diff --git a/src/raylib.h b/src/raylib.h index 8390d176..8af13cb4 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -355,7 +355,7 @@ typedef struct Camera { // Camera2D type, defines a 2d camera typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (for rotation and zoom) + Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; @@ -386,16 +386,17 @@ typedef struct Mesh { typedef struct Shader { unsigned int id; // Shader program id - // Variable attributes + // Variable attributes locations int vertexLoc; // Vertex attribute location point (vertex shader) int texcoordLoc; // Texcoord attribute location point (vertex shader) int normalLoc; // Normal attribute location point (vertex shader) int colorLoc; // Color attibute location point (vertex shader) - // Uniforms + // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) + // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) int mapNormalLoc; // Normal map texture uniform location point (fragment shader) int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) @@ -832,18 +833,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw void SetDefaultShader(void); // Set default shader to be used in batch draw +void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw void SetModelShader(Model *model, Shader shader); // Link a shader to a model -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment -//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment -//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment -//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment +int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) diff --git a/src/rlgl.c b/src/rlgl.c index 5b181a86..b1b020ec 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1350,14 +1350,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 - if (model.material.texNormal.id != 0) + if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1)) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id); glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 } - if (model.material.texSpecular.id != 0) + if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1)) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id); @@ -2125,17 +2125,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // After shader loading, we try to load default location names if (shader.id != 0) LoadDefaultShaderLocations(&shader); - else - { - TraceLog(WARNING, "Custom shader could not be loaded"); - shader = defaultShader; - } // Shader strings must be freed free(vShaderStr); free(fShaderStr); } - else + + if (shader.id == 0) { TraceLog(WARNING, "Custom shader could not be loaded"); shader = defaultShader; @@ -2494,7 +2490,7 @@ static Shader LoadDefaultShader(void) if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); - LoadDefaultShaderLocations(&shader); + if (shader.id != 0) LoadDefaultShaderLocations(&shader); return shader; }