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authorRay <[email protected]>2021-03-23 11:51:09 +0100
committerRay <[email protected]>2021-03-23 11:51:09 +0100
commit6f5a4a935196993720e0fc5bb82098a9ad3e5c96 (patch)
treefe32351daaf8cd3db4fa0387587482e40301c3a7 /src/rlgl.h
parent5325d8d2bab019dece92115939932ce4440cdf19 (diff)
downloadraylib-6f5a4a935196993720e0fc5bb82098a9ad3e5c96.tar.gz
raylib-6f5a4a935196993720e0fc5bb82098a9ad3e5c96.zip
REVIEWED: rlgl_standalone usage
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h19
1 files changed, 10 insertions, 9 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 82895d06..26dea9ed 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3248,12 +3248,12 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
- glUseProgram(material.shader.id);
+ rlEnableShader(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
- // Calculate and send to shader model matrix (used by PBR shader)
- if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
+ // Calculate and send to shader model matrix
+ if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
@@ -3269,8 +3269,8 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
- if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
- if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
+ 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);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -4036,7 +4036,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@@ -4048,12 +4049,11 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
- rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
+ int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
@@ -4075,7 +4075,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
for (int i = 0; i < 6; i++)
{
- SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ //rlEnableShader(shader.id);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?