diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 208 |
1 files changed, 138 insertions, 70 deletions
@@ -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; |
