mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-28 14:08:29 +00:00
Redesign shader system and more
Shader system has been completely redesigned Added support for multiple texture color modes
This commit is contained in:
352
src/rlgl.c
352
src/rlgl.c
@@ -151,24 +151,8 @@ static VertexPositionColorBuffer lines; // No texture support
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static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
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// Vetex-Fragment Shader Program ID
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static GLuint defaultShaderProgram, simpleShaderProgram;
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// Default Shader program attibutes binding locations
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static GLuint defaultVertexLoc, defaultTexcoordLoc, defaultColorLoc;
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static GLuint defaultProjectionMatrixLoc, defaultModelviewMatrixLoc;
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static GLuint defaultTextureLoc;
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// Simple Shader program attibutes binding locations
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static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLoc;
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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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// Shader Programs
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static Shader defaultShader, simpleShader;
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// Vertex Array Objects (VAO)
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static GLuint vaoLines, vaoTriangles, vaoQuads;
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@@ -210,8 +194,8 @@ unsigned int whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static GLuint LoadDefaultShader(void);
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static GLuint LoadSimpleShader(void);
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static Shader LoadDefaultShader(void);
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static Shader LoadSimpleShader(void);
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static void InitializeBuffers(void);
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static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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@@ -704,6 +688,7 @@ void rlDeleteTextures(unsigned int id)
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glDeleteTextures(1, &id);
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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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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@@ -714,6 +699,7 @@ void rlEnableFBO(void)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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#endif
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// Unload vertex data (VAO) from GPU memory
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void rlDeleteVertexArrays(unsigned int id)
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@@ -868,39 +854,9 @@ void rlglInit(void)
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for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
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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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//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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defaultVertexLoc = glGetAttribLocation(defaultShaderProgram, "vertexPosition");
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defaultTexcoordLoc = glGetAttribLocation(defaultShaderProgram, "vertexTexCoord");
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defaultColorLoc = glGetAttribLocation(defaultShaderProgram, "vertexColor");
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// Get handles to GLSL uniform vars locations (vertex-shader)
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defaultModelviewMatrixLoc = glGetUniformLocation(defaultShaderProgram, "modelviewMatrix");
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defaultProjectionMatrixLoc = glGetUniformLocation(defaultShaderProgram, "projectionMatrix");
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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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simpleTexcoordLoc = glGetAttribLocation(simpleShaderProgram, "vertexTexCoord");
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simpleNormalLoc = glGetAttribLocation(defaultShaderProgram, "vertexNormal");
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// Get handles to GLSL uniform vars locations (vertex-shader)
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simpleModelviewMatrixLoc = glGetUniformLocation(simpleShaderProgram, "modelviewMatrix");
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simpleProjectionMatrixLoc = glGetUniformLocation(simpleShaderProgram, "projectionMatrix");
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// Get handles to GLSL uniform vars locations (fragment-shader)
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simpleTextureLoc = glGetUniformLocation(simpleShaderProgram, "texture0");
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simpleColorLoc = glGetUniformLocation(simpleShaderProgram, "fragColor");
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//--------------------------------------------------------------------
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defaultShader = LoadDefaultShader();
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simpleShader = LoadSimpleShader();
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//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
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InitializeBuffers(); // Init vertex arrays
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InitializeBuffersGPU(); // Init VBO and VAO
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@@ -913,7 +869,7 @@ void rlglInit(void)
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// Create default white texture for plain colors (required by shader)
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unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
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whiteTexture = rlglLoadTexture(pixels, 1, 1, false);
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whiteTexture = rlglLoadTexture(pixels, 1, 1, R8G8B8A8, false);
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if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
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else TraceLog(WARNING, "Base white texture could not be loaded");
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@@ -932,6 +888,7 @@ void rlglInit(void)
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#endif
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Init postpro system
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void rlglInitPostpro(void)
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{
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@@ -959,7 +916,7 @@ void rlglInitPostpro(void)
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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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// Attach color 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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@@ -974,6 +931,7 @@ void rlglInitPostpro(void)
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// TODO: Init simple quad VAO and data here?
