mirror of
https://github.com/raysan5/raylib.git
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Add support for custom shaders
Custom shaders for models Postprocessig on FBO (in progress) Some useless spaces removed
This commit is contained in:
550
src/rlgl.c
550
src/rlgl.c
@@ -32,20 +32,20 @@
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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#if defined(GRAPHICS_API_OPENGL_11)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#define GLEW_STATIC
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#ifdef __APPLE__ // OpenGL include for OSX
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl3.h>
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#else
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#include <GL/glew.h> // Extensions loading lib
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//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
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#else
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#include <GL/glew.h> // Extensions loading lib
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//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
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#endif
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#endif
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@@ -164,6 +164,12 @@ static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLo
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static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
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static GLuint simpleTextureLoc;
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// Custom Shader program attibutes binding locations
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static GLuint customVertexLoc, customTexcoordLoc, customNormalLoc, customColorLoc;
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static GLuint customProjectionMatrixLoc, customModelviewMatrixLoc;
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static GLuint customTextureLoc;
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static bool customShader = false;
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// Vertex Array Objects (VAO)
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static GLuint vaoLines, vaoTriangles, vaoQuads;
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@@ -182,6 +188,9 @@ static bool useTempBuffer = false;
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// Support for VAOs (OpenGL ES2 could not support VAO extensions)
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static bool vaoSupported = false;
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// Framebuffer object and texture
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static GLuint fbo, fboColorTexture, fboDepthTexture, fboShader = 0;
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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@@ -208,7 +217,6 @@ static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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// Custom shader files loading (external)
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static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
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static char *TextFileRead(char *fn);
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#endif
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@@ -313,21 +321,21 @@ void rlRotatef(float angleDeg, float x, float y, float z)
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// TODO: Support rotation in multiple axes
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Matrix rot = MatrixIdentity();
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// OPTION 1: It works...
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// OPTION 1: It works...
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if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
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else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
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else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
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// OPTION 2: Requires review...
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//Vector3 vec = (Vector3){ 0, 1, 0 };
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// OPTION 2: Requires review...
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//Vector3 vec = (Vector3){ 0, 1, 0 };
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//VectorNormalize(&vec);
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//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
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// OPTION 3: TODO: Review, it doesn't work!
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//Vector3 vec = (Vector3){ x, y, z };
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//VectorNormalize(&vec);
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//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
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MatrixTranspose(&rot);
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*currentMatrix = MatrixMultiply(*currentMatrix, rot);
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@@ -696,6 +704,17 @@ void rlDeleteTextures(unsigned int id)
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glDeleteTextures(1, &id);
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}
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// Unload shader from GPU memory
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void rlDeleteShader(unsigned int id)
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{
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glDeleteProgram(id);
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}
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void rlEnableFBO(void)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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// Unload vertex data (VAO) from GPU memory
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void rlDeleteVertexArrays(unsigned int id)
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{
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@@ -786,7 +805,7 @@ void rlglInit(void)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
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// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
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#if !defined(PLATFORM_WEB)
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
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glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
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@@ -851,7 +870,8 @@ void rlglInit(void)
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// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
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defaultShaderProgram = LoadDefaultShader();
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simpleShaderProgram = LoadSimpleShader();
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//customShaderProgram = LoadShaders("simple150.vert", "simple150.frag");
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//simpleShaderProgram = LoadCustomShader("custom.vs", "custom.fs"); // Works ok
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//customShaderProgram = LoadCustomShader("simple150.vert", "simple150.frag");
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// Get handles to GLSL input vars locations for defaultShaderProgram
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//-------------------------------------------------------------------
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@@ -866,7 +886,7 @@ void rlglInit(void)
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// Get handles to GLSL uniform vars locations (fragment-shader)
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defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
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//--------------------------------------------------------------------
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// Get handles to GLSL input vars locations for simpleShaderProgram
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//-------------------------------------------------------------------
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simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
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@@ -908,10 +928,53 @@ void rlglInit(void)
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}
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drawsCounter = 1;
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draws[drawsCounter - 1].textureId = whiteTexture;
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draws[drawsCounter - 1].textureId = whiteTexture;
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#endif
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}
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// Init postpro system
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void rlglInitPostpro(void)
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{
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// Create the texture that will serve as the color attachment for the framebuffer
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glGenTextures(1, &fboColorTexture);
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glBindTexture(GL_TEXTURE_2D, fboColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the texture that will serve as the depth attachment for the framebuffer.
