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https://github.com/raysan5/raylib.git
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WARNING: Redesigned SetShaderValue()
This commit is contained in:
94
src/rlgl.h
94
src/rlgl.h
@@ -332,6 +332,23 @@ typedef unsigned char byte;
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LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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} ShaderLocationIndex;
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// Shader uniform data types
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typedef enum {
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UNIFORM_BOOL = 0,
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UNIFORM_INT,
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UNIFORM_UNIT,
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UNIFORM_FLOAT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_UVEC2,
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UNIFORM_UVEC3,
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UNIFORM_UVEC4,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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} ShaderUniformDataType;
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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@@ -468,10 +485,8 @@ Texture2D GetTextureDefault(void); // Get defau
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// Shader configuration functions
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
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void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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@@ -2893,49 +2908,40 @@ int GetShaderLocation(Shader shader, const char *uniformName)
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return location;
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}
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// Set shader uniform value (float/vec2/vec3/vec4)
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void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
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// Set shader uniform value
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
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{
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SetShaderValueArray(shader, uniformLoc, value, size, 1);
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SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
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}
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// Set shader uniform value (int/ivec2/ivec3/ivec4)
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void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
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{
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SetShaderValueArrayi(shader, uniformLoc, value, size, 1);
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}
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// Set shader uniform value (array of float/vec2/vec3/vec4)
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void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count)
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// Set shader uniform value vector
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void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(shader.id);
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if (size == 1) glUniform1fv(uniformLoc, count, value); // Shader uniform type: float[]
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else if (size == 2) glUniform2fv(uniformLoc, count, value); // Shader uniform type: vec2[]
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else if (size == 3) glUniform3fv(uniformLoc, count, value); // Shader uniform type: vec3[]
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else if (size == 4) glUniform4fv(uniformLoc, count, value); // Shader uniform type: vec4[]
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else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
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switch (uniformType)
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{
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case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
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case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break;
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case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
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case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
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default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
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}
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//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
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#endif
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}
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// Set shader uniform value (array of int/ivec2/ivec3/ivec4)
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void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(shader.id);
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if (size == 1) glUniform1iv(uniformLoc, count, value); // Shader uniform type: int[]
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else if (size == 2) glUniform2iv(uniformLoc, count, value); // Shader uniform type: ivec2[]
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else if (size == 3) glUniform3iv(uniformLoc, count, value); // Shader uniform type: ivec3[]
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else if (size == 4) glUniform4iv(uniformLoc, count, value); // Shader uniform type: ivec4[]
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else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
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//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
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#endif
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}
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// Set shader uniform value (matrix 4x4)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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@@ -4286,15 +4292,15 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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#if defined(SUPPORT_DISTORTION_SHADER)
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
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#endif
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
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