Move shaders functions to module rlgl

Shader functionality owns to rlgl, not core module
This commit is contained in:
raysan5
2015-07-13 18:20:16 +02:00
parent 66556b8b47
commit 552033da27
4 changed files with 323 additions and 265 deletions

View File

@@ -230,6 +230,9 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture;
static Model postproQuad;
// Shaders related variables
static bool enabledPostpro = false;
#endif
// Compressed textures support flags
@@ -957,7 +960,7 @@ void rlglInit(void)
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
defaultShader = LoadDefaultShader();
simpleShader = LoadSimpleShader();
//customShader = rlglLoadShader("custom.vs", "custom.fs"); // Works ok
//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
currentShader = defaultShader;
@@ -1054,25 +1057,6 @@ void rlglInitPostpro(void)
#endif
}
// Set postprocessing shader
void rlglSetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlglSetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = fboColorTexture;
texture.width = GetScreenWidth();
texture.height = GetScreenHeight();
SetShaderMapDiffuse(&postproQuad.shader, texture);
//TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id);
//TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
//TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId);
#endif
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
@@ -1377,7 +1361,18 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
//glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
if (model.shader.texNormalId != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
}
if (model.shader.texSpecularId != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
}
if (vaoSupported)
{
@@ -1402,9 +1397,21 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Draw call!
glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
if (model.shader.texNormalId != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (model.shader.texSpecularId != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
@@ -1933,12 +1940,130 @@ Model rlglLoadModel(VertexData mesh)
return model;
}
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
for (int y = height-1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
}
}
free(screenData);
return imgData; // NOTE: image data should be freed
}
// Read texture pixel data
void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
{
int width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
//GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
int glFormat = 0, glType = 0;
void *pixels = NULL;
unsigned int size = width*height;
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
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)
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)
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
default: TraceLog(WARNING, "Texture format not suported"); break;
}
glBindTexture(GL_TEXTURE_2D, textureId);
// 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.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
return pixels;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Shaders Functions
// NOTE: Those functions are exposed directly to the user in raylib.h
//----------------------------------------------------------------------------------
// Load a custom shader and bind default locations
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load a shader (vertex shader + fragment shader) from text data
unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName);
char *fShaderStr = TextFileRead(fsFileName);
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
// Set shader textures ids (all 0 by default)
shader.texDiffuseId = 0;
shader.texNormalId = 0;
shader.texSpecularId = 0;
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: custom shader does not use colorLoc
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
#endif
return shader;
}
// Load a custom shader and return program id
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
{
unsigned int program;
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vertexShader;
GLuint fragmentShader;
@@ -2029,154 +2154,18 @@ unsigned int rlglLoadShaderFromText(char *vShaderStr, char *fShaderStr)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
#endif
return program;
}
#endif
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
// Unload a custom shader from memory
void UnloadShader(Shader shader)
{
unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
for (int y = height-1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
}
}
free(screenData);
return imgData; // NOTE: image data should be freed
}
// Read texture pixel data
void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
{
int width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
//GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
int glFormat, glType;
void *pixels = NULL;
unsigned int size = width*height;
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; // 8 bit per pixel (no alpha)
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; // 16 bpp (2 channels)
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; // 16 bpp
case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; // 24 bpp
case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; // 16 bpp (1 bit alpha)
case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; // 16 bpp (4 bit alpha)
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; // 32 bpp
default: TraceLog(WARNING, "Texture format not suported"); break;
}
glBindTexture(GL_TEXTURE_2D, textureId);
// 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.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
return pixels;
}
// Load a shader (vertex shader + fragment shader) from files
Shader rlglLoadShader(char *vsFileName, char *fsFileName)
{
Shader shader;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName);
char *fShaderStr = TextFileRead(fsFileName);
shader.id = rlglLoadShaderFromText(vShaderStr, fShaderStr);
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shader.id);
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
// Set shader textures ids (all 0 by default)
shader.texDiffuseId = 0;
shader.texNormalId = 0;
shader.texSpecularId = 0;
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: custom shader does not use colorLoc
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
//--------------------------------------------------------------------
#endif
return shader;
}
// Link shader to model
void rlglSetModelShader(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
rlDeleteShader(shader.id);
}
// Set custom shader to be used on batch draw
void rlglSetCustomShader(Shader shader)
void SetCustomShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
@@ -2208,15 +2197,84 @@ void rlglSetCustomShader(Shader shader)
#endif
}
// Set default shader to be used on batch draw
void rlglSetDefaultShader(void)
// Set postprocessing shader
void SetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlglSetCustomShader(defaultShader);
rlglSetPostproShader(defaultShader);
if (!enabledPostpro)
{
enabledPostpro = true;
rlglInitPostpro();
}
SetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = fboColorTexture;
texture.width = GetScreenWidth();
texture.height = GetScreenHeight();
SetShaderMapDiffuse(&postproQuad.shader, texture);
//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)