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glGenTextures(1, &fboDepthTexture);
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glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the framebuffer object
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Attach colort texture and depth texture to FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fboDepthTexture, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) TraceLog(WARNING, "Framebuffer object could not be created...");
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else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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fboShader = 0;
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// TODO: Init simple quad VAO and data here?
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}
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// Vertex Buffer Object deinitialization (memory free)
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void rlglClose(void)
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{
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@@ -950,6 +1013,7 @@ void rlglClose(void)
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//glDeleteShader(v);
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//glDeleteShader(f);
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glDeleteProgram(defaultShaderProgram);
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glDeleteProgram(simpleShaderProgram);
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// Free vertex arrays memory
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free(lines.vertices);
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@@ -965,6 +1029,8 @@ void rlglClose(void)
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// Free GPU texture
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glDeleteTextures(1, &whiteTexture);
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if (fbo != 0) glDeleteFramebuffers(1, &fbo);
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free(draws);
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#endif
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@@ -977,13 +1043,16 @@ void rlglDraw(void)
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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{
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glUseProgram(defaultShaderProgram); // Use our shader
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if (fbo == 0) glUseProgram(defaultShaderProgram); // Use our default shader
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else glUseProgram(fboShader); // Use our postpro shader
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glUseProgram(defaultShaderProgram);
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glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
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glUniform1i(defaultTextureLoc, 0);
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}
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// NOTE: We draw in this order: triangle shapes, textured quads and lines
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if (triangles.vCounter > 0)
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@@ -1116,6 +1185,67 @@ void rlglDraw(void)
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#endif
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}
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void rlglDrawPostpro(unsigned int shaderId)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// TODO: Draw screen quad with texture
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/*
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const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
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-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 };
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const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
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glBindBuffer(GL_ARRAY_BUFFER, quadVbo);
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glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions);
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glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords);
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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glEnableVertexAttribArray(ATTRIB_TEXCOORD0);
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glBindTexture(GL_TEXTURE_2D, fboColorTexture);
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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// Quad render using triangle strip
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glBindBuffer(GL_ARRAY_BUFFER, uiVBO[1]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
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*/
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rlEnableTexture(fboColorTexture);
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(0.0f, GetScreenHeight());
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// Top-right corner for texture and quad
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(GetScreenWidth(), GetScreenHeight());
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// Top-left corner for texture and quad
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(GetScreenWidth(), 0.0f);
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rlEnd();
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rlPopMatrix();
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fboShader = shaderId;
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rlglDraw();
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}
