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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-25 11:26:31 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-25 11:26:31 -0700
commit5a041a6af58a221060e8202cd0a12a1aa562838c (patch)
tree8755884114784e71d424ce10d72c572a3f6d9350 /src/rlgl.c
parentf74791ed7bcb3585c576f40766bf4e22b0923a7e (diff)
parent3d6696f6c981a7a8f523d631926380eced475733 (diff)
downloadraylib-5a041a6af58a221060e8202cd0a12a1aa562838c.tar.gz
raylib-5a041a6af58a221060e8202cd0a12a1aa562838c.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c24
1 files changed, 13 insertions, 11 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 85c0cae2..d319119f 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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