Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
This commit is contained in:
parent
893facdf6d
commit
c9d22c7a14
4 changed files with 89 additions and 233 deletions
18
src/models.c
18
src/models.c
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@ -551,10 +551,7 @@ Model LoadModel(const char *fileName)
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
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if (mesh.vertexCount == 0)
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{
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TraceLog(WARNING, "Model could not be loaded");
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}
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
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else
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{
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
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@ -627,17 +624,8 @@ void UnloadModel(Model model)
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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if (texture.id <= 0)
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{
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// Use default white texture (use mesh color)
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model->texture.id = whiteTexture; // OpenGL 1.1
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model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
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}
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else
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{
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model->texture = texture;
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model->shader.texDiffuseId = texture.id;
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}
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if (texture.id <= 0) model->material.texDiffuse.id = whiteTexture; // Use default white texture
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else model->material.texDiffuse = texture;
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}
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static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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40
src/raylib.h
40
src/raylib.h
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@ -347,12 +347,7 @@ typedef struct Mesh {
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// TODO: This should be Texture2D objects
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unsigned int texDiffuseId; // Diffuse texture id
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unsigned int texNormalId; // Normal texture id
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unsigned int texSpecularId; // Specular texture id
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unsigned int id; // Shader program id
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// Variable attributes
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int vertexLoc; // Vertex attribute location point (vertex shader)
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@ -370,20 +365,19 @@ typedef struct Shader {
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} Shader;
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// Material type
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// TODO: Redesign material-shaders-textures system
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typedef struct Material {
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//Shader shader;
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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//Texture2D texDiffuse; // Diffuse texture
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//Texture2D texNormal; // Normal texture
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//Texture2D texSpecular; // Specular texture
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colDiffuse;
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Color colAmbient;
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Color colSpecular;
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness;
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float normalDepth;
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float glossiness; // Glossiness level
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float normalDepth; // Normal map depth
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} Material;
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// 3d Model type
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@ -391,9 +385,7 @@ typedef struct Material {
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typedef struct Model {
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Mesh mesh;
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Matrix transform;
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Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
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Shader shader;
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//Material material;
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Material material;
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} Model;
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// Ray type (useful for raycast)
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@ -774,7 +766,7 @@ void SetModelTexture(Model *model, Texture2D texture);
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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@ -806,10 +798,10 @@ int GetShaderLocation(Shader shader, const char *uniformName);
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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236
src/rlgl.c
236
src/rlgl.c
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@ -1421,7 +1421,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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#if defined(GRAPHICS_API_OPENGL_11)
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, model.texture.id);
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glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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@ -1452,7 +1452,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(model.shader.id);
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glUseProgram(model.material.shader.id);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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@ -1476,28 +1476,30 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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// Apply color tinting to model
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// NOTE: Just update one uniform on fragment shader
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float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
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glUniform4fv(model.shader.tintColorLoc, 1, vColor);
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glUniform4fv(model.material.shader.tintColorLoc, 1, vColor);
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
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glUniform1i(model.shader.mapDiffuseLoc, 0);
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glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
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glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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if (model.shader.texNormalId != 0)
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if (model.material.texNormal.id != 0)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
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glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
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glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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}
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if (model.shader.texSpecularId != 0)
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if (model.material.texSpecular.id != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
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glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
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glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
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}
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if (vaoSupported)
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@ -1508,19 +1510,19 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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{
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// Bind model VBOs data
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
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glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.vertexLoc);
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glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
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glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.texcoordLoc);
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glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.texcoordLoc);
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// Add normals support
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if (model.shader.normalLoc != -1)
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if (model.material.shader.normalLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
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glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.normalLoc);
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glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.normalLoc);
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}
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}
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@ -1531,13 +1533,13 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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//glDisableVertexAttribArray(model.shader.texcoordLoc);
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//if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
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if (model.shader.texNormalId != 0)
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if (model.material.texNormal.id != 0)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (model.shader.texSpecularId != 0)
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if (model.material.texSpecular.id != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -1907,22 +1909,29 @@ Model rlglLoadModel(Mesh mesh)
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Model model;
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model.mesh = mesh;
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model.transform = MatrixIdentity();
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model.mesh.vaoId = 0; // Vertex Array Object
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model.mesh.vboId[0] = 0; // Vertex position VBO
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model.mesh.vboId[1] = 0; // Texcoords VBO
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model.mesh.vboId[2] = 0; // Normals VBO
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model.mesh.vboId[0] = 0; // Vertex positions VBO
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model.mesh.vboId[1] = 0; // Vertex texcoords VBO
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model.mesh.vboId[2] = 0; // Vertex normals VBO
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model.transform = MatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_11)
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model.texture.id = 0; // No texture required
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model.shader.id = 0; // No shader used
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model.material.texDiffuse.id = 0; // No texture required
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model.material.shader.id = 0; // No shader used
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model.texture.id = whiteTexture; // Default whiteTexture
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model.texture.width = 1; // Default whiteTexture width
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model.texture.height = 1; // Default whiteTexture height
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model.texture.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
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model.shader = simpleShader; // Default model shader
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model.material.shader = simpleShader; // Default model shader
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model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
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model.material.texDiffuse.width = 1; // Default whiteTexture width
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model.material.texDiffuse.height = 1; // Default whiteTexture height
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model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
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model.material.texNormal.id = 0; // By default, no normal texture
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model.material.texSpecular.id = 0; // By default, no specular texture
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// TODO: Fill default material properties (color, glossiness...)
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GLuint vaoModel = 0; // Vertex Array Objects (VAO)
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GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
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@ -1940,20 +1949,20 @@ Model rlglLoadModel(Mesh mesh)
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// Enable vertex attributes: position
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.vertexLoc);
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glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.vertexLoc);
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// Enable vertex attributes: texcoords
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
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glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.texcoordLoc);
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glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.texcoordLoc);
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// Enable vertex attributes: normals
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
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glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.normalLoc);
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glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.material.shader.normalLoc);
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model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
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model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
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@ -2154,11 +2163,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
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// Set shader textures ids (all 0 by default)
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shader.texDiffuseId = 0;
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shader.texNormalId = 0;
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shader.texSpecularId = 0;
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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@ -2314,28 +2318,7 @@ void SetCustomShader(Shader shader)
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if (currentShader.id != shader.id)
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{
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rlglDraw();
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currentShader = shader;
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/*
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if (vaoSupported) glBindVertexArray(vaoQuads);
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// Enable vertex attributes: position
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: texcoords
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
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glEnableVertexAttribArray(currentShader.texcoordLoc);
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glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: colors
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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*/
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}
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#endif
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}
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@ -2358,7 +2341,7 @@ void SetPostproShader(Shader shader)
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texture.width = screenWidth;
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texture.height = screenHeight;
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SetShaderMapDiffuse(&postproQuad.shader, texture);
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postproQuad.material.texDiffuse = texture;
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//TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
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//TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
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@ -2386,7 +2369,7 @@ void SetDefaultShader(void)
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void SetModelShader(Model *model, Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model->shader = shader;
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model->material.shader = shader;
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if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
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@ -2407,8 +2390,6 @@ void SetModelShader(Model *model, Shader shader)
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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// NOTE: If SetModelTexture() is called previously, texture is not assigned to new shader
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if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
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#elif (GRAPHICS_API_OPENGL_11)
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TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
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#endif
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@ -2480,104 +2461,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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#endif
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}
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// Default diffuse shader map texture assignment
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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shader->texDiffuseId = texture.id;
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glUseProgram(shader->id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
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glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(0);
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#endif
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}