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// Draw a 3d model
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void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
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{
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@@ -1159,23 +1289,35 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(simpleShaderProgram); // Use our simple shader
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if (customShader) glUseProgram(model.shaderId);
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else glUseProgram(simpleShaderProgram); // Use our simple shader
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VectorScale(&rotation, DEG2RAD);
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// Get transform matrix (rotation -> scale -> translation)
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Matrix transform = MatrixTransform(position, rotation, scale);
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Matrix modelviewworld = MatrixMultiply(transform, modelview);
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// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
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glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(simpleTextureLoc, 0);
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if (customShader)
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{
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glUniformMatrix4fv(customProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(customModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(customTextureLoc, 0);
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}
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else
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{
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glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(simpleTextureLoc, 0);
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}
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// Apply color tinting to model
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// NOTE: Just update one uniform on fragment shader
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float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
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glUniform4fv(simpleColorLoc, 1, vColor);
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if (customShader) glUniform4fv(customColorLoc, 1, vColor);
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else glUniform4fv(simpleColorLoc, 1, vColor);
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if (vaoSupported)
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{
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@@ -1206,7 +1348,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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glUseProgram(0);
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#endif
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@@ -1376,7 +1518,7 @@ Model rlglLoadModel(VertexData mesh)
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model.vboId[2] = 0; // Normals VBO
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model.textureId = 1; // Default whiteTexture
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model.textureId = whiteTexture; // Default whiteTexture
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GLuint vaoModel = 0; // Vertex Array Objects (VAO)
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GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
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@@ -1412,7 +1554,7 @@ Model rlglLoadModel(VertexData mesh)
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model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
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model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
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model.vboId[2] = vertexBuffer[2]; // Normals VBO
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if (vaoSupported)
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{
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if (vaoModel > 0)
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@@ -1510,6 +1652,102 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh
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return id;
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}
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// Load a shader (vertex shader + fragment shader) from text data
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unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
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{
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unsigned int program;
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GLuint vertexShader;
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GLuint fragmentShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *pvs = vShaderStr;
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const char *pfs = fShaderStr;
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glShaderSource(vertexShader, 1, &pvs, NULL);
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glShaderSource(fragmentShader, 1, &pfs, NULL);
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GLint success = 0;
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE)
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{
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TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
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int maxLength = 0;
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int length;
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glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
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char log[maxLength];
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glGetShaderInfoLog(vertexShader, maxLength, &length, log);
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TraceLog(INFO, "%s", log);
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}
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else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE)
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{
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TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
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int maxLength = 0;
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int length;
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glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
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char log[maxLength];
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glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
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TraceLog(INFO, "%s", log);
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}
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else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
|
||||
|
||||
int maxLength = 0;
|
||||
int length;
|
||||
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
char log[maxLength];
|
||||
|
||||
glGetProgramInfoLog(program, maxLength, &length, log);
|
||||
|
||||
TraceLog(INFO, "%s", log);
|
||||
|
||||
glDeleteProgram(program);
|
||||
|
||||
program = 0;
|
||||
}
|
||||
else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Read screen pixel data (color buffer)
|
||||
unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
{
|
||||
@@ -1534,6 +1772,66 @@ unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
return imgData; // NOTE: image data should be freed
|
||||
}
|
||||
|
||||
unsigned int LoadCustomShader(char *vsFileName, char *fsFileName)
|
||||
{
|
||||
// Shaders loading from external text file
|
||||
char *vShaderStr = TextFileRead(vsFileName);
|
||||
char *fShaderStr = TextFileRead(fsFileName);
|
||||
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
|
||||
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shaderId);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shaderId);
|
||||
|
||||
return shaderId;
|
||||
|
||||
// Shader strings must be freed
|
||||
free(vShaderStr);
|
||||
free(fShaderStr);
|
||||
|
||||
return shaderId;
|
||||
}
|
||||
|
||||
// Link shader to model
|
||||
void SetModelShader(Model *model, unsigned int shader)
|
||||
{
|
||||
// Get handles to GLSL input vars locations for simpleShaderProgram
|
||||
customVertexLoc = glGetAttribLocation(shader, "vertexPosition");
|
||||
customTexcoordLoc = glGetAttribLocation(shader, "vertexTexCoord");
|
||||
customNormalLoc = glGetAttribLocation(shader, "vertexNormal");
|
||||
|
||||
// Get handles to GLSL uniform vars locations (vertex-shader)
|
||||
customModelviewMatrixLoc = glGetUniformLocation(shader, "modelviewMatrix");
|
||||
customProjectionMatrixLoc = glGetUniformLocation(shader, "projectionMatrix");
|
||||
|
||||
// Get handles to GLSL uniform vars locations (fragment-shader)
|
||||
customTextureLoc = glGetUniformLocation(shader, "texture0");
|
||||
customColorLoc = glGetUniformLocation(shader, "fragColor");
|
||||
|
||||
if (vaoSupported) glBindVertexArray(model->vaoId);
|
||||
|
||||
// Enable vertex attributes: position
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[0]);
|
||||
glEnableVertexAttribArray(customVertexLoc);
|
||||
glVertexAttribPointer(customVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: texcoords
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[1]);
|
||||
glEnableVertexAttribArray(customTexcoordLoc);
|
||||
glVertexAttribPointer(customTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: normals
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[2]);
|
||||
glEnableVertexAttribArray(customNormalLoc);
|
||||
glVertexAttribPointer(customNormalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
model->shaderId = shader;
|
||||
|
||||
customShader = true;
|
||||
}
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
|
||||
void PrintProjectionMatrix()
|
||||
@@ -1559,10 +1857,12 @@ void PrintModelviewMatrix()
|
||||
static GLuint LoadDefaultShader(void)
|
||||
{
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
|
||||
// Just defined #version 330 despite shader is #version 110
|
||||
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
#endif
|
||||
@@ -1582,7 +1882,7 @@ static GLuint LoadDefaultShader(void)
|
||||
|
||||
// Fragment shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
"precision mediump float; \n" // WebGL, required for emscripten
|
||||
@@ -1595,63 +1895,12 @@ static GLuint LoadDefaultShader(void)
|
||||
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
|
||||
"} \n";
|
||||
|
||||
GLuint program;
|
||||
GLuint vertexShader;
|
||||
GLuint fragmentShader;
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shaderId);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shaderId);
|
||||
|
||||
const char *pvs = vShaderStr;
|
||||
const char *pfs = fShaderStr;
|
||||
|
||||
glShaderSource(vertexShader, 1, &pvs, NULL);
|
||||
glShaderSource(fragmentShader, 1, &pfs, NULL);
|
||||
|
||||
GLint success = 0;
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[VSHDR ID %i] Failed to compile default vertex shader...", vertexShader);
|
||||
else TraceLog(INFO, "[VSHDR ID %i] Default vertex shader compiled successfully", vertexShader);
|
||||
