ADDED: Support model normal matrix location #1691

This commit is contained in:
raysan5 2021-03-31 20:44:16 +02:00
parent 2488d361b6
commit cdc3754449
6 changed files with 18 additions and 13 deletions

View File

@ -9,6 +9,7 @@ in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@ -24,9 +25,7 @@ void main()
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);

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@ -10,6 +10,7 @@ in mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@ -21,15 +22,14 @@ out vec3 fragNormal;
void main()
{
// Compute MVP for current instance
mat4 mvpi = mvp*instanceTransform;
// Send vertex attributes to fragment shader
fragPosition = vec3(vec4(vertexPosition, 1.0));
fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(instanceTransform)));
fragNormal = normalize(normalMatrix*vertexNormal);
mat4 mvpi = mvp*instanceTransform;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);

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@ -2055,9 +2055,10 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
// Get handles to GLSL uniform locations (vertex shader)
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
// Get handles to GLSL uniform locations (fragment shader)
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");

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@ -1058,6 +1058,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// transform: function parameter transformation
matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
}
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
//-----------------------------------------------------
// Bind active texture maps (if available)

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@ -739,9 +739,10 @@ typedef enum {
SHADER_LOC_VERTEX_TANGENT,
SHADER_LOC_VERTEX_COLOR,
SHADER_LOC_MATRIX_MVP,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_VIEW,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_NORMAL,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,
SHADER_LOC_COLOR_SPECULAR,

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@ -417,6 +417,7 @@ typedef enum {
SHADER_LOC_MATRIX_MVP,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_VIEW,
SHADER_LOC_MATRIX_NORMAL,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,