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-rw-r--r--src/rlgl.c208
1 files changed, 138 insertions, 70 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index c5048aff..85c0cae2 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -191,6 +191,7 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
+static Shader standardShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions
@@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadDefaultShader(void); // Unload default shader
+static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
@@ -1018,6 +1020,7 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
+ standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1046,6 +1049,7 @@ void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadDefaultShader();
+ UnloadStandardShader();
UnloadDefaultBuffers();
// Delete default white texture
@@ -1393,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
{
TraceLog(WARNING, "Framebuffer object could not be created...");
- switch(status)
+ switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1757,19 +1761,33 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Setup shader uniforms for material related data
- // TODO: Check if using standard shader to get location points
// Upload to shader material.colDiffuse
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
+
+ // Check if using standard shader to get location points
+ // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
+ if (material.shader.id == standardShader.id)
+ {
+ // Send model transformations matrix to shader
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+
+ // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
+ glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
+
+ // Setup shader uniforms for lights
+ SetShaderLights(material.shader);
+
+ // Upload to shader material.colAmbient
+ glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+
+ // Upload to shader material.colSpecular
+ glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
- // TODO: Upload to shader material.colAmbient
- // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
-
- // TODO: Upload to shader material.colSpecular
- // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+ // Upload to shader glossiness
+ glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
+ }
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
@@ -1791,13 +1809,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
-
- // TODO: Upload to shader glossiness
- //glUniform1f(???, material.glossiness);
}
-
- // Setup shader uniforms for lights
- //SetShaderLights(material.shader);
if (vaoSupported)
{
@@ -2148,6 +2160,17 @@ Shader GetDefaultShader(void)
#endif
}
+// Get default shader
+Shader GetStandardShader(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return standardShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
+
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
@@ -2225,7 +2248,6 @@ void SetBlendMode(int mode)
}
// Create a new light, initialize it and add to pool
-// TODO: Review creation parameters (only generic ones)
Light CreateLight(int type, Vector3 position, Color diffuse)
{
// Allocate dynamic memory
@@ -2237,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
light->enabled = true;
light->position = position;
- light->direction = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
light->intensity = 1.0f;
light->diffuse = diffuse;
- light->specular = WHITE;
// Add new light to the array
lights[lightsCount] = light;
@@ -2251,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
return light;
}
+// Draw all created lights in 3D world
+void DrawLights(void)
+{
+ for (int i = 0; i < lightsCount; i++)
+ {
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
+ case LIGHT_DIRECTIONAL:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ case LIGHT_SPOT:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ default: break;
+ }
+ }
+}
+
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
@@ -2468,15 +2514,15 @@ static Shader LoadDefaultShader(void)
"varying vec4 fragColor; \n"
#endif
"uniform sampler2D texture0; \n"
- "uniform vec4 fragTintColor; \n"
+ "uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*fragTintColor*fragColor; \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*fragTintColor*fragColor; \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
"} \n";
@@ -2493,25 +2539,17 @@ static Shader LoadDefaultShader(void)
// Load standard shader
// NOTE: This shader supports:
// - Up to 3 different maps: diffuse, normal, specular
-// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
- Shader shader;
-
- char *vShaderStr;
- char *fShaderStr;
-
- // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330)
-
- // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs)
-
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+ // Load standard shader (TODO: rewrite as char pointers)
+ Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
- if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}
@@ -2540,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
- shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
+ shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
@@ -2554,10 +2592,23 @@ static void UnloadDefaultShader(void)
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(defaultShader.id);
}
+// Unload standard shader
+static void UnloadStandardShader(void)
+{
+ glUseProgram(0);
+
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDeleteProgram(standardShader.id);
+}
+
+
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
@@ -3003,58 +3054,75 @@ static void UnloadDefaultBuffers(void)
// Sets shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
-// TODO: Review memcpy() and parameters pass
static void SetShaderLights(Shader shader)
{
- /*
- // NOTE: Standard Shader must include the following data:
-
- // Shader Light struct
- struct Light {
- vec3 position;
- vec3 direction;
-
- vec3 diffuse;
- float intensity;
- }
-
- const int maxLights = 8;
- uniform int lightsCount; // Number of lights
- uniform Light lights[maxLights];
- */
+ int locPoint = glGetUniformLocation(shader.id, "lightsCount");
+ glUniform1i(locPoint, lightsCount);
- int locPoint;
char locName[32] = "lights[x].position\0";
-
- glUseProgram(shader.id);
-
- locPoint = glGetUniformLocation(shader.id, "lightsCount");
- glUniform1i(locPoint, lightsCount);
for (int i = 0; i < lightsCount; i++)
{
locName[7] = '0' + i;
- memcpy(&locName[10], "position\0", strlen("position\0"));
- locPoint = glGetUniformLocation(shader.id, locName);
- glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+ memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->enabled);
- memcpy(&locName[10], "direction\0", strlen("direction\0"));
- locPoint = glGetUniformLocation(shader.id, locName);
- glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
-
- memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
+ memcpy(&locName[10], "type\0", strlen("type\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->type);
+
+ memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
locPoint = glGetUniformLocation(shader.id, locName);
- glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 );
+ glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
locPoint = glGetUniformLocation(shader.id, locName);
glUniform1f(locPoint, lights[i]->intensity);
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->attenuation);
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+ } break;
+ case LIGHT_SPOT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+
+ memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->coneAngle);
+ } break;
+ default: break;
+ }
+
// TODO: Pass to the shader any other required data from LightData struct
}
-
- glUseProgram(0);
}
// Read text data from file
@@ -3227,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
va_list args;
va_start(args, text);
- switch(msgType)
+ switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;