From 0d677e065c56b792d0a20903de9df9417a4e1334 Mon Sep 17 00:00:00 2001 From: Thibault Leclercq Date: Sat, 14 Oct 2023 01:05:31 +0200 Subject: [PATCH] typos --- src/rmodels.c | 66 +++++++++++++++++++++++++-------------------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index cb1987a86..6588a5680 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1544,12 +1544,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i } // Bind shader program - rlEnableShader(material.shaderInstanced.id); + rlEnableShader(shader.id); // Send required data to shader (matrices, values) //----------------------------------------------------- // Upload to shader material.colDiffuse - if (material.shaderInstanced.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) + if (shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) { float values[4] = { (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, @@ -1558,11 +1558,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f }; - rlSetUniform(material.shaderInstanced.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); + rlSetUniform(shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); } // Upload to shader material.colSpecular (if location available) - if (material.shaderInstanced.locs[SHADER_LOC_COLOR_SPECULAR] != -1) + if (shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) { float values[4] = { (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, @@ -1571,7 +1571,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f }; - rlSetUniform(material.shaderInstanced.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); + rlSetUniform(shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); } // Get a copy of current matrices to work with, @@ -1585,11 +1585,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i Matrix matProjection = rlGetMatrixProjection(); // Upload view and projection matrices (if locations available) - if (material.shaderInstanced.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shaderInstanced.locs[SHADER_LOC_MATRIX_VIEW], matView); - if (material.shaderInstanced.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shaderInstanced.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); + if (shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], matView); + if (shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL (identity in case of instanced rendering) - rlSetUniformMatrix(material.shaderInstanced.locs[SHADER_LOC_MATRIX_MODEL], MatrixIdentity()); + rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_MODEL], MatrixIdentity()); // Create instances buffer instanceTransforms = (float16 *)RL_MALLOC(instances*sizeof(float16)); @@ -1609,9 +1609,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Instances transformation matrices are send to shader attribute location: SHADER_LOC_VERTEX_INSTANCE for (unsigned int i = 0; i < 4; i++) { - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_INSTANCE] + i); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_INSTANCE] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4))); - rlSetVertexAttributeDivisor(material.shaderInstanced.locs[SHADER_LOC_VERTEX_INSTANCE] + i, 1); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_INSTANCE] + i); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_INSTANCE] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4))); + rlSetVertexAttributeDivisor(shader.locs[SHADER_LOC_VERTEX_INSTANCE] + i, 1); } rlDisableVertexBuffer(); @@ -1622,7 +1622,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i matModelView = MatrixMultiply(rlGetMatrixTransform(), matView); // Upload model normal matrix (if locations available) - if (material.shaderInstanced.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shaderInstanced.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); + if (shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); //----------------------------------------------------- // Bind active texture maps (if available) @@ -1639,7 +1639,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); else rlEnableTexture(material.maps[i].texture.id); - rlSetUniform(material.shaderInstanced.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); + rlSetUniform(shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); } } @@ -1649,62 +1649,62 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i { // Bind mesh VBO data: vertex position (shader-location = 0) rlEnableVertexBuffer(mesh.vboId[0]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_POSITION]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_POSITION]); // Bind mesh VBO data: vertex texcoords (shader-location = 1) rlEnableVertexBuffer(mesh.vboId[1]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TEXCOORD01]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); - if (material.shaderInstanced.locs[SHADER_LOC_VERTEX_NORMAL] != -1) + if (shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) { // Bind mesh VBO data: vertex normals (shader-location = 2) rlEnableVertexBuffer(mesh.vboId[2]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_NORMAL]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_NORMAL]); } // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR] != -1) + if (shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) { if (mesh.vboId[3] != 0) { rlEnableVertexBuffer(mesh.vboId[3]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_COLOR]); } else { // Set default value for unused attribute // NOTE: Required when using default shader and no VAO support float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; - rlSetVertexAttributeDefault(material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); - rlDisableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR]); + rlSetVertexAttributeDefault(shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); + rlDisableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_COLOR]); } } // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shaderInstanced.locs[SHADER_LOC_VERTEX_TANGENT] != -1) + if (shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) { rlEnableVertexBuffer(mesh.vboId[4]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TANGENT]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TANGENT]); } // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shaderInstanced.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) + if (shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) { rlEnableVertexBuffer(mesh.vboId[5]); - rlSetVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_TEXCOORD02]); + rlSetVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); } if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); } // WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) - if (mesh.vboId[3] == 0) rlDisableVertexAttribute(material.shaderInstanced.locs[SHADER_LOC_VERTEX_COLOR]); + if (mesh.vboId[3] == 0) rlDisableVertexAttribute(shader.locs[SHADER_LOC_VERTEX_COLOR]); int eyeCount = 1; if (rlIsStereoRenderEnabled()) eyeCount = 2; @@ -1722,7 +1722,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i } // Send combined model-view-projection matrix to shader - rlSetUniformMatrix(material.shaderInstanced.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); + rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); // Draw mesh instanced if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances);