mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-27 21:48:31 +00:00
Move shaders functions to module rlgl
Shader functionality owns to rlgl, not core module
This commit is contained in:
457
src/rlgl.c
457
src/rlgl.c
@@ -230,6 +230,9 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
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// Framebuffer object and texture
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static GLuint fbo, fboColorTexture, fboDepthTexture;
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static Model postproQuad;
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// Shaders related variables
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static bool enabledPostpro = false;
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#endif
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// Compressed textures support flags
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@@ -957,7 +960,7 @@ void rlglInit(void)
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// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
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defaultShader = LoadDefaultShader();
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simpleShader = LoadSimpleShader();
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//customShader = rlglLoadShader("custom.vs", "custom.fs"); // Works ok
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//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
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currentShader = defaultShader;
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@@ -1054,25 +1057,6 @@ void rlglInitPostpro(void)
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#endif
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}
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// Set postprocessing shader
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void rlglSetPostproShader(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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rlglSetModelShader(&postproQuad, shader);
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Texture2D texture;
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texture.id = fboColorTexture;
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texture.width = GetScreenWidth();
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texture.height = GetScreenHeight();
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SetShaderMapDiffuse(&postproQuad.shader, texture);
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//TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id);
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//TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
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//TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId);
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#endif
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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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@@ -1377,7 +1361,18 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
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//glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
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if (model.shader.texNormalId != 0)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
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}
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if (model.shader.texSpecularId != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
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}
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if (vaoSupported)
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{
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@@ -1402,9 +1397,21 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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// Draw call!
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glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
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if (model.shader.texNormalId != 0)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (model.shader.texSpecularId != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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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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@@ -1933,12 +1940,130 @@ Model rlglLoadModel(VertexData mesh)
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return model;
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}
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// Read screen pixel data (color buffer)
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unsigned char *rlglReadScreenPixels(int width, int height)
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{
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unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
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// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
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// Flip image vertically!
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unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
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for (int y = height-1; y >= 0; y--)
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{
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for (int x = 0; x < (width*4); x++)
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{
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imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
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}
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}
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free(screenData);
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return imgData; // NOTE: image data should be freed
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}
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// Read texture pixel data
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void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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{
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int width, height;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
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//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
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//GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
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int glFormat = 0, glType = 0;
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void *pixels = NULL;
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unsigned int size = width*height;
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switch (format)
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{
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case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
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case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
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case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
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case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
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case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
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case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
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case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
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default: TraceLog(WARNING, "Texture format not suported"); break;
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}
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glBindTexture(GL_TEXTURE_2D, textureId);
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// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
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// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
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// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
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// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
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glBindTexture(GL_TEXTURE_2D, 0);
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return pixels;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Shaders Functions
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// NOTE: Those functions are exposed directly to the user in raylib.h
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//----------------------------------------------------------------------------------
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// Load a custom shader and bind default locations
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Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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Shader shader;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Load a shader (vertex shader + fragment shader) from text data
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unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
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// Shaders loading from external text file
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char *vShaderStr = TextFileRead(vsFileName);
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char *fShaderStr = TextFileRead(fsFileName);
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
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// Shader strings must be freed
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free(vShaderStr);
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free(fShaderStr);
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// Set shader textures ids (all 0 by default)
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shader.texDiffuseId = 0;
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shader.texNormalId = 0;
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shader.texSpecularId = 0;
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: custom shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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#endif
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return shader;
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}
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// Load a custom shader and return program id
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
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{
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unsigned int program;
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unsigned int program = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vertexShader;
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GLuint fragmentShader;
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@@ -2029,154 +2154,18 @@ unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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#endif
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return program;
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}
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#endif
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// Read screen pixel data (color buffer)
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unsigned char *rlglReadScreenPixels(int width, int height)
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// Unload a custom shader from memory
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void UnloadShader(Shader shader)
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{
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unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
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// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
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// Flip image vertically!
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unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
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for (int y = height-1; y >= 0; y--)
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{
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for (int x = 0; x < (width*4); x++)
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{
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imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
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}
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}
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free(screenData);
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return imgData; // NOTE: image data should be freed
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}
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// Read texture pixel data
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void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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{
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int width, height;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
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//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
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//GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
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int glFormat, glType;
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void *pixels = NULL;
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unsigned int size = width*height;
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switch (format)
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{
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case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; // 8 bit per pixel (no alpha)
