBLUE);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -376,6 +376,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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RLAPI void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
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RLAPI void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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@ -1231,6 +1231,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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RLAPI void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
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RLAPI void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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42
src/rlgl.h
42
src/rlgl.h
@ -470,6 +470,8 @@ Texture2D GetTextureDefault(void); // Get defau
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
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void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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@ -2891,35 +2893,47 @@ int GetShaderLocation(Shader shader, const char *uniformName)
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return location;
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return location;
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}
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}
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// Set shader uniform value (float)
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// Set shader uniform value (float/vec2/vec3/vec4)
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void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
|
void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
|
||||||
|
{
|
||||||
|
SetShaderValueArray(shader, uniformLoc, value, size, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set shader uniform value (int/ivec2/ivec3/ivec4)
|
||||||
|
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
|
||||||
|
{
|
||||||
|
SetShaderValueArrayi(shader, uniformLoc, value, size, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set shader uniform value (array of float/vec2/vec3/vec4)
|
||||||
|
void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count)
|
||||||
{
|
{
|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
glUseProgram(shader.id);
|
glUseProgram(shader.id);
|
||||||
|
|
||||||
if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
|
if (size == 1) glUniform1fv(uniformLoc, count, value); // Shader uniform type: float[]
|
||||||
else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
|
else if (size == 2) glUniform2fv(uniformLoc, count, value); // Shader uniform type: vec2[]
|
||||||
else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
|
else if (size == 3) glUniform3fv(uniformLoc, count, value); // Shader uniform type: vec3[]
|
||||||
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
|
else if (size == 4) glUniform4fv(uniformLoc, count, value); // Shader uniform type: vec4[]
|
||||||
else TraceLog(LOG_WARNING, "Shader value float array size not supported");
|
else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
|
||||||
|
|
||||||
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set shader uniform value (int)
|
// Set shader uniform value (array of int/ivec2/ivec3/ivec4)
|
||||||
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
|
void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count)
|
||||||
{
|
{
|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
glUseProgram(shader.id);
|
glUseProgram(shader.id);
|
||||||
|
|
||||||
if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
|
if (size == 1) glUniform1iv(uniformLoc, count, value); // Shader uniform type: int[]
|
||||||
else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
|
else if (size == 2) glUniform2iv(uniformLoc, count, value); // Shader uniform type: ivec2[]
|
||||||
else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
|
else if (size == 3) glUniform3iv(uniformLoc, count, value); // Shader uniform type: ivec3[]
|
||||||
else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
|
else if (size == 4) glUniform4iv(uniformLoc, count, value); // Shader uniform type: ivec4[]
|
||||||
else TraceLog(LOG_WARNING, "Shader value int array size not supported");
|
else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
|
||||||
|
|
||||||
//glUseProgram(0);
|
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user