From 99f99bea470ace9577950db8976aa092a678635d Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 25 Jan 2016 13:54:09 +0100 Subject: Simplified shader matrix uniforms --- src/rlgl.c | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index ec909385..49300054 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -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"); -- cgit v1.2.3