Some code simplifications
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@ -627,6 +627,7 @@ void SetModelTexture(Model *model, Texture2D texture)
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else model->material.texDiffuse = texture;
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}
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// Generate a mesh from heightmap
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static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
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90
src/rlgl.c
90
src/rlgl.c
@ -256,6 +256,7 @@ unsigned int whiteTexture;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static Shader LoadDefaultShader(void);
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static Shader LoadSimpleShader(void);
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static void GetShaderDefaultLocations(Shader *shader);
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static void InitializeBuffers(void);
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static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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@ -1369,22 +1370,25 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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}
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else
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{
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// Bind model VBOs data
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// Bind model VBO data: vertex position
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
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glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.vertexLoc);
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// Bind model VBO data: vertex texcoords
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
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glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.texcoordLoc);
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// Add normals support
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// Bind model VBO data: vertex normals (if available)
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if (model.material.shader.normalLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
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glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.normalLoc);
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}
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// TODO: Bind model VBO data: colors, tangents, texcoords2 (if available)
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}
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// Draw call!
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@ -2094,9 +2098,7 @@ void *rlglReadTexturePixels(Texture2D texture)
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// Load a custom shader and bind default locations
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Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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Shader shader;
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shader.id = 0; // Default value in case of loading failure
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Shader shader = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Shaders loading from external text file
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@ -2107,28 +2109,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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if (shader.id != 0)
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{
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TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: custom shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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}
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if (shader.id != 0) GetShaderDefaultLocations(&shader);
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else
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{
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TraceLog(WARNING, "Custom shader could not be loaded");
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@ -2497,23 +2478,7 @@ static Shader LoadDefaultShader(void)
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
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// NOTE: default shader does not use normalLoc
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shader.normalLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = -1;
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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GetShaderDefaultLocations(&shader);
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return shader;
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}
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@ -2573,27 +2538,30 @@ static Shader LoadSimpleShader(void)
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: simple shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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GetShaderDefaultLocations(&shader);
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return shader;
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}
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// Get location handlers to for shader attributes and uniforms
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static void GetShaderDefaultLocations(Shader *shader)
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{
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
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shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
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shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found
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// Get handles to GLSL uniform locations (vertex shader)
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
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shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
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shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found
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}
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// Read text file
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// NOTE: text chars array should be freed manually
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static char *TextFileRead(char *fileName)
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