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile default fragment shader...", fragmentShader);
|
||||
else TraceLog(INFO, "[FSHDR ID %i] Default fragment shader compiled successfully", fragmentShader);
|
||||
|
||||
program = glCreateProgram();
|
||||
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
int maxLength;
|
||||
int length;
|
||||
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
char log[maxLength];
|
||||
|
||||
glGetProgramInfoLog(program, maxLength, &length, log);
|
||||
|
||||
TraceLog(INFO, "Shader program fail log: %s", log);
|
||||
}
|
||||
else TraceLog(INFO, "[SHDR ID %i] Default shader program loaded successfully", program);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
return shaderId;
|
||||
}
|
||||
|
||||
// Load Simple Shader (Vertex and Fragment)
|
||||
@@ -1659,10 +1908,12 @@ static GLuint LoadDefaultShader(void)
|
||||
static GLuint LoadSimpleShader(void)
|
||||
{
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
|
||||
// Just defined #version 330 despite shader is #version 110
|
||||
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
#endif
|
||||
@@ -1680,7 +1931,7 @@ static GLuint LoadSimpleShader(void)
|
||||
|
||||
// Fragment shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
||||
@@ -1693,117 +1944,22 @@ static GLuint LoadSimpleShader(void)
|
||||
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
|
||||
"} \n";
|
||||
|
||||
GLuint program;
|
||||
GLuint vertexShader;
|
||||
GLuint fragmentShader;
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shaderId);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shaderId);
|
||||
|
||||
const char *pvs = vShaderStr;
|
||||
const char *pfs = fShaderStr;
|
||||
|
||||
glShaderSource(vertexShader, 1, &pvs, NULL);
|
||||
glShaderSource(fragmentShader, 1, &pfs, NULL);
|
||||
|
||||
GLint success = 0;
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[VSHDR ID %i] Failed to compile simple vertex shader...", vertexShader);
|
||||
else TraceLog(INFO, "[VSHDR ID %i] Simple vertex shader compiled successfully", vertexShader);
|
||||
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile simple fragment shader...", fragmentShader);
|
||||
else TraceLog(INFO, "[FSHDR ID %i] Simple fragment shader compiled successfully", fragmentShader);
|
||||
|
||||
program = glCreateProgram();
|
||||
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
int maxLength;
|
||||
int length;
|
||||
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
char log[maxLength];
|
||||
|
||||
glGetProgramInfoLog(program, maxLength, &length, log);
|
||||
|
||||
TraceLog(INFO, "Shader program fail log: %s", log);
|
||||
}
|
||||
else TraceLog(INFO, "[SHDR ID %i] Simple shader program loaded successfully", program);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
return shaderId;
|
||||
}
|
||||
|
||||
// Load shaders from text files
|
||||
static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName)
|
||||
{
|
||||
// Shaders loading from external text file
|
||||
char *vShaderStr = TextFileRead(vertexFileName);
|
||||
char *fShaderStr = TextFileRead(fragmentFileName);
|
||||
|
||||
GLuint program;
|
||||
GLuint vertexShader;
|
||||
GLuint fragmentShader;
|
||||
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char *pvs = vShaderStr;
|
||||
const char *pfs = fShaderStr;
|
||||
|
||||
glShaderSource(vertexShader, 1, &pvs, NULL);
|
||||
glShaderSource(fragmentShader, 1, &pfs, NULL);
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
|
||||
TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
|
||||
|
||||
program = glCreateProgram();
|
||||
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
free(vShaderStr);
|
||||
free(fShaderStr);
|
||||
|
||||
TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Read shader text file
|
||||
// Read text file
|
||||
// NOTE: text chars array should be freed manually
|
||||
static char *TextFileRead(char *fileName)
|
||||
{
|
||||
FILE *textFile;
|
||||
char *text = NULL;
|
||||
|
||||
int count=0;
|
||||
int count = 0;
|
||||
|
||||
if (fileName != NULL)
|
||||
{
|
||||
@@ -1817,7 +1973,7 @@ static char *TextFileRead(char *fileName)
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
text = (char *)malloc(sizeof(char) * (count+1));
|
||||
text = (char *)malloc(sizeof(char) * (count + 1));
|
||||
count = fread(text, sizeof(char), count, textFile);
|
||||
text[count] = '\0';
|
||||
}
|
||||
@@ -1826,7 +1982,7 @@ static char *TextFileRead(char *fileName)
|
||||
}
|
||||
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
|
||||
}
|
||||
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
@@ -1925,7 +2081,7 @@ static void InitializeBuffersGPU(void)
|
||||
glGenVertexArrays(1, &vaoTriangles);
|
||||
glBindVertexArray(vaoTriangles);
|
||||
}
|
||||
|
||||
|
||||
// Create buffers for our vertex data
|
||||
glGenBuffers(2, trianglesBuffer);
|
||||
|
||||
@@ -1950,7 +2106,7 @@ static void InitializeBuffersGPU(void)
|
||||
glGenVertexArrays(1, &vaoQuads);
|
||||
glBindVertexArray(vaoQuads);
|
||||
}
|
||||
|
||||
|
||||
// Create buffers for our vertex data
|
||||
glGenBuffers(4, quadsBuffer);
|
||||
|
||||
@@ -1994,7 +2150,7 @@ static void UpdateBuffers(void)
|
||||
{
|
||||
// Activate Lines VAO
|
||||
if (vaoSupported) glBindVertexArray(vaoLines);
|
||||
|
||||
|
||||
// Lines - vertex positions buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
|
||||
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
||||
@@ -2011,7 +2167,7 @@ static void UpdateBuffers(void)
|
||||
{
|
||||
// Activate Triangles VAO
|
||||
if (vaoSupported) glBindVertexArray(vaoTriangles);
|
||||
|
||||
|
||||
// Triangles - vertex positions buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
|
||||
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
||||
|
Reference in New Issue
Block a user