diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c index 7a9cc086d..2dde71935 100644 --- a/examples/shaders_standard_lighting.c +++ b/examples/shaders_standard_lighting.c @@ -17,7 +17,6 @@ ********************************************************************************************/ #include "raylib.h" -#include "raymath.h" int main() { @@ -35,27 +34,27 @@ int main() Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model - Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture Material material = LoadStandardMaterial(); - material.texDiffuse = texDiffuse; + material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture material.colDiffuse = (Color){255, 255, 255, 255}; material.colAmbient = (Color){0, 0, 10, 255}; material.colSpecular = (Color){255, 255, 255, 255}; material.glossiness = 50.0f; - dwarf.material = material; // Apply material to model + dwarf.material = material; // Apply material to model + Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; spotLight->intensity = 2.0f; spotLight->diffuse = (Color){255, 100, 100, 255}; spotLight->coneAngle = 60.0f; - + Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; dirLight->intensity = 2.0f; dirLight->diffuse = (Color){100, 255, 100, 255}; - + Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); pointLight->intensity = 2.0f; pointLight->diffuse = (Color){100, 100, 255, 255}; diff --git a/src/raylib.h b/src/raylib.h index 9cd02fd8d..d0231be2b 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -369,6 +369,7 @@ typedef struct BoundingBox { // Vertex data definning a mesh typedef struct Mesh { int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) @@ -376,8 +377,7 @@ typedef struct Mesh { float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices; // vertex indices (in case vertex data comes indexed) - int triangleCount; // number of triangles stored (indexed or not) - + BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id @@ -389,30 +389,30 @@ typedef struct Shader { unsigned int id; // Shader program id // Vertex attributes locations (default locations) - int vertexLoc; // Vertex attribute location point (default-location = 0) - int texcoordLoc; // Texcoord attribute location point (default-location = 1) - int normalLoc; // Normal attribute location point (default-location = 2) - int colorLoc; // Color attibute location point (default-location = 3) - int tangentLoc; // Tangent attribute location point (default-location = 4) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Diffuse color uniform location point (fragment shader) - // Texture map locations - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Material type typedef struct Material { - Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) + Shader shader; // Standard shader (supports 3 map textures) - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color @@ -439,8 +439,8 @@ typedef struct LightData { Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse - float intensity; + Color diffuse; // Light color + float intensity; // Light intensity level float coneAngle; // Spot light max angle } LightData, *Light; diff --git a/src/rlgl.c b/src/rlgl.c index 85c0cae29..d319119f4 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1792,23 +1792,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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 + glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0 - if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) + if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1)) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); - glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 // TODO: Upload to shader normalDepth //glUniform1f(???, material.normalDepth); } - if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) + if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); - glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2 } if (vaoSupported) @@ -2569,19 +2569,19 @@ static void LoadDefaultShaderLocations(Shader *shader) // Get handles to GLSL input attibute locations 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); + shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); - shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); - shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); - shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); + shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0"); + shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1"); + shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2"); } // Unload default shader @@ -2864,8 +2864,10 @@ static void DrawDefaultBuffers(void) Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform1i(currentShader.mapDiffuseLoc, 0); glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.mapTexture0Loc, 0); + + // NOTE: Additional map textures not considered for default buffers drawing } // Draw lines buffers diff --git a/src/rlgl.h b/src/rlgl.h index 0765a8a7a..fa35dbc63 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -171,10 +171,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) - // Texture map locations - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Texture2D type