Review Light/Material system

Simplified for the user (more intuitive and clear)
Removed lighting module dependency
This commit is contained in:
raysan5
2016-01-11 13:29:55 +01:00
parent e5a56fa985
commit 5e7686695f
8 changed files with 110 additions and 320 deletions

View File

@@ -1296,8 +1296,8 @@ void rlglDraw(void)
{
glUseProgram(currentShader.id);
glUniformMatrix4fv(currentShader.projectionLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, GetMatrixVector(modelview));
glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
glUniform1i(currentShader.mapDiffuseLoc, 0);
}
@@ -1524,10 +1524,10 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
// TODO: Reduce number of matrices passed to shaders, use only matMVP
glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(matModel));
glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(matView));
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(matProjection));
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(matModelView));
glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader