Renamed shader variables (more generic names)
Now shader maps use a generic naming convention for any kind of texture maps (not only diffuse, normal or specular). Useful for custom shaders.
This commit is contained in:
parent
48374c85dd
commit
d53b6f4381
2 changed files with 18 additions and 16 deletions
26
src/rlgl.c
26
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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue