Some improvements on SetShaderValue()
- Unsigned int not supported on OpenGL ES 2.0 -> Removed - Reorganized enum -> Removed BOOL (not uniformType) - Support sample2D uniform type
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16
src/raylib.h
16
src/raylib.h
@ -678,19 +678,15 @@ typedef enum {
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// Shader uniform data types
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// Shader uniform data types
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typedef enum {
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typedef enum {
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UNIFORM_BOOL = 0,
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UNIFORM_FLOAT = 0,
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UNIFORM_INT,
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UNIFORM_UNIT,
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UNIFORM_FLOAT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_UVEC2,
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UNIFORM_UVEC3,
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UNIFORM_UVEC4,
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UNIFORM_VEC2,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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UNIFORM_VEC4,
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UNIFORM_INT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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} ShaderUniformDataType;
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} ShaderUniformDataType;
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// Material map type
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// Material map type
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30
src/rlgl.h
30
src/rlgl.h
@ -335,19 +335,15 @@ typedef unsigned char byte;
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// Shader uniform data types
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// Shader uniform data types
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typedef enum {
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typedef enum {
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UNIFORM_BOOL = 0,
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UNIFORM_FLOAT = 0,
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UNIFORM_INT,
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UNIFORM_UNIT,
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UNIFORM_FLOAT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_UVEC2,
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UNIFORM_UVEC3,
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UNIFORM_UVEC4,
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UNIFORM_VEC2,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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UNIFORM_VEC4,
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UNIFORM_INT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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} ShaderUniformDataType;
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} ShaderUniformDataType;
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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@ -2922,19 +2918,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo
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switch (uniformType)
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switch (uniformType)
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{
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{
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case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
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default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
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default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
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}
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}
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