Simplified shader matrix uniforms

This commit is contained in:
raysan5
2016-01-25 13:54:09 +01:00
parent d0ff78e7f4
commit 99f99bea47
2 changed files with 35 additions and 32 deletions

View File

@@ -1477,8 +1477,8 @@ 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, MatrixToFloat(matModel));
glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
//glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel));
//glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView));
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
@@ -2201,9 +2201,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
@@ -2503,6 +2500,18 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
#endif
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
glUseProgram(0);
#endif
}
// Default diffuse shader map texture assignment
void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
{
@@ -2741,9 +2750,6 @@ static Shader LoadDefaultShader(void)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
@@ -2822,9 +2828,6 @@ static Shader LoadSimpleShader(void)
// Get handles to GLSL uniform locations (vertex shader)
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");