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-rw-r--r--src/rlgl.c447
1 files changed, 272 insertions, 175 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 0c0da221..888a9313 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
glDisable(GL_DEPTH_TEST);
}
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+}
+
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@@ -1033,175 +1051,15 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateDefaultBuffers();
- DrawDefaultBuffers();
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
-{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
-
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
-
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
-
- rlPushMatrix();
- rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
-
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(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()
- Matrix matView = modelview; // View matrix (camera)
- Matrix matProjection = projection; // Projection matrix (perspective)
-
- // Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Apply color tinting (material.colDiffuse)
- // NOTE: Just update one uniform on fragment shader
- float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
- glUniform4fv(material.shader.tintColorLoc, 1, vColor);
-
- // 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
-
- if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
- glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
- }
-
- if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
- glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
- }
-
- if (vaoSupported)
- {
- glBindVertexArray(mesh.vaoId);
- }
- else
- {
- // Bind mesh VBO data: vertex position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.vertexLoc);
-
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoordLoc);
-
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.normalLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.normalLoc);
- }
-
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
- if (material.shader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.colorLoc);
- }
-
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.tangentLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.tangentLoc);
- }
-
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.texcoord2Loc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoord2Loc);
- }
-
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
- }
-
- // Draw call!
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-
- if (material.texNormal.id != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (material.texSpecular.id != 0)
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
- else
+/*
+ for (int i = 0; i < modelsCount; i++)
{
- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
-
- glUseProgram(0); // Unbind shader program
-#endif
-
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+*/
+ // NOTE: Default buffers always drawn at the end
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers();
#endif
}
@@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
#endif
}
+// Update vertex data on GPU (upload new data to one buffer)
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+ // Activate mesh VAO
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
+
+ switch (buffer)
+ {
+ case 0: // Update vertices (vertex position)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
+
+ } break;
+ case 1: // Update texcoords (vertex texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
+
+ } break;
+ case 2: // Update normals (vertex normals)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+
+ } break;
+ case 3: // Update colors (vertex colors)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+
+ } break;
+ case 4: // Update tangents (vertex tangents)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
+ } break;
+ case 5: // Update texcoords2 (vertex second texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+ } break;
+ default: break;
+ }
+
+ // Unbind the current VAO
+ if (vaoSupported) glBindVertexArray(0);
+
+ // Another option would be using buffer mapping...
+ //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // Now we can modify vertices
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
+}
+
+// Draw a 3d mesh with material and transform
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+
+ // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
+
+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
+
+ rlPushMatrix();
+ rlMultMatrixf(MatrixToFloat(transform));
+ rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
+
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ rlPopMatrix();
+
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
+
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(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()
+ Matrix matView = modelview; // View matrix (camera)
+ Matrix matProjection = projection; // Projection matrix (perspective)
+
+ // Calculate model-view matrix combining matModel and matView
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
+
+ // Send combined model-view-projection matrix to shader
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+
+ // Apply color tinting (material.colDiffuse)
+ // NOTE: Just update one uniform on fragment shader
+ float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
+ glUniform4fv(material.shader.tintColorLoc, 1, vColor);
+
+ // 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
+
+ if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
+ glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
+ }
+
+ if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
+ glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
+ }
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(mesh.vaoId);
+ }
+ else
+ {
+ // Bind mesh VBO data: vertex position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.vertexLoc);
+
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoordLoc);
+
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+ if (material.shader.normalLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.normalLoc);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
+ if (material.shader.colorLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.colorLoc);
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.tangentLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.tangentLoc);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.texcoord2Loc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ }
+
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
+
+ // Draw call!
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+
+ if (material.texNormal.id != 0)
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ if (material.texSpecular.id != 0)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ else
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glUseProgram(0); // Unbind shader program
+#endif
+}
+
+// Unload mesh data from CPU and GPU
+void rlglUnloadMesh(Mesh *mesh)
+{
+ if (mesh->vertices != NULL) free(mesh->vertices);
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
+ if (mesh->normals != NULL) free(mesh->normals);
+ if (mesh->colors != NULL) free(mesh->colors);
+ if (mesh->tangents != NULL) free(mesh->tangents);
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
+ if (mesh->indices != NULL) free(mesh->indices);
+
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
+ rlDeleteBuffers(mesh->vboId[2]); // normals
+ rlDeleteBuffers(mesh->vboId[3]); // colors
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
+ rlDeleteBuffers(mesh->vboId[6]); // indices
+
+ rlDeleteVertexArrays(mesh->vaoId);
+}
+
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
@@ -2328,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
- shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
- shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
- shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
- shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
- shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
- shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
+ shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+ shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_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);
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@@ -2350,8 +2447,8 @@ static void UnloadDefaultShader(void)
{
glUseProgram(0);
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);