Simplified shader matrix uniforms

This commit is contained in:
raysan5 2016-01-25 13:54:09 +01:00
parent d0ff78e7f4
commit 99f99bea47
2 changed files with 35 additions and 32 deletions

View File

@ -358,12 +358,31 @@ typedef struct Shader {
int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
} Shader;
// Material type
// TODO: Redesign material-shaders-textures system
typedef struct Material {
//Shader shader;
//Texture2D texDiffuse; // Diffuse texture
//Texture2D texNormal; // Normal texture
//Texture2D texSpecular; // Specular texture
Color colDiffuse;
Color colAmbient;
Color colSpecular;
float glossiness;
float normalDepth;
} Material;
// 3d Model type
// TODO: Replace shader/testure by material
typedef struct Model {
Mesh mesh;
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
//Material material;
} Model;
// Ray type (useful for raycast)
@ -387,26 +406,6 @@ typedef struct Wave {
short channels;
} Wave;
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
// Material type
typedef struct Material {
Color diffuse;
Color ambient;
Color specular;
float glossiness;
float normalDepth;
} Material;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -535,11 +534,12 @@ void BeginDrawing(void); // Setup drawing can
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS

View File

@ -1477,8 +1477,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
// TODO: Reduce number of matrices passed to shaders, use only matMVP
glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
//glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel));
//glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView));
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
@ -2201,9 +2201,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
@ -2503,6 +2500,18 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
#endif
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
glUseProgram(0);
#endif
}
// Default diffuse shader map texture assignment
void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
{
@ -2741,9 +2750,6 @@ static Shader LoadDefaultShader(void)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
@ -2822,9 +2828,6 @@ static Shader LoadSimpleShader(void)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");