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ADDED: SetShaderValueTexture()

Some tweaks
pull/793/head
Ray 6 anni fa
parent
commit
9282b8ba83
3 ha cambiato i file con 22 aggiunte e 4 eliminazioni
  1. +6
    -1
      examples/models/models_material_pbr.c
  2. +2
    -1
      src/raylib.h
  3. +14
    -2
      src/rlgl.h

+ 6
- 1
examples/models/models_material_pbr.c Vedi File

@ -34,7 +34,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");

+ 2
- 1
src/raylib.h Vedi File

@ -1331,7 +1331,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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 SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
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 Matrix GetMatrixModelview(); // Get internal modelview matrix

+ 14
- 2
src/rlgl.h Vedi File

@ -207,8 +207,8 @@ typedef unsigned char byte;
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
float *weightBias; // Vertex weight bias
int *weightId; // Vertex weight id
int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
@ -3169,6 +3169,18 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
// Set shader uniform value for texture
void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
glUniform1i(uniformLoc, texture.id);
//glUseProgram(0);
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix proj)
{

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