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authorraysan5 <raysan5@gmail.com>2016-03-06 02:05:16 +0100
committerraysan5 <raysan5@gmail.com>2016-03-06 02:05:16 +0100
commitc9d22c7a14a84b24a94f876c9e438c621b4bf420 (patch)
treeabf4f2ec17f6773207dd7f2487c7a6cafbee2445 /src
parent893facdf6d81a430f5291407afac0e70627d0f0d (diff)
downloadraylib-c9d22c7a14a84b24a94f876c9e438c621b4bf420.tar.gz
raylib-c9d22c7a14a84b24a94f876c9e438c621b4bf420.zip
Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
Diffstat (limited to 'src')
-rw-r--r--src/models.c18
-rw-r--r--src/raylib.h40
-rw-r--r--src/rlgl.c240
-rw-r--r--src/rlgl.h24
4 files changed, 89 insertions, 233 deletions
diff --git a/src/models.c b/src/models.c
index ee5e57c7..a1590424 100644
--- a/src/models.c
+++ b/src/models.c
@@ -551,10 +551,7 @@ Model LoadModel(const char *fileName)
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
- if (mesh.vertexCount == 0)
- {
- TraceLog(WARNING, "Model could not be loaded");
- }
+ if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
@@ -627,17 +624,8 @@ void UnloadModel(Model model)
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
- if (texture.id <= 0)
- {
- // Use default white texture (use mesh color)
- model->texture.id = whiteTexture; // OpenGL 1.1
- model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
- }
- else
- {
- model->texture = texture;
- model->shader.texDiffuseId = texture.id;
- }
+ if (texture.id <= 0) model->material.texDiffuse.id = whiteTexture; // Use default white texture
+ else model->material.texDiffuse = texture;
}
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
diff --git a/src/raylib.h b/src/raylib.h
index 83e41ac7..f448487e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -347,12 +347,7 @@ typedef struct Mesh {
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
-
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
+ unsigned int id; // Shader program id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
@@ -370,20 +365,19 @@ typedef struct Shader {
} Shader;
// Material type
-// TODO: Redesign material-shaders-textures system
typedef struct Material {
- //Shader shader;
+ Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
- //Texture2D texDiffuse; // Diffuse texture
- //Texture2D texNormal; // Normal texture
- //Texture2D texSpecular; // Specular texture
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness;
- float normalDepth;
+ float glossiness; // Glossiness level
+ float normalDepth; // Normal map depth
} Material;
// 3d Model type
@@ -391,9 +385,7 @@ typedef struct Material {
typedef struct Model {
Mesh mesh;
Matrix transform;
- Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
- Shader shader;
- //Material material;
+ Material material;
} Model;
// Ray type (useful for raycast)
@@ -774,7 +766,7 @@ void SetModelTexture(Model *model, Texture2D texture);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
-void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
@@ -806,10 +798,10 @@ int GetShaderLocation(Shader shader, const char *uniformName);
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
+//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
+//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
+//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
diff --git a/src/rlgl.c b/src/rlgl.c
index e1949274..d9761732 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1421,7 +1421,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, model.texture.id);
+ glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1452,7 +1452,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(model.shader.id);
+ glUseProgram(model.material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1476,28 +1476,30 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
- glUniform4fv(model.shader.tintColorLoc, 1, vColor);
+ glUniform4fv(model.material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
- glUniform1i(model.shader.mapDiffuseLoc, 0);
-
- if (model.shader.texNormalId != 0)
+ glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
+ glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
+
+ if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
+ glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
+ glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if (model.shader.texSpecularId != 0)
+ if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
+ glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
+ glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
@@ -1508,19 +1510,19 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
+ glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.vertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
+ glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Add normals support
- if (model.shader.normalLoc != -1)
+ if (model.material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
+ glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.normalLoc);
}
}
@@ -1531,13 +1533,13 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
//glDisableVertexAttribArray(model.shader.texcoordLoc);
//if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
- if (model.shader.texNormalId != 0)
+ if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
- if (model.shader.texSpecularId != 0)
+ if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -1907,22 +1909,29 @@ Model rlglLoadModel(Mesh mesh)
Model model;
model.mesh = mesh;
- model.transform = MatrixIdentity();
model.mesh.vaoId = 0; // Vertex Array Object
- model.mesh.vboId[0] = 0; // Vertex position VBO
- model.mesh.vboId[1] = 0; // Texcoords VBO
- model.mesh.vboId[2] = 0; // Normals VBO
+ model.mesh.vboId[0] = 0; // Vertex positions VBO
+ model.mesh.vboId[1] = 0; // Vertex texcoords VBO
+ model.mesh.vboId[2] = 0; // Vertex normals VBO
+
+ model.transform = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
- model.texture.id = 0; // No texture required
- model.shader.id = 0; // No shader used
+ model.material.texDiffuse.id = 0; // No texture required
+ model.material.shader.id = 0; // No shader used
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model.texture.id = whiteTexture; // Default whiteTexture
- model.texture.width = 1; // Default whiteTexture width
- model.texture.height = 1; // Default whiteTexture height
- model.texture.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
- model.shader = simpleShader; // Default model shader
+ model.material.shader = simpleShader; // Default model shader
+
+ model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
+ model.material.texDiffuse.width = 1; // Default whiteTexture width
+ model.material.texDiffuse.height = 1; // Default whiteTexture height
+ model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
+
+ model.material.texNormal.id = 0; // By default, no normal texture
+ model.material.texSpecular.id = 0; // By default, no specular texture
+
+ // TODO: Fill default material properties (color, glossiness...)
GLuint vaoModel = 0; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
@@ -1940,20 +1949,20 @@ Model rlglLoadModel(Mesh mesh)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
+ glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.vertexLoc);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
+ glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Enable vertex attributes: normals
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
+ glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.normalLoc);
model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
@@ -2153,11 +2162,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
if (shader.id != 0)
{
TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
-
- // Set shader textures ids (all 0 by default)
- shader.texDiffuseId = 0;
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
@@ -2314,28 +2318,7 @@ void SetCustomShader(Shader shader)
if (currentShader.id != shader.id)
{
rlglDraw();
-
currentShader = shader;
-/*
- if (vaoSupported) glBindVertexArray(vaoQuads);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: colors
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-*/
}
#endif
}
@@ -2358,7 +2341,7 @@ void SetPostproShader(Shader shader)
texture.width = screenWidth;
texture.height = screenHeight;
- SetShaderMapDiffuse(&postproQuad.shader, texture);
+ postproQuad.material.texDiffuse = texture;
//TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
//TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
@@ -2386,7 +2369,7 @@ void SetDefaultShader(void)
void SetModelShader(Model *model, Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model->shader = shader;
+ model->material.shader = shader;
if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
@@ -2406,9 +2389,7 @@ void SetModelShader(Model *model, Shader shader)
glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
- // NOTE: If SetModelTexture() is called previously, texture is not assigned to new shader
- if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
+
#elif (GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
#endif
@@ -2480,104 +2461,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
-// Default diffuse shader map texture assignment
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->texDiffuseId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
-
- glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
-#endif
-}
-
-// Normal map texture shader assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
-
- if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
- {
- shader->texNormalId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
-
- glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-}
-
-// Specular map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
-
- if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
- {
- shader->texSpecularId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
-
- glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-}
-
-// Generic shader maps assignment
-// TODO: Trying to find a generic shader to allow any kind of map
-// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
-// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
-// so it can be automatically checked and used in rlglDrawModel()
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
-{
-/*
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
- else
- {
- shader->mapTextureId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
-
- glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-*/
-}
-
// Set blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes predefined
void SetBlendMode(int mode)
@@ -2652,15 +2535,11 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load Shader (Vertex and Fragment)
-// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
+// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
Shader shader;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
-
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@@ -2668,7 +2547,7 @@ static Shader LoadDefaultShader(void)
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
- "out vec4 fragTintColor; \n"
+ "out vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
@@ -2677,7 +2556,7 @@ static Shader LoadDefaultShader(void)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragTintColor; \n"
#endif
- "uniform mat4 mvpMatrix; \n"
+ "uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
@@ -2689,7 +2568,7 @@ static Shader LoadDefaultShader(void)
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
- "in vec4 fragTintColor; \n"
+ "in vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@@ -2724,10 +2603,6 @@ static Shader LoadDefaultShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@@ -2739,10 +2614,6 @@ static Shader LoadSimpleShader(void)
{
Shader shader;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
-
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@@ -2802,10 +2673,6 @@ static Shader LoadSimpleShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@@ -2878,7 +2745,6 @@ static void InitializeBuffers(void)
quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
#endif
-
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
diff --git a/src/rlgl.h b/src/rlgl.h
index 9e0aaaaa..69640feb 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -154,11 +154,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef struct Shader {
unsigned int id; // Shader program id
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
-
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
@@ -184,12 +179,27 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int format; // Data format (TextureFormat)
} Texture2D;
+ // Material type
+ typedef struct Material {
+ Shader shader;
+
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
+
+ Color colDiffuse;
+ Color colAmbient;
+ Color colSpecular;
+
+ float glossiness;
+ float normalDepth;
+ } Material;
+
// 3d Model type
typedef struct Model {
Mesh mesh;
Matrix transform;
- Texture2D texture;
- Shader shader;
+ Material material;
} Model;
// Color blending modes (pre-defined)