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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-01 20:00:51 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-01 20:00:51 -0700
commit289a53221d1c0e51247d09cee0708a1ea9ec32c5 (patch)
tree9180334f7cbc4a053f657a49da9180f4d3f873bb
parenta2a3d3aeb60dd117b02fc8c7c85ec428175a5f83 (diff)
parent17732fa9c493bffb8e05cb5db45d998d2b151cb9 (diff)
downloadraylib-289a53221d1c0e51247d09cee0708a1ea9ec32c5.tar.gz
raylib-289a53221d1c0e51247d09cee0708a1ea9ec32c5.zip
merge fix
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c30
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample_new.c280
-rw-r--r--src/core.c44
-rw-r--r--src/raylib.h24
-rw-r--r--src/rlgl.c14
5 files changed, 341 insertions, 51 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index f6287631..19de0188 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -91,12 +91,13 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- ovrResult result = ovr_Initialize(NULL);
- if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
-
ovrSession session;
ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
+ ovrHmdDesc hmdDesc;
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
+
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
@@ -104,7 +105,7 @@ int main()
ovr_Shutdown();
}
- ovrHmdDesc hmdDesc = ovr_GetHmdDesc(session);
+ hmdDesc = ovr_GetHmdDesc(session);
TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
@@ -129,10 +130,12 @@ int main()
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
@@ -209,6 +212,10 @@ int main()
TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
}
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
// FloorLevel will give tracking poses where the floor height is 0
ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
//--------------------------------------------------------------------------------------
@@ -218,7 +225,8 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
-
+ frameIndex++;
+
// TODO: Update game here!
// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
@@ -238,15 +246,15 @@ int main()
//----------------------------------------------------------------------------------
// Clear screen to red color
- glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ //glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (isVisible)
{
for (int eye = 0; eye < 2; ++eye)
{
SetOculusBuffer(session, eyeRenderBuffer[eye]);
-
+
// TODO: Get view and projection matrices for the eye
// Sample using Oculus OVR_Math.h (C++)
/*
@@ -322,8 +330,6 @@ int main()
glfwSwapBuffers(window);
glfwPollEvents();
-
- //frameIndex++; //?
//----------------------------------------------------------------------------------
}
@@ -398,7 +404,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
return buffer;
}
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
new file mode 100644
index 00000000..4a468949
--- /dev/null
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
@@ -0,0 +1,280 @@
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "glad.h" // Extensions loading library
+#include <GLFW/glfw3.h>
+
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+
+#define FAIL(X) printf(X);
+
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
+
+// RiftManagerApp class
+ovrSession session;
+ovrHmdDesc hmdDesc;
+ovrGraphicsLuid luid;
+
+// RiftApp class
+GLuint fbo = 0;
+GLuint depthBuffer = 0;
+ovrTextureSwapChain eyeTexture;
+
+GLuint mirrorFbo = 0;
+ovrMirrorTexture mirrorTexture;
+ovrEyeRenderDesc eyeRenderDescs[2];
+Matrix eyeProjections[2];
+
+ovrLayerEyeFov eyeLayer;
+ovrViewScaleDesc viewScaleDesc;
+
+Vector2 renderTargetSize;
+Vector2 mirrorSize;
+
+// GlfwApp class
+GLFWwindow *window = NULL;
+unsigned int frame = 0;
+
+static void ErrorCallback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+ {
+ glfwSetWindowShouldClose(window, GL_TRUE);
+ }
+}
+
+// Execute our example class
+int main()
+{
+ if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
+
+ //result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
+
+ if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ // RiftApp() constructor
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ //ovr::for_each_eye([&](ovrEyeType eye)
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
+ ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
+ //eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
+ viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+
+ eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
+ eyeLayer.Viewport[eye].Size = eyeSize;
+ eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
+ eyeLayer.Viewport[eye].Pos.y = 0;
+
+ renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ renderTargetSize.x += eyeSize.w;
+ }
+
+ // Make the on screen window 1/4 the resolution of the render target
+ mirrorSize = renderTargetSize;
+ mirrorSize.x /= 2;
+ mirrorSize.y /= 2;
+
+ // GLFWApp() constructor
+ if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
+ glfwSetErrorCallback(ErrorCallback);
+
+ ////preCreate();
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+
+ //***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
+ /*
+ GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
+ {
+ GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
+
+ if (!window) FAIL("Unable to create rendering window\n");
+
+ if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
+ {
+ glfwSetWindowPos(window, position.x, position.y);
+ }
+
+ return window;
+ }
+ */
+
+ window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
+
+ if (!window) FAIL("Unable to create OpenGL window\n");
+
+ ////postCreate();
+ //glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
+ glfwSetKeyCallback(window, KeyCallback);
+ glfwMakeContextCurrent(window);
+
+ // Initialize the OpenGL extensions
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
+ /*
+ glewExperimental = GL_TRUE;
+ if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
+ glGetError();
+
+ if (GLEW_KHR_debug)
+ {
+ GLint v;
+ glGetIntegerv(GL_CONTEXT_FLAGS, &v);
+ if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
+ }
+ */
+
+ ////initGl();
+ {
+ // RiftApp::InitGL() ----->
+ //GlfwApp::initGl(); // virtual
+
+ // Disable the v-sync for buffer swap
+ glfwSwapInterval(0);
+
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = renderTargetSize.x;
+ desc.Height = renderTargetSize.y;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
+ eyeLayer.ColorTexture[0] = eyeTexture;
+
+ if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
+
+ int length = 0;
+ result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
+
+ if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
+
+ for (int i = 0; i < length; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, i, &chainTexId);
+ glBindTexture(GL_TEXTURE_2D, chainTexId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Set up the framebuffer object
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirrorSize.x;
+ mirrorDesc.Height = mirrorSize.y;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
+
+ glGenFramebuffers(1, &mirrorFbo);
+
+ // RiftApp::InitGL() <------
+
+ glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
+ // TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
+ }
+
+ while (!glfwWindowShouldClose(window))
+ {
+ frame++;
+ glfwPollEvents();
+
+ //update();
+
+ //draw(); ------>
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
+
+ int curIndex;
+ ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
+ GLuint curTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
+ eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
+ eyeLayer.RenderPose[eye] = eyePoses[eye];
+
+ //renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
+ }
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ ovr_CommitTextureSwapChain(session, eyeTexture);
+ ovrLayerHeader *headerList = &eyeLayer.Header;
+
+ ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
+
+ GLuint mirrorTextureId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ //draw() <-------------
+
+ glfwSwapBuffers(window); //finishFrame();
+ }
+
+ //shutdownGl(); // Delete scene: cubeScene.reset();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ ovr_Destroy(session);
+ ovr_Shutdown();
+
+ return 0;
+}
diff --git a/src/core.c b/src/core.c
index 7b1d5960..dd904692 100644
--- a/src/core.c
+++ b/src/core.c
@@ -524,23 +524,6 @@ void BeginDrawing(void)
// NOTE: Not required with OpenGL 3.3+
}
-// Setup drawing canvas with 2d camera
-void BeginDrawingEx(Camera2D camera)
-{
- BeginDrawing();
-
- // Camera rotation and scaling is always relative to target
- Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
- Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
- Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
-
- Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
-
- Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
-
- rlMultMatrixf(MatrixToFloat(matTransform));
-}
-
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
@@ -569,6 +552,33 @@ void EndDrawing(void)
}
}
+// Initialize 2D mode with custom camera
+void Begin2dMode(Camera2D camera)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ // Camera rotation and scaling is always relative to target
+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
+
+ Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
+
+ Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
+
+ rlMultMatrixf(MatrixToFloat(matTransform));
+}
+
+// Ends 2D mode custom camera usage
+void End2dMode(void)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+}
+
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
diff --git a/src/raylib.h b/src/raylib.h
index f4ea875e..ade581d3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -355,7 +355,7 @@ typedef struct Camera {
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (for rotation and zoom)
+ Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
@@ -386,16 +386,17 @@ typedef struct Mesh {
typedef struct Shader {
unsigned int id; // Shader program id
- // Variable attributes
+ // Variable attributes locations
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
- // Uniforms
+ // Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
+ // Texture map locations
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
@@ -575,9 +576,10 @@ void DisableCursor(void); // Disables cursor
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
-void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
+void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
+void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
@@ -832,18 +834,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
-void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
+void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
diff --git a/src/rlgl.c b/src/rlgl.c
index 5b181a86..b1b020ec 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1350,14 +1350,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
- if (model.material.texNormal.id != 0)
+ if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if (model.material.texSpecular.id != 0)
+ if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@@ -2125,17 +2125,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
- else
- {
- TraceLog(WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
- }
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
- else
+
+ if (shader.id == 0)
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
@@ -2494,7 +2490,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
- LoadDefaultShaderLocations(&shader);
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}