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authorRay <[email protected]>2021-03-23 12:15:52 +0100
committerRay <[email protected]>2021-03-23 12:15:52 +0100
commit3e6ee028e50510a12a93a2a234f5a88ed3c08d0b (patch)
tree7b88a1f9321882835874bb7c5497a1fd7c8fb46a /src/rlgl.h
parent6f5a4a935196993720e0fc5bb82098a9ad3e5c96 (diff)
downloadraylib-3e6ee028e50510a12a93a2a234f5a88ed3c08d0b.tar.gz
raylib-3e6ee028e50510a12a93a2a234f5a88ed3c08d0b.zip
Update rlgl.h
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h38
1 files changed, 25 insertions, 13 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 26dea9ed..7f9537e6 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* rlgl v3.7 - raylib OpenGL abstraction layer
+* rlgl v3.5 - raylib OpenGL abstraction layer
*
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
@@ -3257,17 +3257,29 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
- (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
- (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f);
+ {
+ float values[4] = {
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
+ };
+
+ rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
+ }
// Upload to shader material.colSpecular (if available)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
- (float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
- (float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
- (float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
+ {
+ float values[4] = {
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
+ };
+
+ rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
+ }
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
@@ -3295,7 +3307,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
- glUniform1i(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], i);
+ rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
}
}
@@ -3379,7 +3391,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+ rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
@@ -3403,7 +3415,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
}
// Unbind shader program
- glUseProgram(0);
+ rlDisableShader();
// Restore RLGL.State.projection/RLGL.State.modelview matrices
// NOTE: In stereo rendering matrices are being modified to fit every eye
@@ -3419,7 +3431,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
if (RLGL.ExtSupported.instancing)
{
// Bind shader program
- glUseProgram(material.shader.id);
+ rlEnableShader(material.shader.id);
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)