Corrected issue with shader locations init

On RPI, after latest drivers update, models were not rendered properly
cause of that...
This commit is contained in:
Ray San 2017-11-06 13:41:13 +01:00
parent 2eceecb7b7
commit 81518ccd13

View File

@ -1948,17 +1948,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader material.colDiffuse // Upload to shader material.colDiffuse
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255, glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MAP_DIFFUSE].color.g/255, (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MAP_DIFFUSE].color.b/255, (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MAP_DIFFUSE].color.a/255); (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
// Upload to shader material.colSpecular (if available) // Upload to shader material.colSpecular (if available)
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255, glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
(float)material.maps[MAP_SPECULAR].color.g/255, (float)material.maps[MAP_SPECULAR].color.g/255.0f,
(float)material.maps[MAP_SPECULAR].color.b/255, (float)material.maps[MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MAP_SPECULAR].color.a/255); (float)material.maps[MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview); if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection); if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
@ -2355,6 +2355,9 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
{ {
Shader shader = { 0 }; Shader shader = { 0 };
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file // Shaders loading from external text file
char *vShaderStr = LoadText(vsFileName); char *vShaderStr = LoadText(vsFileName);
@ -3259,7 +3262,10 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// NOTE: This shader program is used for batch buffers (lines, triangles, quads) // NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadShaderDefault(void) static Shader LoadShaderDefault(void)
{ {
Shader shader; Shader shader = { 0 };
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required // Vertex shader directly defined, no external file required
char vDefaultShaderStr[] = char vDefaultShaderStr[] =
@ -3326,16 +3332,19 @@ static Shader LoadShaderDefault(void)
{ {
TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
// Set default shader locations // Set default shader locations: attributes locations
// Get handles to GLSL input attibute locations
shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Get handles to GLSL uniform locations // Set default shader locations: uniform locations
shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
// NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
// changed for external custom shaders, we just use direct bindings above
//SetShaderDefaultLocations(&shader);
} }
else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);