Преглед изворни кода

WARNING: Redesigned SetShaderValue()

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Ray пре 7 година
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55f8dbc755
10 измењених фајлова са 120 додато и 98 уклоњено
  1. +10
    -10
      examples/models/models_material_pbr.c
  2. +2
    -2
      examples/models/models_skybox.c
  3. +5
    -5
      examples/models/rlights.h
  4. +11
    -14
      examples/others/standard_lighting.c
  5. +1
    -1
      examples/shaders/resources/shaders/glsl330/palette-switch.fs
  6. +1
    -1
      examples/shaders/shaders_custom_uniform.c
  7. +14
    -10
      examples/shaders/shaders_palette_switch.c
  8. +6
    -6
      examples/shaders/shaders_raymarching.c
  9. +19
    -4
      src/raylib.h
  10. +51
    -45
      src/rlgl.h

+ 10
- 10
examples/models/models_material_pbr.c Прегледај датотеку

@ -64,7 +64,7 @@ int main()
// Send to material PBR shader camera view position // Send to material PBR shader camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, mi">3);
SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, n">UNIFORM_VEC3);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -148,9 +148,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
// Setup required shader locations // Setup required shader locations
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, mi">1);
SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, mi">1);
SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, mi">1);
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, n">UNIFORM_INT);
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, n">UNIFORM_INT);
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, n">UNIFORM_INT);
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
@ -174,14 +174,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
// Enable sample usage in shader for assigned textures // Enable sample usage in shader for assigned textures
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, mi">1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, mi">1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, mi">1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, mi">1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, mi">1);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, n">UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, n">UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, n">UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, n">UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, n">UNIFORM_INT);
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, mi">1);
SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, n">UNIFORM_INT);
// Set up material properties color // Set up material properties color
mat.maps[MAP_ALBEDO].color = albedo; mat.maps[MAP_ALBEDO].color = albedo;

+ 2
- 2
examples/models/models_skybox.c Прегледај датотеку

@ -30,11 +30,11 @@ int main()
// Load skybox shader and set required locations // Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading // NOTE: Some locations are automatically set at shader loading
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, mi">1);
SetShaderValue(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, n">UNIFORM_INT);
// Load cubemap shader and setup required shader locations // Load cubemap shader and setup required shader locations
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, mi">1);
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, n">UNIFORM_INT);
// Load HDR panorama (sphere) texture // Load HDR panorama (sphere) texture
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");

+ 5
- 5
examples/models/rlights.h Прегледај датотеку

@ -158,20 +158,20 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
void UpdateLightValues(Shader shader, Light light) void UpdateLightValues(Shader shader, Light light)
{ {
// Send to shader light enabled state and type // Send to shader light enabled state and type
SetShaderValuei(shader, light.enabledLoc, p">(int[1]){ light.enabled }, 1);
SetShaderValuei(shader, light.typeLoc, p">(int[1]){ light.type }, 1);
SetShaderValue(shader, light.enabledLoc, o">&light.enabled, UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, o">&light.type, UNIFORM_INT);
// Send to shader light position values // Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z }; float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, mi">3);
SetShaderValue(shader, light.posLoc, position, n">UNIFORM_VEC3);
// Send to shader light target position values // Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z }; float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, mi">3);
SetShaderValue(shader, light.targetLoc, target, n">UNIFORM_VEC3);
// Send to shader light color values // Send to shader light color values
float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, diff, mi">4);
SetShaderValue(shader, light.colorLoc, diff, n">UNIFORM_VEC4);
} }
#endif // RLIGHTS_IMPLEMENTATION #endif // RLIGHTS_IMPLEMENTATION

