mirror of
https://github.com/raysan5/raylib.git
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WARNING: BREAKING: REDESIGNED: **Animation System** #4606
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`) ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure ADDED: Support animation frames-blending, for timing control ADDED: Support animations blending, between two animations REVIEWED: All models animation loading functions ADDED: `UpdateModelAnimationEx()` for two animations blending REMOVED: `UpdateModelAnimationBones*()`, simplified API REVIEWED: Shader attributes/uniforms names for animations, for consistency REVIEWED: Multiple tweaks on animations loading for consistency between formats ADDED: example: `models_animation_timing` ADDED: example: `models_animation_blending` REVIEWED: example: `models_animation_gpu_skinning` REVIEWED: example: `models_animation_blend_custom` REVIEWED: All animated models loading examples
This commit is contained in:
35
src/config.h
35
src/config.h
@@ -131,13 +131,13 @@
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// Module: rlgl - Configuration values
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//------------------------------------------------------------------------------------
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#if !defined(EXTERNAL_CONFIG_FLAGS)
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//#define SUPPORT_GPU_SKINNING 1 // GPU skinning, comment if your GPU does not support more than 8 VBOs
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// Enable OpenGL Debug Context (only available on OpenGL 4.3)
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//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1
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//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1 // OpenGL debug context requested
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// Show OpenGL extensions and capabilities detailed logs on init
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//#define RLGL_SHOW_GL_DETAILS_INFO 1
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#define RL_SUPPORT_MESH_GPU_SKINNING 1 // GPU skinning, comment if your GPU does not support more than 8 VBOs
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//#define RLGL_SHOW_GL_DETAILS_INFO 1 // Show OpenGL detailed info on initialization (limits and extensions)
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#endif
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//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // Default internal render batch elements limits
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@@ -149,8 +149,8 @@
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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#define RL_CULL_DISTANCE_NEAR 0.05 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 4000.0 // Default projection matrix far cull distance
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#define RL_CULL_DISTANCE_NEAR 0.05 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 4000.0 // Default projection matrix far cull distance
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// Default shader vertex attribute locations
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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@@ -160,27 +160,31 @@
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#if defined(RL_SUPPORT_MESH_GPU_SKINNING)
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#if defined(SUPPORT_GPU_SKINNING)
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS 9
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// Default shader vertex attribute names to set location points
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// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
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// Default shader vertex attribute/uniform names to set location points
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// NOTE: When a new shader is loaded, locations are tried to be set for convenience,
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// if the following names are found in the shader, if not, it's up to the user to set locations
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (tint color, multiplied by texture color)
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // bone matrices
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#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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@@ -278,10 +282,11 @@
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//------------------------------------------------------------------------------------
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#define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
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#ifdef SUPPORT_GPU_SKINNING
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// NOTE: Two additional vertex buffers required to store bone indices and bone weights
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#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
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#else
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#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
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#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
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#endif
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//------------------------------------------------------------------------------------
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59
src/raylib.h
59
src/raylib.h
@@ -353,13 +353,15 @@ typedef struct Mesh {
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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// Skin data for animation
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int boneCount; // Number of bones (MAX: 256 bones)
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unsigned char *boneIndices; // Vertex bone indices, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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// Runtime animation vertex data (CPU skinning)
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// NOTE: In case of GPU skinning, not used, pointers are NULL
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@@ -393,12 +395,22 @@ typedef struct Transform {
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Vector3 scale; // Scale
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} Transform;
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// Anim pose, an array of Transform[]
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typedef Transform *ModelAnimPose;
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// Bone, skeletal animation bone
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typedef struct BoneInfo {
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char name[32]; // Bone name
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int parent; // Bone parent
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} BoneInfo;
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// Skeleton, animation bones hierarchy
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typedef struct ModelSkeleton {
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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ModelAnimPose bindPose; // Bones base transformation (Transform[])
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} ModelSkeleton;
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// Model, meshes, materials and animation data
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typedef struct Model {
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Matrix transform; // Local transform matrix
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@@ -410,18 +422,20 @@ typedef struct Model {
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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ModelSkeleton skeleton; // Skeleton for animation
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// Runtime animation data (CPU/GPU skinning)
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ModelAnimPose currentPose; // Current animation pose (Transform[])
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Matrix *boneMatrices; // Bones animated transformation matrices
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} Model;
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// ModelAnimation
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// ModelAnimation, contains a full animation sequence
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typedef struct ModelAnimation {
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char name[32]; // Animation name
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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int boneCount; // Number of bones (per pose)
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int keyframeCount; // Number of animation key frames
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ModelAnimPose *keyframePoses; // Animation sequence keyframe poses [keyframe][pose]
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} ModelAnimation;
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// Ray, ray for raycasting
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@@ -768,6 +782,8 @@ typedef enum {
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#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
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// Shader location index
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// NOTE: Some locations are tried to be set automatically on shader loading,
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// but only if default attributes/uniforms names are found, check config.h for names
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typedef enum {
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SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
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SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
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@@ -790,15 +806,15 @@ typedef enum {
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SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
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SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
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SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
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SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
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SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: heightmap
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: bone indices
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: bone weights
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SHADER_LOC_MATRIX_BONETRANSFORMS, // Shader location: matrix attribute: bone transforms (animation)
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SHADER_LOC_VERTEX_INSTANCETRANSFORMS // Shader location: vertex attribute: instance transforms
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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@@ -1619,11 +1635,8 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
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// Model animations loading/unloading functions
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
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RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
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RLAPI void UpdateModelAnimationBonesLerp(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float value); // Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)
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RLAPI void UpdateModelVertsToCurrentBones(Model model); // Update model vertices according to mesh bone matrices (CPU)
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, float frame); // Update model animation pose (vertex buffers and bone matrices)
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RLAPI void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, ModelAnimation animB, float frameB, float blend); // Update model animation pose, blending two animations
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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@@ -1286,7 +1286,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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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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// - vertex boneIds location = 6
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// - vertex boneIndices location = 6
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// - vertex boneWeights location = 7
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// NOTE: If any location is not found, loc point becomes -1
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@@ -1303,9 +1303,9 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
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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, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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@@ -1313,7 +1313,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
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shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES);
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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, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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60
src/rlgl.h
60
src/rlgl.h
@@ -65,7 +65,7 @@
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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@@ -73,7 +73,7 @@
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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@@ -345,16 +345,16 @@
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#endif
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#ifdef SUPPORT_GPU_SKINNING
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS 9
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#endif
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//----------------------------------------------------------------------------------
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@@ -992,31 +992,34 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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// Default shader vertex attribute names to set location points
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEMATRICES
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
|
||||
#endif
|
||||
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
||||
@@ -1037,9 +1040,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
|
||||
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
|
||||
#endif
|
||||
@@ -1049,6 +1049,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
||||
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
|
||||
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // bone matrices (required for GPU skinning)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Types and Structures Definition
|
||||
@@ -4339,10 +4342,9 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
|
||||
#ifdef SUPPORT_GPU_SKINNING
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
#endif
|
||||
|
||||
|
||||
895
src/rmodels.c
895
src/rmodels.c
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user