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@ -1,6 +1,6 @@ |
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/********************************************************************************************** |
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* |
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* rlgl v3.7 - raylib OpenGL abstraction layer |
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* rlgl v3.5 - raylib OpenGL abstraction layer |
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* |
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* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to |
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* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). |
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@ -3257,17 +3257,29 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) |
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// Upload to shader material.colDiffuse |
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if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) |
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f); |
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{ |
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float values[4] = { |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, |
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f |
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}; |
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); |
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} |
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// Upload to shader material.colSpecular (if available) |
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) |
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f, |
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f, |
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f, |
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f); |
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{ |
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float values[4] = { |
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, |
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, |
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, |
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f |
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}; |
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); |
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} |
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview); |
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection); |
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@ -3295,7 +3307,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) |
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if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); |
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else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); |
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glUniform1i(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], i); |
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rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], o">&i, SHADER_UNIFORM_INT, 1); |
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} |
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} |
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@ -3379,7 +3391,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) |
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Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates |
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// Send combined model-view-projection matrix to shader |
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glUniformMatrix4fv(material.shader.locs[SHADER_LOC_MATRIX_MVP], mi">1, false, MatrixToFloat(matMVP)); |
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP); |
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// Draw call! |
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw |
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@ -3403,7 +3415,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) |
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} |
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// Unbind shader program |
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glUseProgram(0); |
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rlDisableShader(); |
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// Restore RLGL.State.projection/RLGL.State.modelview matrices |
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// NOTE: In stereo rendering matrices are being modified to fit every eye |
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@ -3419,7 +3431,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c |
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if (RLGL.ExtSupported.instancing) |
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{ |
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// Bind shader program |
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glUseProgram(material.shader.id); |
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rlEnableShader(material.shader.id); |
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// Upload to shader material.colDiffuse |
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if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) |
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