REVIEWED: LoadShader() and default locations

Reviewed locations descriptions
This commit is contained in:
Ray
2021-06-25 00:46:14 +02:00
parent a226e11aac
commit d4c03b47ec
3 changed files with 64 additions and 101 deletions

View File

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