+ 11
- 14
examples/others/standard_lighting.c Прегледај датотеку

@ -350,9 +350,6 @@ static void GetShaderLightsLocations(Shader shader)
// Set shader uniform values for lights // Set shader uniform values for lights
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
static void SetShaderLightsValues(Shader shader) static void SetShaderLightsValues(Shader shader)
{ {
int tempInt[8] = { 0 }; int tempInt[8] = { 0 };
@ -363,20 +360,20 @@ static void SetShaderLightsValues(Shader shader)
if (i < lightsCount) if (i < lightsCount)
{ {
tempInt[0] = lights[i]->enabled; tempInt[0] = lights[i]->enabled;
SetShaderValuei(shader, lightsLocs[i][0], tempInt, mi">1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
SetShaderValue(shader, lightsLocs[i][0], tempInt, n">UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
tempInt[0] = lights[i]->type; tempInt[0] = lights[i]->type;
SetShaderValuei(shader, lightsLocs[i][1], tempInt, mi">1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
SetShaderValue(shader, lightsLocs[i][1], tempInt, n">UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
tempFloat[0] = (float)lights[i]->diffuse.r/255.0f; tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
tempFloat[1] = (float)lights[i]->diffuse.g/255.0f; tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
tempFloat[2] = (float)lights[i]->diffuse.b/255.0f; tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
tempFloat[3] = (float)lights[i]->diffuse.a/255.0f; tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
SetShaderValue(shader, lightsLocs[i][5], tempFloat, mi">4);
SetShaderValue(shader, lightsLocs[i][5], tempFloat, n">UNIFORM_VEC4);
//glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
tempFloat[0] = lights[i]->intensity; tempFloat[0] = lights[i]->intensity;
SetShaderValue(shader, lightsLocs[i][6], tempFloat, mi">1);
SetShaderValue(shader, lightsLocs[i][6], tempFloat, n">UNIFORM_FLOAT);
switch (lights[i]->type) switch (lights[i]->type)
{ {
@ -385,10 +382,10 @@ static void SetShaderLightsValues(Shader shader)
tempFloat[0] = lights[i]->position.x; tempFloat[0] = lights[i]->position.x;
tempFloat[1] = lights[i]->position.y; tempFloat[1] = lights[i]->position.y;
tempFloat[2] = lights[i]->position.z; tempFloat[2] = lights[i]->position.z;
SetShaderValue(shader, lightsLocs[i][2], tempFloat, mi">3);
SetShaderValue(shader, lightsLocs[i][2], tempFloat, n">UNIFORM_VEC3);
tempFloat[0] = lights[i]->radius; tempFloat[0] = lights[i]->radius;
SetShaderValue(shader, lightsLocs[i][4], tempFloat, mi">1);
SetShaderValue(shader, lightsLocs[i][4], tempFloat, n">UNIFORM_FLOAT);
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
//glUniform1f(lightsLocs[i][4], lights[i]->radius); //glUniform1f(lightsLocs[i][4], lights[i]->radius);
@ -401,7 +398,7 @@ static void SetShaderLightsValues(Shader shader)
tempFloat[0] = direction.x; tempFloat[0] = direction.x;
tempFloat[1] = direction.y; tempFloat[1] = direction.y;
tempFloat[2] = direction.z; tempFloat[2] = direction.z;
SetShaderValue(shader, lightsLocs[i][3], tempFloat, mi">3);
SetShaderValue(shader, lightsLocs[i][3], tempFloat, n">UNIFORM_VEC3);
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
} break; } break;
@ -410,7 +407,7 @@ static void SetShaderLightsValues(Shader shader)
tempFloat[0] = lights[i]->position.x; tempFloat[0] = lights[i]->position.x;
tempFloat[1] = lights[i]->position.y; tempFloat[1] = lights[i]->position.y;
tempFloat[2] = lights[i]->position.z; tempFloat[2] = lights[i]->position.z;
SetShaderValue(shader, lightsLocs[i][2], tempFloat, mi">3);
SetShaderValue(shader, lightsLocs[i][2], tempFloat, n">UNIFORM_VEC3);
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
@ -420,11 +417,11 @@ static void SetShaderLightsValues(Shader shader)
tempFloat[0] = direction.x; tempFloat[0] = direction.x;
tempFloat[1] = direction.y; tempFloat[1] = direction.y;
tempFloat[2] = direction.z; tempFloat[2] = direction.z;
SetShaderValue(shader, lightsLocs[i][3], tempFloat, mi">3);
SetShaderValue(shader, lightsLocs[i][3], tempFloat, n">UNIFORM_VEC3);
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
tempFloat[0] = lights[i]->coneAngle; tempFloat[0] = lights[i]->coneAngle;
SetShaderValue(shader, lightsLocs[i][7], tempFloat, mi">1);
SetShaderValue(shader, lightsLocs[i][7], tempFloat, n">UNIFORM_FLOAT);
//glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
} break; } break;
default: break; default: break;
@ -433,7 +430,7 @@ static void SetShaderLightsValues(Shader shader)
else else
{ {
tempInt[0] = 0; tempInt[0] = 0;
SetShaderValuei(shader, lightsLocs[i][0], tempInt, mi">1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
SetShaderValue(shader, lightsLocs[i][0], tempInt, n">UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
} }
} }
} }

+ 1
- 1
examples/shaders/resources/shaders/glsl330/palette-switch.fs Прегледај датотеку

@ -16,7 +16,7 @@ out vec4 finalColor;
void main() void main()
{ {
// Texel color fetching from texture sampler // Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too) // Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255]. // to the palette index by scaling up from [0, 1] to [0, 255].

+ 1
- 1
examples/shaders/shaders_custom_uniform.c Прегледај датотеку

@ -79,7 +79,7 @@ int main()
swirlCenter[1] = screenHeight - mousePosition.y; swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing // Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, mi">2);
SetShaderValue(shader, swirlCenterLoc, swirlCenter, n">UNIFORM_VEC2);
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

+ 14
- 10
examples/shaders/shaders_palette_switch.c Прегледај датотеку

@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [shaders] example - Apply a postprocessing shader to a scene
* raylib [shaders] example - Color palette switch
* *
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
@ -9,10 +9,10 @@
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder * raylib comes with shaders ready for both versions, check raylib/shaders install folder
* *
* This example has been created using raylib 2.x (www.raylib.com)
* This example has been created using raylib 2.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -28,7 +28,7 @@
#define COLORS_PER_PALETTE 8 #define COLORS_PER_PALETTE 8
#define VALUES_PER_COLOR 3 #define VALUES_PER_COLOR 3
static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
{ {
0, 0, 0, 0, 0, 0,
255, 0, 0, 255, 0, 0,
@ -74,7 +74,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
// Load shader to be used on some parts drawing // Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
@ -106,9 +106,10 @@ int main()
// Send new value to the shader to be used on drawing. // Send new value to the shader to be used on drawing.
// Note that we are sending RGB triplets w/o the alpha channel *only* if the current // Note that we are sending RGB triplets w/o the alpha channel *only* if the current
// palette index has changed (in order to save performances). // palette index has changed (in order to save performances).
if (currentPalette != paletteIndex) {
if (currentPalette != paletteIndex)
{
currentPalette = paletteIndex; currentPalette = paletteIndex;
SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -126,14 +127,17 @@ int main()
int leftover = screenHeight % COLORS_PER_PALETTE; int leftover = screenHeight % COLORS_PER_PALETTE;
int y = 0; int y = 0;
for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
for (int i = 0; i < COLORS_PER_PALETTE; ++i)
{
int height = linesPerRectangle; int height = linesPerRectangle;
if (leftover > 0) {
if (leftover > 0)
{
height += 1; height += 1;
leftover -= 1; leftover -= 1;
} }
DrawRectangle(0, y, screenWidth, height, n">CLITERAL{ i, i, i, 255 });
DrawRectangle(0, y, screenWidth, height, p">(Color){ i, i, i, 255 });
y += height; y += height;
} }

+ 6
- 6
examples/shaders/shaders_raymarching.c Прегледај датотеку

@ -48,7 +48,7 @@ int main()
int resolutionLoc = GetShaderLocation(shader, "resolution"); int resolutionLoc = GetShaderLocation(shader, "resolution");
float resolution[2] = { screenWidth, screenHeight }; float resolution[2] = { screenWidth, screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, mi">2);
SetShaderValue(shader, resolutionLoc, resolution, n">UNIFORM_VEC2);
float runTime = 0.0f; float runTime = 0.0f;
@ -70,11 +70,11 @@ int main()
runTime += deltaTime; runTime += deltaTime;
// Set shader required uniform values // Set shader required uniform values
SetShaderValue(shader, viewEyeLoc, cameraPos, mi">3);
SetShaderValue(shader, viewCenterLoc, cameraTarget, mi">3);
SetShaderValue(shader, viewUpLoc, cameraUp, mi">3);
SetShaderValue(shader, deltaTimeLoc, &deltaTime, mi">1);
SetShaderValue(shader, runTimeLoc, &runTime, mi">1);
SetShaderValue(shader, viewEyeLoc, cameraPos, n">UNIFORM_VEC3);
SetShaderValue(shader, viewCenterLoc, cameraTarget, n">UNIFORM_VEC3);
SetShaderValue(shader, viewUpLoc, cameraUp, n">UNIFORM_VEC3);
SetShaderValue(shader, deltaTimeLoc, &deltaTime, n">UNIFORM_FLOAT);
SetShaderValue(shader, runTimeLoc, &runTime, n">UNIFORM_FLOAT);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

