Some improvements on SetShaderValue()

- Unsigned int not supported on OpenGL ES 2.0 -> Removed
- Reorganized enum -> Removed BOOL (not uniformType)
- Support sample2D uniform type
This commit is contained in:
Ray 2019-01-10 12:28:23 +01:00
parent 55f8dbc755
commit 64fd131ed5
2 changed files with 17 additions and 29 deletions

View File

@ -678,19 +678,15 @@ typedef enum {
// Shader uniform data types
typedef enum {
UNIFORM_BOOL = 0,
UNIFORM_INT,
UNIFORM_UNIT,
UNIFORM_FLOAT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_UVEC2,
UNIFORM_UVEC3,
UNIFORM_UVEC4,
UNIFORM_FLOAT = 0,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
UNIFORM_INT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_SAMPLER2D
} ShaderUniformDataType;
// Material map type

View File

@ -335,19 +335,15 @@ typedef unsigned char byte;
// Shader uniform data types
typedef enum {
UNIFORM_BOOL = 0,
UNIFORM_INT,
UNIFORM_UNIT,
UNIFORM_FLOAT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_UVEC2,
UNIFORM_UVEC3,
UNIFORM_UVEC4,
UNIFORM_FLOAT = 0,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
UNIFORM_INT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_SAMPLER2D
} ShaderUniformDataType;
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
@ -2922,19 +2918,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo
switch (uniformType)
{
case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break;
case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
}