REVIEWED: Attribute name and location, for consistency

This commit is contained in:
Ray
2026-02-25 23:22:48 +01:00
parent ad82393bb8
commit ecaa1d3d18
3 changed files with 34 additions and 38 deletions

View File

@ -345,16 +345,14 @@
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#endif
#ifdef SUPPORT_GPU_SKINNING
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS 9
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM 9
#endif
//----------------------------------------------------------------------------------
@ -1018,8 +1016,8 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEMATRICES
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
@ -4335,20 +4333,18 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glAttachShader(programId, vShaderId);
glAttachShader(programId, fShaderId);
// NOTE: Default attribute shader locations must be Bound before linking
// Default attribute shader locations must be bound before linking
// NOTE: There is no problem with binding a generic attribute index to an attribute variable name
// that is never used; if some attrib name is no found on the shader, it locations becomes -1
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
#ifdef SUPPORT_GPU_SKINNING
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
#endif
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
glLinkProgram(programId);