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// Normal map texture shader assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
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if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
|
||||
else
|
||||
{
|
||||
shader->texNormalId = texture.id;
|
||||
|
||||
glUseProgram(shader->id);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
|
||||
|
||||
glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Specular map texture shader assignment
|
||||
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
|
||||
|
||||
if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
|
||||
else
|
||||
{
|
||||
shader->texSpecularId = texture.id;
|
||||
|
||||
glUseProgram(shader->id);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
|
||||
|
||||
glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Generic shader maps assignment
|
||||
// TODO: Trying to find a generic shader to allow any kind of map
|
||||
// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
|
||||
// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
|
||||
// so it can be automatically checked and used in rlglDrawModel()
|
||||
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
|
||||
{
|
||||
/*
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
|
||||
else
|
||||
{
|
||||
shader->mapTextureId = texture.id;
|
||||
|
||||
glUseProgram(shader->id);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
|
||||
|
||||
glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
// Set blending mode (alpha, additive, multiplied)
|
||||
// NOTE: Only 3 blending modes predefined
|
||||
void SetBlendMode(int mode)
|
||||
|
@ -2652,15 +2535,11 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
|
|||
}
|
||||
|
||||
// Load Shader (Vertex and Fragment)
|
||||
// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
|
||||
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
|
||||
static Shader LoadDefaultShader(void)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
|
||||
// Just defined #version 330 despite shader is #version 110
|
||||
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = "#version 330 \n"
|
||||
|
@ -2668,7 +2547,7 @@ static Shader LoadDefaultShader(void)
|
|||
"in vec2 vertexTexCoord; \n"
|
||||
"in vec4 vertexColor; \n"
|
||||
"out vec2 fragTexCoord; \n"
|
||||
"out vec4 fragTintColor; \n"
|
||||
"out vec4 fragTintColor; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char vShaderStr[] = "#version 100 \n"
|
||||
"attribute vec3 vertexPosition; \n"
|
||||
|
@ -2677,7 +2556,7 @@ static Shader LoadDefaultShader(void)
|
|||
"varying vec2 fragTexCoord; \n"
|
||||
"varying vec4 fragTintColor; \n"
|
||||
#endif
|
||||
"uniform mat4 mvpMatrix; \n"
|
||||
"uniform mat4 mvpMatrix; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" fragTexCoord = vertexTexCoord; \n"
|
||||
|
@ -2689,7 +2568,7 @@ static Shader LoadDefaultShader(void)
|
|||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char fShaderStr[] = "#version 330 \n"
|
||||
"in vec2 fragTexCoord; \n"
|
||||
"in vec4 fragTintColor; \n"
|
||||
"in vec4 fragTintColor; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char fShaderStr[] = "#version 100 \n"
|
||||
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
||||
|
@ -2724,10 +2603,6 @@ static Shader LoadDefaultShader(void)
|
|||
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
|
||||
shader.mapNormalLoc = -1; // It can be set later
|
||||
shader.mapSpecularLoc = -1; // It can be set later
|
||||
|
||||
shader.texDiffuseId = whiteTexture; // Default white texture
|
||||
shader.texNormalId = 0;
|
||||
shader.texSpecularId = 0;
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
return shader;
|
||||
|
@ -2739,10 +2614,6 @@ static Shader LoadSimpleShader(void)
|
|||
{
|
||||
Shader shader;
|
||||
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
|
||||
// Just defined #version 330 despite shader is #version 110
|
||||
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = "#version 330 \n"
|
||||
|
@ -2802,10 +2673,6 @@ static Shader LoadSimpleShader(void)
|
|||
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
|
||||
shader.mapNormalLoc = -1; // It can be set later
|
||||
shader.mapSpecularLoc = -1; // It can be set later
|
||||
|
||||
shader.texDiffuseId = whiteTexture; // Default white texture
|
||||
shader.texNormalId = 0;
|
||||
shader.texSpecularId = 0;
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
return shader;
|
||||
|
@ -2878,7 +2745,6 @@ static void InitializeBuffers(void)
|
|||
quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
||||
#endif
|
||||
|
||||
|
||||
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
|
||||
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
|
||||
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
|
||||
|
|
24
src/rlgl.h
24
src/rlgl.h
|
@ -154,11 +154,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
|||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
|
||||
// TODO: This should be Texture2D objects
|
||||
unsigned int texDiffuseId; // Diffuse texture id
|
||||
unsigned int texNormalId; // Normal texture id
|
||||
unsigned int texSpecularId; // Specular texture id
|
||||
|
||||
// Variable attributes
|
||||
int vertexLoc; // Vertex attribute location point (vertex shader)
|
||||
int texcoordLoc; // Texcoord attribute location point (vertex shader)
|
||||
|
@ -184,12 +179,27 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
|||
int format; // Data format (TextureFormat)
|
||||
} Texture2D;
|
||||
|
||||
// Material type
|
||||
typedef struct Material {
|
||||
Shader shader;
|
||||
|
||||
Texture2D texDiffuse; // Diffuse texture
|
||||
Texture2D texNormal; // Normal texture
|
||||
Texture2D texSpecular; // Specular texture
|
||||
|
||||
Color colDiffuse;
|
||||
Color colAmbient;
|
||||
Color colSpecular;
|
||||
|
||||
float glossiness;
|
||||
float normalDepth;
|
||||
} Material;
|
||||
|
||||
// 3d Model type
|
||||
typedef struct Model {
|
||||
Mesh mesh;
|
||||
Matrix transform;
|
||||
Texture2D texture;
|
||||
Shader shader;
|
||||
Material material;
|
||||
} Model;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue