From 55f8dbc755c2e31d2112e71439fef0d31e8090a6 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 10 Jan 2019 11:25:26 +0100 Subject: WARNING: Redesigned SetShaderValue() --- examples/models/models_material_pbr.c | 20 ++++++++--------- examples/models/models_skybox.c | 4 ++-- examples/models/rlights.h | 10 ++++----- examples/others/standard_lighting.c | 25 ++++++++++------------ .../resources/shaders/glsl330/palette-switch.fs | 2 +- examples/shaders/shaders_custom_uniform.c | 2 +- examples/shaders/shaders_palette_switch.c | 24 ++++++++++++--------- examples/shaders/shaders_raymarching.c | 12 +++++------ 8 files changed, 50 insertions(+), 49 deletions(-) (limited to 'examples') diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 6885f753..f93c7a68 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -64,7 +64,7 @@ int main() // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); + SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw @@ -148,9 +148,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); // Setup required shader locations - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); @@ -174,14 +174,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); + SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); // Set up material properties color mat.maps[MAP_ALBEDO].color = albedo; diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index a6b233e3..c7f76ecf 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -30,11 +30,11 @@ int main() // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); - SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1); + SetShaderValue(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); diff --git a/examples/models/rlights.h b/examples/models/rlights.h index 0da3e2cb..19504473 100644 --- a/examples/models/rlights.h +++ b/examples/models/rlights.h @@ -158,20 +158,20 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type - SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1); - SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1); + SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, 3); + SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, target, 3); + SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); // Send to shader light color values float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; - SetShaderValue(shader, light.colorLoc, diff, 4); + SetShaderValue(shader, light.colorLoc, diff, UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION \ No newline at end of file diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c index 72890436..7034aa35 100644 --- a/examples/others/standard_lighting.c +++ b/examples/others/standard_lighting.c @@ -350,9 +350,6 @@ static void GetShaderLightsLocations(Shader shader) // Set shader uniform values for lights // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 -// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f(): -//SetShaderValue(Shader shader, int uniformLoc, float *value, int size) -//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) static void SetShaderLightsValues(Shader shader) { int tempInt[8] = { 0 }; @@ -363,20 +360,20 @@ static void SetShaderLightsValues(Shader shader) if (i < lightsCount) { tempInt[0] = lights[i]->enabled; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); tempInt[0] = lights[i]->type; - SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type); + SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type); tempFloat[0] = (float)lights[i]->diffuse.r/255.0f; tempFloat[1] = (float)lights[i]->diffuse.g/255.0f; tempFloat[2] = (float)lights[i]->diffuse.b/255.0f; tempFloat[3] = (float)lights[i]->diffuse.a/255.0f; - SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4); + SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4); //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); tempFloat[0] = lights[i]->intensity; - SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT); switch (lights[i]->type) { @@ -385,10 +382,10 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); tempFloat[0] = lights[i]->radius; - SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); //glUniform1f(lightsLocs[i][4], lights[i]->radius); @@ -401,7 +398,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; @@ -410,7 +407,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); @@ -420,11 +417,11 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); tempFloat[0] = lights[i]->coneAngle; - SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT); //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); } break; default: break; @@ -433,7 +430,7 @@ static void SetShaderLightsValues(Shader shader) else { tempInt[0] = 0; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled } } } diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette-switch.fs index 178c42c5..61b532ed 100644 --- a/examples/shaders/resources/shaders/glsl330/palette-switch.fs +++ b/examples/shaders/resources/shaders/glsl330/palette-switch.fs @@ -16,7 +16,7 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord) * fragColor; + vec4 texelColor = texture(texture0, fragTexCoord)*fragColor; // Convert the (normalized) texel color RED component (GB would work, too) // to the palette index by scaling up from [0, 1] to [0, 255]. diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index de76a376..fbfd82d0 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -79,7 +79,7 @@ int main() swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing - SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2); + SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2); UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index ad09ca73..d0b56190 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - Apply a postprocessing shader to a scene +* raylib [shaders] example - Color palette switch * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. @@ -9,10 +9,10 @@ * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * -* This example has been created using raylib 2.x (www.raylib.com) +* This example has been created using raylib 2.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* Copyright (c) 2019 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -28,7 +28,7 @@ #define COLORS_PER_PALETTE 8 #define VALUES_PER_COLOR 3 -static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = { +static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = { { 0, 0, 0, 255, 0, 0, @@ -74,7 +74,7 @@ int main() int screenWidth = 800; int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version @@ -106,9 +106,10 @@ int main() // Send new value to the shader to be used on drawing. // Note that we are sending RGB triplets w/o the alpha channel *only* if the current // palette index has changed (in order to save performances). - if (currentPalette != paletteIndex) { + if (currentPalette != paletteIndex) + { currentPalette = paletteIndex; - SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE); + SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE); } //---------------------------------------------------------------------------------- @@ -126,14 +127,17 @@ int main() int leftover = screenHeight % COLORS_PER_PALETTE; int y = 0; - for (int i = 0; i < COLORS_PER_PALETTE; ++i) { + for (int i = 0; i < COLORS_PER_PALETTE; ++i) + { int height = linesPerRectangle; - if (leftover > 0) { + + if (leftover > 0) + { height += 1; leftover -= 1; } - DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 }); + DrawRectangle(0, y, screenWidth, height, (Color){ i, i, i, 255 }); y += height; } diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index d1f9d5f8..79868a2a 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -48,7 +48,7 @@ int main() int resolutionLoc = GetShaderLocation(shader, "resolution"); float resolution[2] = { screenWidth, screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, 2); + SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); float runTime = 0.0f; @@ -70,11 +70,11 @@ int main() runTime += deltaTime; // Set shader required uniform values - SetShaderValue(shader, viewEyeLoc, cameraPos, 3); - SetShaderValue(shader, viewCenterLoc, cameraTarget, 3); - SetShaderValue(shader, viewUpLoc, cameraUp, 3); - SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1); - SetShaderValue(shader, runTimeLoc, &runTime, 1); + SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3); + SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3); + SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3); + SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT); + SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw -- cgit v1.2.3