Vertex shaders optimization
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41 changed files with 86 additions and 92 deletions
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@ -336,8 +336,8 @@ typedef struct Shader {
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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int viewLoc; // View transformation matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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53
src/rlgl.c
53
src/rlgl.c
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@ -1295,9 +1295,10 @@ void rlglDraw(void)
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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{
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glUseProgram(currentShader.id);
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Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
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glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
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glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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}
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@ -1520,14 +1521,14 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
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// Calculate model-view-projection matrix (MVP)
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//Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
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// TODO: Reduce number of matrices passed to shaders, use only matMVP
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glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
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glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
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glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
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glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
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glUniformMatrix4fv(model.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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@ -2247,13 +2248,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
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shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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@ -2738,40 +2739,39 @@ static Shader LoadDefaultShader(void)
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 tintColor; \n"
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"out vec4 fragTintColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char vShaderStr[] = "#version 100 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 tintColor; \n"
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"varying vec4 fragTintColor; \n"
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#endif
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"uniform mat4 projectionMatrix; \n"
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"uniform mat4 modelviewMatrix; \n"
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" tintColor = vertexColor; \n"
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" gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
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" fragTintColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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#if defined(GRAPHICS_API_OPENGL_33)
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char fShaderStr[] = "#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 tintColor; \n"
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"in vec4 fragTintColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char fShaderStr[] = "#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 tintColor; \n"
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"varying vec4 fragTintColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
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" gl_FragColor = texelColor*tintColor; \n"
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" gl_FragColor = texelColor*fragTintColor; \n"
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"} \n";
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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@ -2788,10 +2788,10 @@ static Shader LoadDefaultShader(void)
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shader.normalLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
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shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = -1;
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@ -2831,12 +2831,11 @@ static Shader LoadSimpleShader(void)
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"attribute vec3 vertexNormal; \n"
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"varying vec2 fragTexCoord; \n"
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#endif
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"uniform mat4 projectionMatrix; \n"
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"uniform mat4 modelviewMatrix; \n"
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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@ -2849,11 +2848,11 @@ static Shader LoadSimpleShader(void)
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"varying vec2 fragTexCoord; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"uniform vec4 tintColor; \n"
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"uniform vec4 fragTintColor; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
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" gl_FragColor = texelColor*tintColor; \n"
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" gl_FragColor = texelColor*fragTintColor; \n"
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"} \n";
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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@ -2870,13 +2869,13 @@ static Shader LoadSimpleShader(void)
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
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shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
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shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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@ -159,8 +159,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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int viewLoc; // View transformation matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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