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authorraysan5 <raysan5@gmail.com>2016-01-13 17:13:28 +0100
committerraysan5 <raysan5@gmail.com>2016-01-13 17:13:28 +0100
commitfb6ef2c2f4fe22552908d339cda541453e43faec (patch)
tree53d86522f6f1a5256e097a2e7bc82ce3e0101526 /src
parentbb49102a4b5ae7bf6a34b437b133e8c5e3557f8d (diff)
downloadraylib-fb6ef2c2f4fe22552908d339cda541453e43faec.tar.gz
raylib-fb6ef2c2f4fe22552908d339cda541453e43faec.zip
Vertex shaders optimization
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h4
-rw-r--r--src/rlgl.c53
-rw-r--r--src/rlgl.h4
3 files changed, 30 insertions, 31 deletions
diff --git a/src/raylib.h b/src/raylib.h
index d6b28e53..1a99f007 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -336,8 +336,8 @@ typedef struct Shader {
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
- int projectionLoc; // Projection matrix uniform location point (vertex shader)
- int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
diff --git a/src/rlgl.c b/src/rlgl.c
index 2f525f47..e3c763be 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1295,9 +1295,10 @@ void rlglDraw(void)
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(currentShader.id);
+
+ Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
- glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
- glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform1i(currentShader.mapDiffuseLoc, 0);
}
@@ -1520,14 +1521,14 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
- //Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// 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.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
- glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
+
+ glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
@@ -2247,13 +2248,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
+
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
+ 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
@@ -2738,40 +2739,39 @@ static Shader LoadDefaultShader(void)
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
- "out vec4 tintColor; \n"
+ "out vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
- "varying vec4 tintColor; \n"
+ "varying vec4 fragTintColor; \n"
#endif
- "uniform mat4 projectionMatrix; \n"
- "uniform mat4 modelviewMatrix; \n"
+ "uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
- " tintColor = vertexColor; \n"
- " gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
+ " fragTintColor = vertexColor; \n"
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
- "in vec4 tintColor; \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)
"varying vec2 fragTexCoord; \n"
- "varying vec4 tintColor; \n"
+ "varying vec4 fragTintColor; \n"
#endif
"uniform sampler2D texture0; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
- " gl_FragColor = texelColor*tintColor; \n"
+ " gl_FragColor = texelColor*fragTintColor; \n"
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@@ -2788,10 +2788,10 @@ static Shader LoadDefaultShader(void)
shader.normalLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
+
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
@@ -2831,12 +2831,11 @@ static Shader LoadSimpleShader(void)
"attribute vec3 vertexNormal; \n"
"varying vec2 fragTexCoord; \n"
#endif
- "uniform mat4 projectionMatrix; \n"
- "uniform mat4 modelviewMatrix; \n"
+ "uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
- " gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
@@ -2849,11 +2848,11 @@ static Shader LoadSimpleShader(void)
"varying vec2 fragTexCoord; \n"
#endif
"uniform sampler2D texture0; \n"
- "uniform vec4 tintColor; \n"
+ "uniform vec4 fragTintColor; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
- " gl_FragColor = texelColor*tintColor; \n"
+ " gl_FragColor = texelColor*fragTintColor; \n"
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@@ -2870,13 +2869,13 @@ static Shader LoadSimpleShader(void)
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
+
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
+ 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
diff --git a/src/rlgl.h b/src/rlgl.h
index 93b56bb2..d33844ce 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -159,8 +159,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
- int projectionLoc; // Projection matrix uniform location point (vertex shader)
- int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)