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Some code simplifications

pull/108/head
raysan5 9 лет назад
Родитель
Сommit
a66c8531d6
2 измененных файлов: 27 добавлений и 58 удалений
  1. +1
    -0
      src/models.c
  2. +26
    -58
      src/rlgl.c

+ 1
- 0
src/models.c Просмотреть файл

@ -627,6 +627,7 @@ void SetModelTexture(Model *model, Texture2D texture)
else model->material.texDiffuse = texture;
}
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)

+ 26
- 58
src/rlgl.c Просмотреть файл

@ -256,6 +256,7 @@ unsigned int whiteTexture;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static Shader LoadDefaultShader(void);
static Shader LoadSimpleShader(void);
static void GetShaderDefaultLocations(Shader *shader);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
@ -1369,22 +1370,25 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
}
else
{
// Bind model VBOs data
// Bind model VBO l">data: vertex position
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.vertexLoc);
// Bind model VBO data: vertex texcoords
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Add normals support
// Bind model VBO data: vertex normals (if available)
if (model.material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.normalLoc);
}
// TODO: Bind model VBO data: colors, tangents, texcoords2 (if available)
}
// Draw call!
@ -2094,9 +2098,7 @@ void *rlglReadTexturePixels(Texture2D texture)
// Load a custom shader and bind default locations
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader;
shader.id = 0; // Default value in case of loading failure
Shader shader = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
@ -2107,28 +2109,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
{
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
if (shader.id != 0)
{
TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: custom shader does not use colorLoc
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
}
if (shader.id != 0) GetShaderDefaultLocations(&shader);
else
{
TraceLog(WARNING, "Custom shader could not be loaded");
@ -2497,23 +2478,7 @@ 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);
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
// NOTE: default shader does not use normalLoc
shader.normalLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
GetShaderDefaultLocations(&shader);
return shader;
}
@ -2573,25 +2538,28 @@ static Shader LoadSimpleShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
GetShaderDefaultLocations(&shader);
return shader;
}
// Get location handlers to for shader attributes and uniforms
static void GetShaderDefaultLocations(Shader *shader)
{
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: simple shader does not use colorLoc
shader.colorLoc = -1;
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found
// Get handles to GLSL uniform locations (vertex shader)
shaderp">.mvpLoc = glGetUniformLocation(shaderp">.id, "mvpMatrix");
shadero">->mvpLoc = glGetUniformLocation(shadero">->id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
return shader;
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found
}
// Read text file

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