+ 19
- 4
src/raylib.h Прегледај датотеку

@ -676,6 +676,23 @@ typedef enum {
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Shader uniform data types
typedef enum {
UNIFORM_BOOL = 0,
UNIFORM_INT,
UNIFORM_UNIT,
UNIFORM_FLOAT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_UVEC2,
UNIFORM_UVEC3,
UNIFORM_UVEC4,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
} ShaderUniformDataType;
// Material map type // Material map type
typedef enum { typedef enum {
MAP_ALBEDO = 0, // MAP_DIFFUSE MAP_ALBEDO = 0, // MAP_DIFFUSE
@ -1229,10 +1246,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get
// Shader configuration functions // Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
RLAPI void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
RLAPI void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)

+ 51
- 45
src/rlgl.h Прегледај датотеку

@ -332,6 +332,23 @@ typedef unsigned char byte;
LOC_MAP_PREFILTER, LOC_MAP_PREFILTER,
LOC_MAP_BRDF LOC_MAP_BRDF
} ShaderLocationIndex; } ShaderLocationIndex;
// Shader uniform data types
typedef enum {
UNIFORM_BOOL = 0,
UNIFORM_INT,
UNIFORM_UNIT,
UNIFORM_FLOAT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_UVEC2,
UNIFORM_UVEC3,
UNIFORM_UVEC4,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
} ShaderUniformDataType;
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
@ -468,10 +485,8 @@ Texture2D GetTextureDefault(void); // Get defau
// Shader configuration functions // Shader configuration functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
@ -2893,49 +2908,40 @@ int GetShaderLocation(Shader shader, const char *uniformName)
return location; return location;
} }
// Set shader uniform value (float/vec2/vec3/vec4)
void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
{
SetShaderValueArray(shader, uniformLoc, value, size, 1);
}
// Set shader uniform value (int/ivec2/ivec3/ivec4)
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
// Set shader uniform value
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
{ {
SetShaderValueArrayi(shader, uniformLoc, value, size, 1);
SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
} }
// Set shader uniform value p">(array of float/vec2/vec3/vec4)
void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count)
// Set shader uniform value vector
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id); glUseProgram(shader.id);
if (size == 1) glUniform1fv(uniformLoc, count, value); // Shader uniform type: float[]
else if (size == 2) glUniform2fv(uniformLoc, count, value); // Shader uniform type: vec2[]
else if (size == 3) glUniform3fv(uniformLoc, count, value); // Shader uniform type: vec3[]
else if (size == 4) glUniform4fv(uniformLoc, count, value); // Shader uniform type: vec4[]
else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
switch (uniformType)
{
case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break;
case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break;
case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
}
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif #endif
} }
// Set shader uniform value (array of int/ivec2/ivec3/ivec4)
void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
if (size == 1) glUniform1iv(uniformLoc, count, value); // Shader uniform type: int[]
else if (size == 2) glUniform2iv(uniformLoc, count, value); // Shader uniform type: ivec2[]
else if (size == 3) glUniform3iv(uniformLoc, count, value); // Shader uniform type: ivec3[]
else if (size == 4) glUniform4iv(uniformLoc, count, value); // Shader uniform type: ivec4[]
else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
}
// Set shader uniform value (matrix 4x4) // Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
@ -4286,15 +4292,15 @@ static void SetStereoConfig(VrDeviceInfo hmd)
#if defined(SUPPORT_DISTORTION_SHADER) #if defined(SUPPORT_DISTORTION_SHADER)
// Update distortion shader with lens and distortion-scale parameters // Update distortion shader with lens and distortion-scale parameters
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, mi">2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, mi">4);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, mi">4);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, n">UNIFORM_VEC2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, n">UNIFORM_VEC4);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, n">UNIFORM_VEC4);
#endif #endif
// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)

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