ADDED: SetShaderValueTexture()
Some tweaks
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@ -34,7 +34,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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// Define the camera to look into our 3d world
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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// Load model and PBR material
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Model model = LoadModel("resources/pbr/trooper.obj");
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@ -1331,7 +1331,8 @@ 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 void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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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 SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
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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 Matrix GetMatrixModelview(); // Get internal modelview matrix
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16
src/rlgl.h
16
src/rlgl.h
@ -207,8 +207,8 @@ typedef unsigned char byte;
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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float *weightBias; // Vertex weight bias
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int *weightId; // Vertex weight id
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@ -3169,6 +3169,18 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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#endif
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}
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// Set shader uniform value for texture
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void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(shader.id);
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glUniform1i(uniformLoc, texture.id);
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//glUseProgram(0);
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#endif
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}
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// Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixProjection(Matrix proj)
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{
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