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authorraysan5 <raysan5@gmail.com>2015-07-13 18:20:16 +0200
committerraysan5 <raysan5@gmail.com>2015-07-13 18:20:16 +0200
commit552033da27ddeac2c8e9dd6b8ad33b7058963ef6 (patch)
treed9e7f1a07e66d986e43a5f7c099810614b9e9c64 /src/rlgl.c
parent66556b8b479e998dc022fa9c884eb39fae1479f7 (diff)
downloadraylib-552033da27ddeac2c8e9dd6b8ad33b7058963ef6.tar.gz
raylib-552033da27ddeac2c8e9dd6b8ad33b7058963ef6.zip
Move shaders functions to module rlgl
Shader functionality owns to rlgl, not core module
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c427
1 files changed, 267 insertions, 160 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 4ff652b0..b4bd7115 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -230,6 +230,9 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture;
static Model postproQuad;
+
+// Shaders related variables
+static bool enabledPostpro = false;
#endif
// Compressed textures support flags
@@ -957,7 +960,7 @@ void rlglInit(void)
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
defaultShader = LoadDefaultShader();
simpleShader = LoadSimpleShader();
- //customShader = rlglLoadShader("custom.vs", "custom.fs"); // Works ok
+ //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
currentShader = defaultShader;
@@ -1054,25 +1057,6 @@ void rlglInitPostpro(void)
#endif
}
-// Set postprocessing shader
-void rlglSetPostproShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlglSetModelShader(&postproQuad, shader);
-
- Texture2D texture;
- texture.id = fboColorTexture;
- texture.width = GetScreenWidth();
- texture.height = GetScreenHeight();
-
- SetShaderMapDiffuse(&postproQuad.shader, texture);
-
- //TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id);
- //TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
- //TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId);
-#endif
-}
-
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
@@ -1377,7 +1361,18 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
- //glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
+
+ if (model.shader.texNormalId != 0)
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
+ }
+
+ if (model.shader.texSpecularId != 0)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
+ }
if (vaoSupported)
{
@@ -1402,9 +1397,21 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Draw call!
glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
+
+ if (model.shader.texNormalId != 0)
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ if (model.shader.texSpecularId != 0)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
@@ -1933,12 +1940,130 @@ Model rlglLoadModel(VertexData mesh)
return model;
}
+// Read screen pixel data (color buffer)
+unsigned char *rlglReadScreenPixels(int width, int height)
+{
+ unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+
+ // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+
+ // Flip image vertically!
+ unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+
+ for (int y = height-1; y >= 0; y--)
+ {
+ for (int x = 0; x < (width*4); x++)
+ {
+ imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
+ }
+ }
+
+ free(screenData);
+
+ return imgData; // NOTE: image data should be freed
+}
+
+// Read texture pixel data
+void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
+{
+ int width, height;
+
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+ //GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+
+ int glFormat = 0, glType = 0;
+ void *pixels = NULL;
+ unsigned int size = width*height;
+
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
+ case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
+ case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
+ case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
+ case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
+ case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
+ case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
+ default: TraceLog(WARNING, "Texture format not suported"); break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, textureId);
+
+ // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
+ // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+ // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+ // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return pixels;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Shaders Functions
+// NOTE: Those functions are exposed directly to the user in raylib.h
+//----------------------------------------------------------------------------------
+
+// Load a custom shader and bind default locations
+Shader LoadShader(char *vsFileName, char *fsFileName)
+{
+ Shader shader;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Load a shader (vertex shader + fragment shader) from text data
-unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
+ // Shaders loading from external text file
+ char *vShaderStr = TextFileRead(vsFileName);
+ char *fShaderStr = TextFileRead(fsFileName);
+
+ shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+
+ if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
+ else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
+
+ // Shader strings must be freed
+ free(vShaderStr);
+ free(fShaderStr);
+
+ // Set shader textures ids (all 0 by default)
+ shader.texDiffuseId = 0;
+ shader.texNormalId = 0;
+ shader.texSpecularId = 0;
+
+ // Get handles to GLSL input attibute locations
+ //-------------------------------------------------------------------
+ shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
+ shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
+ shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
+ // NOTE: custom shader does not use colorLoc
+ shader.colorLoc = -1;
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
+ shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
+ shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
+ shader.mapNormalLoc = -1; // It can be set later
+ shader.mapSpecularLoc = -1; // It can be set later
+ //--------------------------------------------------------------------
+#endif
+
+ return shader;
+}
+
+// Load a custom shader and return program id
+unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
{
- unsigned int program;
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vertexShader;
GLuint fragmentShader;
@@ -2029,125 +2154,89 @@ unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
-
+#endif
return program;
}
-#endif
-// Read screen pixel data (color buffer)
-unsigned char *rlglReadScreenPixels(int width, int height)
+// Unload a custom shader from memory
+void UnloadShader(Shader shader)
{
- unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+ rlDeleteShader(shader.id);
+}
- // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+// Set custom shader to be used on batch draw
+void SetCustomShader(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (currentShader.id != shader.id)
+ {
+ rlglDraw();
- // Flip image vertically!
- unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+ currentShader = shader;
+/*
+ if (vaoSupported) glBindVertexArray(vaoQuads);
+
+ // Enable vertex attributes: position
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- for (int y = height-1; y >= 0; y--)
- {
- for (int x = 0; x < (width*4); x++)
- {
- imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
- }
- }
+ // Enable vertex attributes: texcoords
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ glEnableVertexAttribArray(currentShader.texcoordLoc);
+ glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- free(screenData);
+ // Enable vertex attributes: colors
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- return imgData; // NOTE: image data should be freed
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+*/
+ }
+#endif
}
-// Read texture pixel data
-void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
+// Set postprocessing shader
+void SetPostproShader(Shader shader)
{
- int width, height;
-
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
- //GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
-
- int glFormat, glType;
- void *pixels = NULL;
- unsigned int size = width*height;
-
- switch (format)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (!enabledPostpro)
{
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; // 8 bit per pixel (no alpha)
- case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; // 16 bpp (2 channels)
- case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; // 16 bpp
- case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; // 24 bpp
- case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; // 16 bpp (1 bit alpha)
- case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; // 16 bpp (4 bit alpha)
- case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; // 32 bpp
- default: TraceLog(WARNING, "Texture format not suported"); break;
+ enabledPostpro = true;
+ rlglInitPostpro();
}
- glBindTexture(GL_TEXTURE_2D, textureId);
-
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ SetModelShader(&postproQuad, shader);
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
-
- glBindTexture(GL_TEXTURE_2D, 0);
+ Texture2D texture;
+ texture.id = fboColorTexture;
+ texture.width = GetScreenWidth();
+ texture.height = GetScreenHeight();
+
+ SetShaderMapDiffuse(&postproQuad.shader, texture);
- return pixels;
+ //TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
+ //TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
+ //TraceLog(DEBUG, "Shader diffuse map id: %i", shader.texDiffuseId);
+#elif defined(GRAPHICS_API_OPENGL_11)
+ TraceLog(WARNING, "Postprocessing shaders not supported on OpenGL 1.1");
+#endif
}
-// Load a shader (vertex shader + fragment shader) from files
-Shader rlglLoadShader(char *vsFileName, char *fsFileName)
+// Set default shader to be used in batch draw
+void SetDefaultShader(void)
{
- Shader shader;
-
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Shaders loading from external text file
- char *vShaderStr = TextFileRead(vsFileName);
- char *fShaderStr = TextFileRead(fsFileName);
-
- shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
-
- if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
- else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
-
- // Shader strings must be freed
- free(vShaderStr);
- free(fShaderStr);
+ SetCustomShader(defaultShader);
+ SetPostproShader(defaultShader);
- // Set shader textures ids (all 0 by default)
- shader.texDiffuseId = 0;
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
-
- // Get handles to GLSL input attibute locations
- //-------------------------------------------------------------------
- shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
- shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
- // NOTE: custom shader does not use colorLoc
- shader.colorLoc = -1;
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
- shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
- shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
- shader.mapNormalLoc = -1; // It can be set later
- shader.mapSpecularLoc = -1; // It can be set later
- //--------------------------------------------------------------------
+ enabledPostpro = false;
#endif
-
- return shader;
}
// Link shader to model
-void rlglSetModelShader(Model *model, Shader shader)
+void SetModelShader(Model *model, Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model->shader = shader;
@@ -2175,48 +2264,17 @@ void rlglSetModelShader(Model *model, Shader shader)
#endif
}
-// Set custom shader to be used on batch draw
-void rlglSetCustomShader(Shader shader)
+// Check if postprocessing is enabled (used in module: core)
+bool IsPosproShaderEnabled(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (currentShader.id != shader.id)
- {
- rlglDraw();
-
- currentShader = shader;
-/*
- if (vaoSupported) glBindVertexArray(vaoQuads);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: colors
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-*/
- }
-#endif
-}
-
-// Set default shader to be used on batch draw
-void rlglSetDefaultShader(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlglSetCustomShader(defaultShader);
- rlglSetPostproShader(defaultShader);
+ return enabledPostpro;
+#elif defined(GRAPHICS_API_OPENGL_11)
+ return false;
#endif
}
+// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
int location = -1;
@@ -2228,6 +2286,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
return location;
}
+// Set shader uniform value (float)
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2237,12 +2296,29 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
- else TraceLog(WARNING, "Shader value float array size not recognized");
+ else TraceLog(WARNING, "Shader value float array size not supported");
glUseProgram(0);
#endif
}
+// Set shader uniform value (int)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(shader.id);
+
+ if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
+ else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
+ else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
+ else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
+ else TraceLog(WARNING, "Shader value int array size not supported");
+
+ glUseProgram(0);
+#endif
+}
+
+// Default diffuse shader map texture assignment
void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2261,6 +2337,7 @@ void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
#endif
}
+// Normal map texture shader assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2285,6 +2362,7 @@ void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D textu
#endif
}
+// Specular map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2300,7 +2378,7 @@ void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D tex
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
- glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 0
+ glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
@@ -2309,6 +2387,35 @@ void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D tex
#endif
}
+// Generic shader maps assignment
+// TODO: Trying to find a generic shader to allow any kind of map
+// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
+// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
+// so it can be automatically checked and used in rlglDrawModel()
+void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
+{
+/*
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
+ else
+ {
+ shader->mapTextureId = texture.id;
+
+ glUseProgram(shader->id);
+
+ glActiveTexture(GL_TEXTURE0 + textureUnit);
+ glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
+
+ glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+ glUseProgram(0);
+ }
+#endif
+*/
+}
+
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix(void)
{
@@ -2415,7 +2522,7 @@ static Shader LoadDefaultShader(void)
" gl_FragColor = texelColor*tintColor; \n"
"} \n";
- shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
+ shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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);
@@ -2491,7 +2598,7 @@ static Shader LoadSimpleShader(void)
" gl_FragColor = texelColor*tintColor; \n"
"} \n";
- shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
+ shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
@@ -2710,7 +2817,7 @@ static void InitializeBuffersGPU(void)
// Update VBOs with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays
+// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
static void UpdateBuffers(void)
{
if (lines.vCounter > 0)