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case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; // 16 bpp (2 channels)
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case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; // 16 bpp
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case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; // 24 bpp
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case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; // 16 bpp (1 bit alpha)
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case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; // 16 bpp (4 bit alpha)
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case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; // 32 bpp
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default: TraceLog(WARNING, "Texture format not suported"); break;
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}
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glBindTexture(GL_TEXTURE_2D, textureId);
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// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
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// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
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// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
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// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
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glBindTexture(GL_TEXTURE_2D, 0);
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return pixels;
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}
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// Load a shader (vertex shader + fragment shader) from files
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Shader rlglLoadShader(char *vsFileName, char *fsFileName)
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{
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Shader shader;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Shaders loading from external text file
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char *vShaderStr = TextFileRead(vsFileName);
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char *fShaderStr = TextFileRead(fsFileName);
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shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
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// Shader strings must be freed
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free(vShaderStr);
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free(fShaderStr);
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// Set shader textures ids (all 0 by default)
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shader.texDiffuseId = 0;
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shader.texNormalId = 0;
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shader.texSpecularId = 0;
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// Get handles to GLSL input attibute locations
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//-------------------------------------------------------------------
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shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
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shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
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shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
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// NOTE: custom shader does not use colorLoc
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shader.colorLoc = -1;
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// Get handles to GLSL uniform locations (vertex shader)
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shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
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shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
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shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
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shader.mapNormalLoc = -1; // It can be set later
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shader.mapSpecularLoc = -1; // It can be set later
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//--------------------------------------------------------------------
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#endif
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return shader;
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}
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// Link shader to model
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void rlglSetModelShader(Model *model, Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model->shader = shader;
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if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
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// Enable vertex attributes: position
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glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]);
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glEnableVertexAttribArray(shader.vertexLoc);
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glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: texcoords
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glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]);
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glEnableVertexAttribArray(shader.texcoordLoc);
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glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: normals
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glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]);
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glEnableVertexAttribArray(shader.normalLoc);
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glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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//if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
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#endif
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rlDeleteShader(shader.id);
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}
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// Set custom shader to be used on batch draw
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void rlglSetCustomShader(Shader shader)
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void SetCustomShader(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (currentShader.id != shader.id)
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@@ -2208,15 +2197,84 @@ void rlglSetCustomShader(Shader shader)
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#endif
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}
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// Set default shader to be used on batch draw
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void rlglSetDefaultShader(void)
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// Set postprocessing shader
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void SetPostproShader(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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rlglSetCustomShader(defaultShader);
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rlglSetPostproShader(defaultShader);
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if (!enabledPostpro)
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{
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enabledPostpro = true;
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rlglInitPostpro();
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}
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SetModelShader(&postproQuad, shader);
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Texture2D texture;
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texture.id = fboColorTexture;
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texture.width = GetScreenWidth();
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texture.height = GetScreenHeight();
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SetShaderMapDiffuse(&postproQuad.shader, texture);
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//TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
|
||||
//TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
|
||||
//TraceLog(DEBUG, "Shader diffuse map id: %i", shader.texDiffuseId);
|
||||
#elif defined(GRAPHICS_API_OPENGL_11)
|
||||
TraceLog(WARNING, "Postprocessing shaders not supported on OpenGL 1.1");
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set default shader to be used in batch draw
|
||||
void SetDefaultShader(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
SetCustomShader(defaultShader);
|
||||
SetPostproShader(defaultShader);
|
||||
|
||||
enabledPostpro = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Link shader to model
|
||||
void SetModelShader(Model *model, Shader shader)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
model->shader = shader;
|
||||
|
||||
if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
|
||||
|
||||
// Enable vertex attributes: position
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]);
|
||||
glEnableVertexAttribArray(shader.vertexLoc);
|
||||
glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: texcoords
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]);
|
||||
glEnableVertexAttribArray(shader.texcoordLoc);
|
||||
glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: normals
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]);
|
||||
glEnableVertexAttribArray(shader.normalLoc);
|
||||
glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
//if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Check if postprocessing is enabled (used in module: core)
|
||||
bool IsPosproShaderEnabled(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
return enabledPostpro;
|
||||
#elif defined(GRAPHICS_API_OPENGL_11)
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Get shader uniform location
|
||||
int GetShaderLocation(Shader shader, const char *uniformName)
|
||||
{
|
||||
int location = -1;
|
||||
@@ -2228,6 +2286,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
|
||||
return location;
|
||||
}
|
||||
|
||||
// Set shader uniform value (float)
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@@ -2237,12 +2296,29 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
|
||||
else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
|
||||
else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
|
||||
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
|
||||
else TraceLog(WARNING, "Shader value float array size not recognized");
|
||||
else TraceLog(WARNING, "Shader value float array size not supported");
|
||||
|
||||
glUseProgram(0);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set shader uniform value (int)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glUseProgram(shader.id);
|
||||
|
||||
if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
|
||||
else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
|
||||
else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
|
||||
else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
|
||||
else TraceLog(WARNING, "Shader value int array size not supported");
|
||||
|
||||
glUseProgram(0);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Default diffuse shader map texture assignment
|
||||
void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@@ -2261,6 +2337,7 @@ void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
|
||||
#endif
|
||||
}
|
||||
|
||||
// Normal map texture shader assignment
|
||||
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@@ -2285,6 +2362,7 @@ void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D textu
|
||||
#endif
|
||||
}
|
||||
|
||||
// Specular map texture shader assignment
|
||||
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@@ -2300,7 +2378,7 @@ void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D tex
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
|
||||
|
||||
glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 0
|
||||
glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -2309,6 +2387,35 @@ void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D tex
|
||||
#endif
|
||||
}
|
||||
|
||||
// Generic shader maps assignment
|
||||
// TODO: Trying to find a generic shader to allow any kind of map
|
||||
// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
|
||||
// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
|
||||
// so it can be automatically checked and used in rlglDrawModel()
|
||||
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
|
||||
{
|
||||
/*
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
|
||||
else
|
||||
{
|
||||
shader->mapTextureId = texture.id;
|
||||
|
||||
glUseProgram(shader->id);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
|
||||
|
||||
glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
void PrintProjectionMatrix(void)
|
||||
{
|
||||
@@ -2415,7 +2522,7 @@ static Shader LoadDefaultShader(void)
|
||||
" gl_FragColor = texelColor*tintColor; \n"
|
||||
"} \n";
|
||||
|
||||
shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
|
||||
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
||||
|
||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
|
||||
@@ -2491,7 +2598,7 @@ static Shader LoadSimpleShader(void)
|
||||
" gl_FragColor = texelColor*tintColor; \n"
|
||||
"} \n";
|
||||
|
||||
shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
|
||||
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
||||
|
||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
|
||||
@@ -2710,7 +2817,7 @@ static void InitializeBuffersGPU(void)
|
||||
|
||||
// Update VBOs with vertex array data
|
||||
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
||||
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays
|
||||
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
|
||||
static void UpdateBuffers(void)
|
||||
{
|
||||
if (lines.vCounter > 0)
|
||||
|
Reference in New Issue
Block a user