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| author | raysan5 <raysan5@gmail.com> | 2016-01-25 13:54:09 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-25 13:54:09 +0100 |
| commit | 99f99bea470ace9577950db8976aa092a678635d (patch) | |
| tree | 305481b5c5832c56a6b5d97532e8b5e4aafb0b7f /src/rlgl.c | |
| parent | d0ff78e7f41be9884e786026ddd22ed53fc0943f (diff) | |
| download | raylib-99f99bea470ace9577950db8976aa092a678635d.tar.gz raylib-99f99bea470ace9577950db8976aa092a678635d.zip | |
Simplified shader matrix uniforms
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 25 |
1 files changed, 14 insertions, 11 deletions
@@ -1477,8 +1477,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r // NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader // TODO: Reduce number of matrices passed to shaders, use only matMVP - glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel)); - glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView)); + //glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel)); + //glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView)); glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); @@ -2201,9 +2201,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // Get handles to GLSL uniform locations (vertex shader) shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); - - shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); - shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor"); @@ -2503,6 +2500,18 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) #endif } +// Set shader uniform value (matrix 4x4) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); + + glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); + + glUseProgram(0); +#endif +} + // Default diffuse shader map texture assignment void SetShaderMapDiffuse(Shader *shader, Texture2D texture) { @@ -2741,9 +2750,6 @@ static Shader LoadDefaultShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); - - shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); - shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader.tintColorLoc = -1; @@ -2822,9 +2828,6 @@ static Shader LoadSimpleShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); - - shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); - shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor"); |
