Add support for custom shaders

Custom shaders for models
Postprocessig on FBO (in progress)
Some useless spaces removed
This commit is contained in:
raysan5
2015-02-02 00:57:08 +01:00
parent b9e53cd135
commit 42c92e4f2e
4 changed files with 443 additions and 241 deletions

View File

@@ -32,20 +32,20 @@
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
#include <GL/gl.h> // Basic OpenGL include
#endif
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
#include <GL/gl.h> // Basic OpenGL include
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#define GLEW_STATIC
#ifdef __APPLE__ // OpenGL include for OSX
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#else
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
#else
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
#endif
#endif
@@ -164,6 +164,12 @@ static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLo
static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
static GLuint simpleTextureLoc;
// Custom Shader program attibutes binding locations
static GLuint customVertexLoc, customTexcoordLoc, customNormalLoc, customColorLoc;
static GLuint customProjectionMatrixLoc, customModelviewMatrixLoc;
static GLuint customTextureLoc;
static bool customShader = false;
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads;
@@ -182,6 +188,9 @@ static bool useTempBuffer = false;
// Support for VAOs (OpenGL ES2 could not support VAO extensions)
static bool vaoSupported = false;
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture, fboShader = 0;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@@ -208,7 +217,6 @@ static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
// Custom shader files loading (external)
static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
static char *TextFileRead(char *fn);
#endif
@@ -313,21 +321,21 @@ void rlRotatef(float angleDeg, float x, float y, float z)
// TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity();
// OPTION 1: It works...
// OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
MatrixTranspose(&rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);
@@ -696,6 +704,17 @@ void rlDeleteTextures(unsigned int id)
glDeleteTextures(1, &id);
}
// Unload shader from GPU memory
void rlDeleteShader(unsigned int id)
{
glDeleteProgram(id);
}
void rlEnableFBO(void)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
// Unload vertex data (VAO) from GPU memory
void rlDeleteVertexArrays(unsigned int id)
{
@@ -786,7 +805,7 @@ void rlglInit(void)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
#if !defined(PLATFORM_WEB)
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
@@ -851,7 +870,8 @@ void rlglInit(void)
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
defaultShaderProgram = LoadDefaultShader();
simpleShaderProgram = LoadSimpleShader();
//customShaderProgram = LoadShaders("simple150.vert", "simple150.frag");
//simpleShaderProgram = LoadCustomShader("custom.vs", "custom.fs"); // Works ok
//customShaderProgram = LoadCustomShader("simple150.vert", "simple150.frag");
// Get handles to GLSL input vars locations for defaultShaderProgram
//-------------------------------------------------------------------
@@ -866,7 +886,7 @@ void rlglInit(void)
// Get handles to GLSL uniform vars locations (fragment-shader)
defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
//--------------------------------------------------------------------
// Get handles to GLSL input vars locations for simpleShaderProgram
//-------------------------------------------------------------------
simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
@@ -908,10 +928,53 @@ void rlglInit(void)
}
drawsCounter = 1;
draws[drawsCounter - 1].textureId = whiteTexture;
draws[drawsCounter - 1].textureId = whiteTexture;
#endif
}
// Init postpro system
void rlglInitPostpro(void)
{
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &fboColorTexture);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the texture that will serve as the depth attachment for the framebuffer.
glGenTextures(1, &fboDepthTexture);
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the framebuffer object
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Attach colort texture and depth texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fboDepthTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) TraceLog(WARNING, "Framebuffer object could not be created...");
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
fboShader = 0;
// TODO: Init simple quad VAO and data here?
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
@@ -950,6 +1013,7 @@ void rlglClose(void)
//glDeleteShader(v);
//glDeleteShader(f);
glDeleteProgram(defaultShaderProgram);
glDeleteProgram(simpleShaderProgram);
// Free vertex arrays memory
free(lines.vertices);
@@ -965,6 +1029,8 @@ void rlglClose(void)
// Free GPU texture
glDeleteTextures(1, &whiteTexture);
if (fbo != 0) glDeleteFramebuffers(1, &fbo);
free(draws);
#endif
@@ -977,13 +1043,16 @@ void rlglDraw(void)
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(defaultShaderProgram); // Use our shader
if (fbo == 0) glUseProgram(defaultShaderProgram); // Use our default shader
else glUseProgram(fboShader); // Use our postpro shader
glUseProgram(defaultShaderProgram);
glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
glUniform1i(defaultTextureLoc, 0);
}
// NOTE: We draw in this order: triangle shapes, textured quads and lines
if (triangles.vCounter > 0)
@@ -1116,6 +1185,67 @@ void rlglDraw(void)
#endif
}
void rlglDrawPostpro(unsigned int shaderId)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// TODO: Draw screen quad with texture
/*
const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 };
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 };
glBindBuffer(GL_ARRAY_BUFFER, quadVbo);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions);
glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glEnableVertexAttribArray(ATTRIB_TEXCOORD0);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
// Quad render using triangle strip
glBindBuffer(GL_ARRAY_BUFFER, uiVBO[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
*/
rlEnableTexture(fboColorTexture);
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(0.0f, GetScreenHeight());
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(GetScreenWidth(), GetScreenHeight());
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(GetScreenWidth(), 0.0f);
rlEnd();
rlPopMatrix();
fboShader = shaderId;
rlglDraw();
}
// Draw a 3d model
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
{
@@ -1159,23 +1289,35 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(simpleShaderProgram); // Use our simple shader
if (customShader) glUseProgram(model.shaderId);
else glUseProgram(simpleShaderProgram); // Use our simple shader
VectorScale(&rotation, DEG2RAD);
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale);
Matrix modelviewworld = MatrixMultiply(transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(simpleTextureLoc, 0);
if (customShader)
{
glUniformMatrix4fv(customProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(customModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(customTextureLoc, 0);
}
else
{
glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(simpleTextureLoc, 0);
}
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
glUniform4fv(simpleColorLoc, 1, vColor);
if (customShader) glUniform4fv(customColorLoc, 1, vColor);
else glUniform4fv(simpleColorLoc, 1, vColor);
if (vaoSupported)
{
@@ -1206,7 +1348,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
glUseProgram(0);
#endif
@@ -1376,7 +1518,7 @@ Model rlglLoadModel(VertexData mesh)
model.vboId[2] = 0; // Normals VBO
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.textureId = 1; // Default whiteTexture
model.textureId = whiteTexture; // Default whiteTexture
GLuint vaoModel = 0; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
@@ -1412,7 +1554,7 @@ Model rlglLoadModel(VertexData mesh)
model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
model.vboId[2] = vertexBuffer[2]; // Normals VBO
if (vaoSupported)
{
if (vaoModel > 0)
@@ -1510,6 +1652,102 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh
return id;
}
// Load a shader (vertex shader + fragment shader) from text data
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
{
unsigned int 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);
GLint success = 0;
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
int maxLength = 0;
int length;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
char log[maxLength];
glGetShaderInfoLog(vertexShader, maxLength, &length, log);
TraceLog(INFO, "%s", log);
}
else TraceLog(INFO, "[VSHDR ID %i] 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 fragment shader...", fragmentShader);
int maxLength = 0;
int length;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
char log[maxLength];
glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
TraceLog(INFO, "%s", log);
}
else TraceLog(INFO, "[FSHDR ID %i] 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)
{
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);