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Renamed shader variables (more generic names)

Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
pull/124/head
raysan5 8 lat temu
rodzic
commit
d53b6f4381
2 zmienionych plików z 17 dodań i 15 usunięć
  1. +13
    -11
      src/rlgl.c
  2. +4
    -4
      src/rlgl.h

+ 13
- 11
src/rlgl.c Wyświetl plik

@ -1792,23 +1792,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
// TODO: Upload to shader normalDepth
//glUniform1f(???, material.normalDepth);
}
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
}
if (vaoSupported)
@ -2569,19 +2569,19 @@ static void LoadDefaultShaderLocations(Shader *shader)
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// 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, "colDiffuse");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
}
// Unload default shader
@ -2864,8 +2864,10 @@ static void DrawDefaultBuffers(void)
Matrix matMVP = MatrixMultiply(modelview, projection);
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform1i(currentShader.mapDiffuseLoc, 0);
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
// NOTE: Additional map textures not considered for default buffers drawing
}
// Draw lines buffers

+ 4
- 4
src/rlgl.h Wyświetl plik

@ -171,10 +171,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type

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