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REVIEWED: LoadShader() and default locations
Reviewed locations descriptions
This commit is contained in:
61
src/core.c
61
src/core.c
@@ -2330,55 +2330,14 @@ void UnloadVrStereoConfig(VrStereoConfig config)
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Shader LoadShader(const char *vsFileName, const char *fsFileName)
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{
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Shader shader = { 0 };
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shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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// NOTE: All locations must be reseted to -1 (no location)
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for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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char *vShaderStr = LoadFileText(vsFileName);
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char *fShaderStr = LoadFileText(fsFileName);
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char *vShaderStr = NULL;
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char *fShaderStr = NULL;
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shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
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if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
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if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
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shader.id = rlLoadShaderCode(vShaderStr, fShaderStr);
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if (vShaderStr != NULL) UnloadFileText(vShaderStr);
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if (fShaderStr != NULL) UnloadFileText(fShaderStr);
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// After shader loading, we TRY to set default location names
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if (shader.id > 0)
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{
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// Default shader attrib locations have been fixed before linking:
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// vertex position location = 0
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// vertex texcoord location = 1
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// vertex normal location = 2
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// NOTE: If any location is not found, loc point becomes -1
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// Get handles to GLSL input attibute locations
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shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
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}
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UnloadFileText(vShaderStr);
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UnloadFileText(fShaderStr);
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return shader;
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}
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@@ -2388,13 +2347,16 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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{
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Shader shader = { 0 };
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shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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// NOTE: All locations must be reseted to -1 (no location)
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for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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shader.id = rlLoadShaderCode(vsCode, fsCode);
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// After shader loading, we TRY to set default location names
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if (shader.id > 0)
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{
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// Default shader attrib locations have been fixed before linking:
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// Default shader attribute locations have been binded before linking:
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// vertex position location = 0
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// vertex texcoord location = 1
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// vertex normal location = 2
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@@ -2416,12 +2378,13 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, "matModel");
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0"); // SHADER_LOC_MAP_ALBEDO
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1"); // SHADER_LOC_MAP_METALNESS
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
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}
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