WARNING: Redesigned SetShaderValue()

This commit is contained in:
Ray 2019-01-10 11:25:26 +01:00
parent 7c4a0f963d
commit 55f8dbc755
10 changed files with 119 additions and 97 deletions

View file

@ -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
}
}
}