|
@@ -1295,9 +1295,10 @@ void rlglDraw(void)
|
|
|
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
|
|
{
|
|
|
glUseProgram(currentShader.id);
|
|
|
+
|
|
|
+ Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
|
|
|
|
|
|
- glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
|
|
|
- glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
|
|
|
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
|
|
glUniform1i(currentShader.mapDiffuseLoc, 0);
|
|
|
}
|
|
|
|
|
@@ -1520,14 +1521,14 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
|
|
|
Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
|
|
|
|
|
|
// Calculate model-view-projection matrix (MVP)
|
|
|
- //Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
|
|
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
|
|
|
|
|
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
|
|
|
// TODO: Reduce number of matrices passed to shaders, use only matMVP
|
|
|
glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
|
|
|
glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
|
|
|
- glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
|
|
|
- glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
|
|
|
+
|
|
|
+ glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
|
|
|
|
|
// Apply color tinting to model
|
|
|
// NOTE: Just update one uniform on fragment shader
|
|
@@ -2247,13 +2248,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
|
|
|
shader.colorLoc = -1;
|
|
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
|
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
|
|
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
|
|
|
+
|
|
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
|
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
|
|
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
|
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
|
- shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
|
|
|
+ shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
|
|
|
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
|
|
|
shader.mapNormalLoc = -1; // It can be set later
|
|
|
shader.mapSpecularLoc = -1; // It can be set later
|
|
@@ -2738,40 +2739,39 @@ static Shader LoadDefaultShader(void)
|
|
|
"in vec2 vertexTexCoord; \n"
|
|
|
"in vec4 vertexColor; \n"
|
|
|
"out vec2 fragTexCoord; \n"
|
|
|
- "out vec4 tintColor; \n"
|
|
|
+ "out vec4 fragTintColor; \n"
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
char vShaderStr[] = "#version 100 \n"
|
|
|
"attribute vec3 vertexPosition; \n"
|
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
|
"attribute vec4 vertexColor; \n"
|
|
|
"varying vec2 fragTexCoord; \n"
|
|
|
- "varying vec4 tintColor; \n"
|
|
|
+ "varying vec4 fragTintColor; \n"
|
|
|
#endif
|
|
|
- "uniform mat4 projectionMatrix; \n"
|
|
|
- "uniform mat4 modelviewMatrix; \n"
|
|
|
+ "uniform mat4 mvpMatrix; \n"
|
|
|
"void main() \n"
|
|
|
"{ \n"
|
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
|
- " tintColor = vertexColor; \n"
|
|
|
- " gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
|
|
|
+ " fragTintColor = vertexColor; \n"
|
|
|
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
|
|
|
"} \n";
|
|
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
char fShaderStr[] = "#version 330 \n"
|
|
|
"in vec2 fragTexCoord; \n"
|
|
|
- "in vec4 tintColor; \n"
|
|
|
+ "in vec4 fragTintColor; \n"
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
char fShaderStr[] = "#version 100 \n"
|
|
|
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
|
"varying vec2 fragTexCoord; \n"
|
|
|
- "varying vec4 tintColor; \n"
|
|
|
+ "varying vec4 fragTintColor; \n"
|
|
|
#endif
|
|
|
"uniform sampler2D texture0; \n"
|
|
|
"void main() \n"
|
|
|
"{ \n"
|
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
|
|
|
- " gl_FragColor = texelColor*tintColor; \n"
|
|
|
+ " gl_FragColor = texelColor*fragTintColor; \n"
|
|
|
"} \n";
|
|
|
|
|
|
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
|
@@ -2788,10 +2788,10 @@ static Shader LoadDefaultShader(void)
|
|
|
shader.normalLoc = -1;
|
|
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
|
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
|
|
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
|
|
|
+
|
|
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
|
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
|
|
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
|
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
|
shader.tintColorLoc = -1;
|
|
@@ -2831,12 +2831,11 @@ static Shader LoadSimpleShader(void)
|
|
|
"attribute vec3 vertexNormal; \n"
|
|
|
"varying vec2 fragTexCoord; \n"
|
|
|
#endif
|
|
|
- "uniform mat4 projectionMatrix; \n"
|
|
|
- "uniform mat4 modelviewMatrix; \n"
|
|
|
+ "uniform mat4 mvpMatrix; \n"
|
|
|
"void main() \n"
|
|
|
"{ \n"
|
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
|
- " gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
|
|
|
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
|
|
|
"} \n";
|
|
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
@@ -2849,11 +2848,11 @@ static Shader LoadSimpleShader(void)
|
|
|
"varying vec2 fragTexCoord; \n"
|
|
|
#endif
|
|
|
"uniform sampler2D texture0; \n"
|
|
|
- "uniform vec4 tintColor; \n"
|
|
|
+ "uniform vec4 fragTintColor; \n"
|
|
|
"void main() \n"
|
|
|
"{ \n"
|
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
|
|
|
- " gl_FragColor = texelColor*tintColor; \n"
|
|
|
+ " gl_FragColor = texelColor*fragTintColor; \n"
|
|
|
"} \n";
|
|
|
|
|
|
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
|
@@ -2870,13 +2869,13 @@ static Shader LoadSimpleShader(void)
|
|
|
shader.colorLoc = -1;
|
|
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
|
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
|
|
+ shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
|
|
|
+
|
|
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
|
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
|
|
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
|
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
|
- shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
|
|
|
+ shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
|
|
|
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
|
|
|
shader.mapNormalLoc = -1; // It can be set later
|
|
|
shader.mapSpecularLoc = -1; // It can be set later
|