REVIEWED: rlgl_standalone usage

This commit is contained in:
Ray
2021-03-23 11:51:09 +01:00
parent 5325d8d2ba
commit 6f5a4a9351
2 changed files with 27 additions and 17 deletions

View File

@@ -3248,12 +3248,12 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
glUseProgram(material.shader.id);
rlEnableShader(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
// Calculate and send to shader model matrix (used by PBR shader)
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Calculate and send to shader model matrix
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
@@ -3269,8 +3269,8 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -4036,7 +4036,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@@ -4048,12 +4049,11 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
int roughnessLoc = GetShaderLocation(shader, "roughness");
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
@@ -4075,7 +4075,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
//rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?