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| author | raysan5 <[email protected]> | 2017-07-20 14:27:17 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-20 14:27:17 +0200 |
| commit | 4c06725461227d90feb169b30208e5bc3cec9c4d (patch) | |
| tree | 9d29f29f3d927b4fbd46c0bbce9107e75d9b4d1f /src/models.c | |
| parent | 52cd5c63243df8be4a13d3500d2701d368c731c5 (diff) | |
| download | raylib-4c06725461227d90feb169b30208e5bc3cec9c4d.tar.gz raylib-4c06725461227d90feb169b30208e5bc3cec9c4d.zip | |
Removed useless functions
SetMaterialTexture() and UnsetMaterialTexture()... too shader
dependant...
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 100 |
1 files changed, 2 insertions, 98 deletions
diff --git a/src/models.c b/src/models.c index 7c325c5e..03e0cb45 100644 --- a/src/models.c +++ b/src/models.c @@ -592,8 +592,6 @@ Model LoadModel(const char *fileName) model.mesh = LoadMesh(fileName); model.transform = MatrixIdentity(); model.material = LoadMaterialDefault(); - - rlLoadMesh(&model.mesh, false); // Upload mesh data to GPU (static) return model; } @@ -622,7 +620,7 @@ void UnloadModel(Model model) } // Load mesh from file -// NOTE: Mesh data loaded in CPU, not GPU +// NOTE: Mesh data loaded in CPU and GPU Mesh LoadMesh(const char *fileName) { Mesh mesh = { 0 }; @@ -634,6 +632,7 @@ Mesh LoadMesh(const char *fileName) #endif if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded"); + else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) // TODO: Initialize default mesh data in case loading fails, maybe a cube? @@ -1271,101 +1270,6 @@ void UnloadMaterial(Material material) } } -// Set material texture -void SetMaterialTexture(Material *mat, int mapType, Texture2D texture) -{ - mat->maps[mapType].texture = texture; - - // Update MaterialProperty use sampler state to use texture fetch instead of color attribute - int location = -1; - switch (mapType) - { - case MAP_ALBEDO: - { - location = GetShaderLocation(mat->shader, "albedo.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_NORMAL: - { - location = GetShaderLocation(mat->shader, "normals.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_METALNESS: - { - location = GetShaderLocation(mat->shader, "metalness.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_ROUGHNESS: - { - location = GetShaderLocation(mat->shader, "roughness.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_OCCLUSION: - { - location = GetShaderLocation(mat->shader, "occlusion.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_EMISSION: - { - location = GetShaderLocation(mat->shader, "emission.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - case MAP_HEIGHT: - { - location = GetShaderLocation(mat->shader, "height.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1); - } break; - } -} - -// Unset texture from material and unload it from GPU -void UnsetMaterialTexture(Material *mat, int mapType) -{ - UnloadTexture(mat->maps[mapType].texture); - mat->maps[mapType].texture = (Texture2D){ 0 }; - - // Update MaterialProperty use sampler state to use texture fetch instead of color attribute - int location = -1; - switch (mapType) - { - case MAP_ALBEDO: - { - location = GetShaderLocation(mat->shader, "albedo.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_NORMAL: - { - location = GetShaderLocation(mat->shader, "normals.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_METALNESS: - { - location = GetShaderLocation(mat->shader, "metalness.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_ROUGHNESS: - { - location = GetShaderLocation(mat->shader, "roughness.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_OCCLUSION: - { - location = GetShaderLocation(mat->shader, "occlusion.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_EMISSION: - { - location = GetShaderLocation(mat->shader, "emission.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - case MAP_HEIGHT: - { - location = GetShaderLocation(mat->shader, "height.useSampler"); - SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1); - } break; - } -} - // Draw a model (with texture if set) void DrawModel(Model model, Vector3 position, float scale, Color tint) { |
