[wip] rlDrawMeshInstanced (#1318)
* rlDrawMeshInstanced first attempt * rlDrawMeshInstanced OpenGL 3.3 and VAO checks * rlDrawMeshInstanced GetShaderAttribLocation; comments * example instanced shader * RLGL_STANDALONE RAYMATH_STANDALONE Vector4 * apply suggested naming changes; add instanced mesh example * remove orphan variables
This commit is contained in:
parent
e90b4d8915
commit
4bcddc3b15
6 changed files with 307 additions and 4 deletions
|
@ -488,7 +488,8 @@ SHADERS = \
|
||||||
shaders/shaders_basic_lighting \
|
shaders/shaders_basic_lighting \
|
||||||
shaders/shaders_fog \
|
shaders/shaders_fog \
|
||||||
shaders/shaders_simple_mask \
|
shaders/shaders_simple_mask \
|
||||||
shaders/shaders_spotlight
|
shaders/shaders_spotlight \
|
||||||
|
shaders/shaders_rlgl_mesh_instanced
|
||||||
|
|
||||||
AUDIO = \
|
AUDIO = \
|
||||||
audio/audio_module_playing \
|
audio/audio_module_playing \
|
||||||
|
|
|
@ -0,0 +1,36 @@
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
in vec2 vertexTexCoord;
|
||||||
|
in vec3 vertexNormal;
|
||||||
|
in vec4 vertexColor;
|
||||||
|
|
||||||
|
layout (location = 12) in mat4 instance;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 mvp;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
out vec3 fragPosition;
|
||||||
|
out vec2 fragTexCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
out vec3 fragNormal;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Send vertex attributes to fragment shader
|
||||||
|
fragPosition = vec3(instance * vec4(vertexPosition, 1.0));
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
fragColor = vertexColor;
|
||||||
|
|
||||||
|
mat3 normalMatrix = transpose(inverse(mat3(instance)));
|
||||||
|
fragNormal = normalize(normalMatrix * vertexNormal);
|
||||||
|
|
||||||
|
mat4 mvpi = mvp * instance;
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = mvpi * vec4(vertexPosition, 1.0);
|
||||||
|
}
|
140
examples/shaders/shaders_rlgl_mesh_instanced.c
Normal file
140
examples/shaders/shaders_rlgl_mesh_instanced.c
Normal file
|
@ -0,0 +1,140 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - rlgl module usage for instanced meshes
|
||||||
|
*
|
||||||
|
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 3.0 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#define GRAPHICS_API_OPENGL_33
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "raymath.h"
|
||||||
|
#include "rlgl.h"
|
||||||
|
|
||||||
|
#define RLIGHTS_IMPLEMENTATION
|
||||||
|
#include "rlights.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 1024;
|
||||||
|
const int screenHeight = 768;
|
||||||
|
|
||||||
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 125.0f, 125.0f, 125.0f };
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
|
camera.fovy = 45.0f;
|
||||||
|
camera.type = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
|
SetCameraMode(camera, CAMERA_FREE);
|
||||||
|
|
||||||
|
const int count = 10000; // Number of instances to display
|
||||||
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
|
||||||
|
Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
|
||||||
|
Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
|
||||||
|
|
||||||
|
// Scatter random cubes around
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
float x = GetRandomValue(-50, 50);
|
||||||
|
float y = GetRandomValue(-50, 50);
|
||||||
|
float z = GetRandomValue(-50, 50);
|
||||||
|
translations[i] = MatrixTranslate(x, y, z);
|
||||||
|
|
||||||
|
x = GetRandomValue(0, 360);
|
||||||
|
y = GetRandomValue(0, 360);
|
||||||
|
z = GetRandomValue(0, 360);
|
||||||
|
Vector3 axis = Vector3Normalize((Vector3){x, y, z});
|
||||||
|
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
|
||||||
|
|
||||||
|
rotationsInc[i] = MatrixRotate(axis, angle);
|
||||||
|
|
||||||
|
rotations[i] = MatrixIdentity();
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
|
||||||
|
|
||||||
|
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
|
||||||
|
FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
||||||
|
|
||||||
|
// Get some shader loactions
|
||||||
|
shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
|
||||||
|
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||||
|
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
|
||||||
|
|
||||||
|
// ambient light level
|
||||||
|
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||||
|
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
|
||||||
|
|
||||||
|
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
|
||||||
|
|
||||||
|
Material material = LoadMaterialDefault();
|
||||||
|
material.shader = shader;
|
||||||
|
material.maps[MAP_DIFFUSE].color = RED;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera);
|
||||||
|
|
||||||
|
// Update the light shader with the camera view position
|
||||||
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
|
SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
|
||||||
|
|
||||||
|
// Apply per-instance rotations
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
|
||||||
|
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
rlDrawMeshInstanced(cube, material, transforms, count);
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
|
@ -1372,6 +1372,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def
|
||||||
|
|
||||||
// Shader configuration functions
|
// Shader configuration functions
|
||||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
|
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
||||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
||||||
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
|
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
|
||||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||||
|
|
|
@ -114,13 +114,16 @@
|
||||||
float z;
|
float z;
|
||||||
} Vector3;
|
} Vector3;
|
||||||
|
|
||||||
// Quaternion type
|
// Vector4 type
|
||||||
typedef struct Quaternion {
|
typedef struct Vector4 {
|
||||||
float x;
|
float x;
|
||||||
float y;
|
float y;
|
||||||
float z;
|
float z;
|
||||||
float w;
|
float w;
|
||||||
} Quaternion;
|
} Vector4;
|
||||||
|
|
||||||
|
// Quaternion type
|
||||||
|
typedef Vector4 Quaternion;
|
||||||
|
|
||||||
// Matrix type (OpenGL style 4x4 - right handed, column major)
|
// Matrix type (OpenGL style 4x4 - right handed, column major)
|
||||||
typedef struct Matrix {
|
typedef struct Matrix {
|
||||||
|
|
122
src/rlgl.h
122
src/rlgl.h
