Some code simplifications

This commit is contained in:
raysan5 2016-04-03 18:31:42 +02:00
parent 37cc45a0a8
commit a66c8531d6
2 changed files with 30 additions and 61 deletions

View file

@ -627,6 +627,7 @@ void SetModelTexture(Model *model, Texture2D texture)
else model->material.texDiffuse = texture; else model->material.texDiffuse = texture;
} }
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{ {
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)

View file

@ -256,6 +256,7 @@ unsigned int whiteTexture;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static Shader LoadDefaultShader(void); static Shader LoadDefaultShader(void);
static Shader LoadSimpleShader(void); static Shader LoadSimpleShader(void);
static void GetShaderDefaultLocations(Shader *shader);
static void InitializeBuffers(void); static void InitializeBuffers(void);
static void InitializeBuffersGPU(void); static void InitializeBuffersGPU(void);
static void UpdateBuffers(void); static void UpdateBuffers(void);
@ -1369,22 +1370,25 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
} }
else else
{ {
// Bind model VBOs data // Bind model VBO data: vertex position
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.vertexLoc); glEnableVertexAttribArray(model.material.shader.vertexLoc);
// Bind model VBO data: vertex texcoords
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.texcoordLoc); glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Add normals support // Bind model VBO data: vertex normals (if available)
if (model.material.shader.normalLoc != -1) if (model.material.shader.normalLoc != -1)
{ {
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]); glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.normalLoc); glEnableVertexAttribArray(model.material.shader.normalLoc);
} }
// TODO: Bind model VBO data: colors, tangents, texcoords2 (if available)
} }
// Draw call! // Draw call!
@ -2094,9 +2098,7 @@ void *rlglReadTexturePixels(Texture2D texture)
// Load a custom shader and bind default locations // Load a custom shader and bind default locations
Shader LoadShader(char *vsFileName, char *fsFileName) Shader LoadShader(char *vsFileName, char *fsFileName)
{ {
Shader shader; Shader shader = { 0 };
shader.id = 0; // Default value in case of loading failure
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file // Shaders loading from external text file
@ -2107,28 +2109,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
{ {
shader.id = LoadShaderProgram(vShaderStr, fShaderStr); shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
if (shader.id != 0) if (shader.id != 0) GetShaderDefaultLocations(&shader);
{
TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: custom shader does not use colorLoc
shader.colorLoc = -1;
// 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, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
}
else else
{ {
TraceLog(WARNING, "Custom shader could not be loaded"); TraceLog(WARNING, "Custom shader could not be loaded");
@ -2497,23 +2478,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
// Get handles to GLSL input attibute locations GetShaderDefaultLocations(&shader);
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
// NOTE: default shader does not use normalLoc
shader.normalLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
return shader; return shader;
} }
@ -2573,27 +2538,30 @@ static Shader LoadSimpleShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
// Get handles to GLSL input attibute locations GetShaderDefaultLocations(&shader);
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: simple shader does not use colorLoc
shader.colorLoc = -1;
// 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, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
return shader; return shader;
} }
// Get location handlers to for shader attributes and uniforms
static void GetShaderDefaultLocations(Shader *shader)
{
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found
// 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, "fragTintColor");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found
}
// Read text file // Read text file
// NOTE: text chars array should be freed manually // NOTE: text chars array should be freed manually
static char *TextFileRead(char *fileName) static char *TextFileRead(char *fileName)