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authorraysan5 <[email protected]>2021-03-31 20:44:16 +0200
committerraysan5 <[email protected]>2021-03-31 20:44:16 +0200
commitcdc3754449da5cf8c83843f395dd97e71a7eba30 (patch)
tree2b850fbf711c08985840db841b778ab9584f2e2b
parent2488d361b6c9e65ba8e4ebc29bbc58a9bc3365ea (diff)
downloadraylib-cdc3754449da5cf8c83843f395dd97e71a7eba30.tar.gz
raylib-cdc3754449da5cf8c83843f395dd97e71a7eba30.zip
ADDED: Support model normal matrix location #1691
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting.vs5
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs12
-rw-r--r--src/core.c7
-rw-r--r--src/models.c3
-rw-r--r--src/raylib.h3
-rw-r--r--src/rlgl.h1
6 files changed, 18 insertions, 13 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting.vs b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
index f1b75d79..f8ec45f1 100644
--- a/examples/shaders/resources/shaders/glsl330/base_lighting.vs
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
@@ -9,6 +9,7 @@ in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
+uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@@ -24,9 +25,7 @@ void main()
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
-
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
- fragNormal = normalize(normalMatrix*vertexNormal);
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
index 7b709094..d198efe1 100644
--- a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
@@ -10,6 +10,7 @@ in mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
+uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@@ -21,15 +22,14 @@ out vec3 fragNormal;
void main()
{
+ // Compute MVP for current instance
+ mat4 mvpi = mvp*instanceTransform;
+
// Send vertex attributes to fragment shader
- fragPosition = vec3(vec4(vertexPosition, 1.0));
+ fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
-
- mat3 normalMatrix = transpose(inverse(mat3(instanceTransform)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- mat4 mvpi = mvp*instanceTransform;
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
diff --git a/src/core.c b/src/core.c
index 94352347..07de7365 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2055,9 +2055,10 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
- shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
+ 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");
diff --git a/src/models.c b/src/models.c
index 9dfdc0ea..b0b54a21 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1058,6 +1058,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// transform: function parameter transformation
matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
}
+
+ // Upload model normal matrix (if locations available)
+ if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
//-----------------------------------------------------
// Bind active texture maps (if available)
diff --git a/src/raylib.h b/src/raylib.h
index 44adb35a..aac17098 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -739,9 +739,10 @@ typedef enum {
SHADER_LOC_VERTEX_TANGENT,
SHADER_LOC_VERTEX_COLOR,
SHADER_LOC_MATRIX_MVP,
- SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_VIEW,
SHADER_LOC_MATRIX_PROJECTION,
+ SHADER_LOC_MATRIX_MODEL,
+ SHADER_LOC_MATRIX_NORMAL,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,
SHADER_LOC_COLOR_SPECULAR,
diff --git a/src/rlgl.h b/src/rlgl.h
index 7010c433..a6b53848 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -417,6 +417,7 @@ typedef enum {
SHADER_LOC_MATRIX_MVP,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_VIEW,
+ SHADER_LOC_MATRIX_NORMAL,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,