|
@ -560,6 +560,7 @@ RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upl
|
||||||
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
|
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
|
||||||
RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
|
RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
|
||||||
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
||||||
|
RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
|
||||||
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
||||||
|
|
||||||
// NOTE: There is a set of shader related functions that are available to end user,
|
// NOTE: There is a set of shader related functions that are available to end user,
|
||||||
|
@ -582,6 +583,7 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get
|
||||||
|
|
||||||
// Shader configuration functions
|
// Shader configuration functions
|
||||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
|
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
||||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
||||||
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
|
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
|
||||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||||
|
@ -2860,6 +2862,113 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw a 3d mesh with material and transform
|
||||||
|
void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
|
||||||
|
{
|
||||||
|
#if defined(GRAPHICS_API_OPENGL_33)
|
||||||
|
|
||||||
|
if (!RLGL.ExtSupported.vao) {
|
||||||
|
TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires VAO support");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind shader program
|
||||||
|
glUseProgram(material.shader.id);
|
||||||
|
|
||||||
|
// Upload to shader material.colDiffuse
|
||||||
|
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
|
||||||
|
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
|
||||||
|
(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
|
||||||
|
(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
|
||||||
|
(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
|
||||||
|
|
||||||
|
// Upload to shader material.colSpecular (if available)
|
||||||
|
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
|
||||||
|
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
|
||||||
|
(float)material.maps[MAP_SPECULAR].color.g/255.0f,
|
||||||
|
(float)material.maps[MAP_SPECULAR].color.b/255.0f,
|
||||||
|
(float)material.maps[MAP_SPECULAR].color.a/255.0f);
|
||||||
|
|
||||||
|
// Bind active texture maps (if available)
|
||||||
|
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
||||||
|
{
|
||||||
|
if (material.maps[i].texture.id > 0)
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + i);
|
||||||
|
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
|
||||||
|
else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
|
||||||
|
|
||||||
|
glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind vertex array objects (or VBOs)
|
||||||
|
glBindVertexArray(mesh.vaoId);
|
||||||
|
|
||||||
|
// At this point the modelview matrix just contains the view matrix (camera)
|
||||||
|
// For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform
|
||||||
|
glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(
|
||||||
|
MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)
|
||||||
|
));
|
||||||
|
|
||||||
|
float16* instances = RL_MALLOC(count * sizeof(float16));
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
instances[i] = MatrixToFloatV(transforms[i]);
|
||||||
|
|
||||||
|
// This could alternatively use a static VBO and either glMapBuffer or glBufferSubData.
|
||||||
|
// It isn't clear which would be reliably faster in all cases and on all platforms, and
|
||||||
|
// anecdotally glMapBuffer seems very slow (syncs) while glBufferSubData seems no faster
|
||||||
|
// since we're transferring all the transform matrices anyway.
|
||||||
|
unsigned int instancesB;
|
||||||
|
glGenBuffers(1, &instancesB);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, instancesB);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, count * sizeof(float16), instances, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg:
|
||||||
|
// layout (location = 12) in mat4 instance;
|
||||||
|
unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
glEnableVertexAttribArray(instanceA+i);
|
||||||
|
glVertexAttribPointer(instanceA+i, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix), (void*)(i * sizeof(Vector4)));
|
||||||
|
glVertexAttribDivisor(instanceA+i, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// Draw call!
|
||||||
|
if (mesh.indices != NULL) {
|
||||||
|
// Indexed vertices draw
|
||||||
|
glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
|
||||||
|
} else {
|
||||||
|
glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDeleteBuffers(1, &instancesB);
|
||||||
|
RL_FREE(instances);
|
||||||
|
|
||||||
|
// Unbind all binded texture maps
|
||||||
|
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
||||||
|
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||||
|
else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unind vertex array objects (or VBOs)
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Unbind shader program
|
||||||
|
glUseProgram(0);
|
||||||
|
|
||||||
|
#else
|
||||||
|
TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
// Unload mesh data from CPU and GPU
|
// Unload mesh data from CPU and GPU
|
||||||
void rlUnloadMesh(Mesh mesh)
|
void rlUnloadMesh(Mesh mesh)
|
||||||
{
|
{
|
||||||
|
@ -3183,6 +3292,19 @@ int GetShaderLocation(Shader shader, const char *uniformName)
|
||||||
return location;
|
return location;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Get shader attribute location
|
||||||
|
int GetShaderLocationAttrib(Shader shader, const char *attribName)
|
||||||
|
{
|
||||||
|
int location = -1;
|
||||||
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
|
location = glGetAttribLocation(shader.id, attribName);
|
||||||
|
|
||||||
|
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
|
||||||
|
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
|
||||||
|
#endif
|
||||||
|
return location;
|
||||||
|
}
|
||||||
|
|
||||||
// Set shader uniform value
|
// Set shader uniform value
|
||||||
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
|
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue