WARNING: Redesigned SetShaderValue()

This commit is contained in:
Ray
2019-01-10 11:25:26 +01:00
parent 7c4a0f963d
commit 55f8dbc755
10 changed files with 119 additions and 97 deletions

View File

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