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}
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#endif
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// Vertex Buffer Object deinitialization (memory free)
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void rlglClose(void)
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@@ -1012,8 +970,8 @@ void rlglClose(void)
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//glDetachShader(defaultShaderProgram, f);
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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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glDeleteProgram(defaultShader.id);
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glDeleteProgram(simpleShader.id);
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// Free vertex arrays memory
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free(lines.vertices);
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@@ -1043,14 +1001,11 @@ 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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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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glUseProgram(defaultShader.id);
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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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glUniformMatrix4fv(defaultShader.projectionLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(defaultShader.modelviewLoc, 1, false, GetMatrixVector(modelview));
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glUniform1i(defaultShader.textureLoc, 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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@@ -1066,12 +1021,12 @@ void rlglDraw(void)
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultShader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultShader.colorLoc);
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}
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glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
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@@ -1094,16 +1049,16 @@ void rlglDraw(void)
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{
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// Enable vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultShader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
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glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultTexcoordLoc);
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glVertexAttribPointer(defaultShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultShader.texcoordLoc);
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultShader.colorLoc);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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}
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@@ -1151,12 +1106,12 @@ void rlglDraw(void)
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultShader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultShader.colorLoc);
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}
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glDrawArrays(GL_LINES, 0, lines.vCounter);
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@@ -1167,6 +1122,8 @@ void rlglDraw(void)
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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glUseProgram(0); // Unbind shader program
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// Reset draws counter
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drawsCounter = 1;
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draws[0].textureId = whiteTexture;
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@@ -1185,6 +1142,7 @@ void rlglDraw(void)
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#endif
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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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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@@ -1245,6 +1203,7 @@ void rlglDrawPostpro(unsigned int shaderId)
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rlglDraw();
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}
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#endif
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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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@@ -1289,35 +1248,26 @@ 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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if (customShader) glUseProgram(model.shaderId);
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else glUseProgram(simpleShaderProgram); // Use our simple shader
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glUseProgram(model.shader.id);
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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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Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
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Matrix modelviewworld = MatrixMultiply(transform, modelview); // World-space transformation
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// Projection: Screen-space transformation
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// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
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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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glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(model.shader.textureLoc, 0);
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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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if (customShader) glUniform4fv(customColorLoc, 1, vColor);
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else glUniform4fv(simpleColorLoc, 1, vColor);
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glUniform4fv(model.shader.tintColorLoc, 1, vColor);
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if (vaoSupported)
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{
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@@ -1327,20 +1277,20 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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{
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// Bind model VBOs data
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]);
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glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleVertexLoc);
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glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.vertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]);
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glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleTexcoordLoc);
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glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.texcoordLoc);
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// Add normals support
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]);
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glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleNormalLoc);
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glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(model.shader.normalLoc);
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}
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glBindTexture(GL_TEXTURE_2D, model.textureId);
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glBindTexture(GL_TEXTURE_2D, model.texture.id);
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glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
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@@ -1406,7 +1356,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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}
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// Convert image data to OpenGL texture (returns OpenGL valid Id)
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unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps)
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unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps)
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{
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glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
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@@ -1482,7 +1432,7 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge
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// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
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// NOTE: On embedded systems, we let the driver choose the best internal format
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL
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// TODO: Add support for multiple color modes (16bit color modes and grayscale)
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// Ref: https://www.khronos.org/opengles/sdk/docs/man3/html/glTexImage2D.xhtml
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@@ -1494,6 +1444,17 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge
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// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
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// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
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// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
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switch (colorMode)
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{
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case GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_R, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data); break;
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case R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data); break;
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case R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); break;
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case R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, data); break;
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case R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, data); break;
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case R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); break;
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default: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); break;
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}
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if (genMipmaps)
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{
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@@ -1520,17 +1481,19 @@ Model rlglLoadModel(VertexData mesh)
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model.mesh = mesh;
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#if defined(GRAPHICS_API_OPENGL_11)
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model.textureId = 0; // No texture required
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model.texture.id = 0; // No texture required
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model.vaoId = 0; // Vertex Array Object
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model.vboId[0] = 0; // Vertex position VBO
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model.vboId[1] = 0; // Texcoords VBO
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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 = whiteTexture; // Default whiteTexture
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model.texture.id = whiteTexture; // Default whiteTexture
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model.texture.width = 1; // Default whiteTexture width
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model.texture.height = 1; // Default whiteTexture height
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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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GLuint vaoModel = 0; // Vertex Array Objects (VAO)
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GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
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if (vaoSupported)
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{
|
||||
@@ -1545,20 +1508,22 @@ Model rlglLoadModel(VertexData mesh)
|
||||
// Enable vertex attributes: position
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(simpleVertexLoc);
|
||||
glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(simpleShader.vertexLoc);
|
||||
glVertexAttribPointer(simpleShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: texcoords
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(simpleTexcoordLoc);
|
||||
glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(simpleShader.texcoordLoc);
|
||||
glVertexAttribPointer(simpleShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Enable vertex attributes: normals
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(simpleNormalLoc);
|
||||
glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(simpleShader.normalLoc);
|
||||
glVertexAttribPointer(simpleShader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
model.shader = simpleShader; // By default, simple shader will be used
|
||||
|
||||
model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
|
||||
model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
|
||||
@@ -1661,6 +1626,7 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh
|
||||
return id;
|
||||
}
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Load a shader (vertex shader + fragment shader) from text data
|
||||
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
|
||||
{
|
||||
@@ -1756,6 +1722,7 @@ unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
|
||||
|
||||
return program;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Read screen pixel data (color buffer)
|
||||
unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
@@ -1781,68 +1748,69 @@ unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
return imgData; // NOTE: image data should be freed
|
||||
}
|
||||
|
||||
unsigned int LoadCustomShader(char *vsFileName, char *fsFileName)
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Load a shader (vertex shader + fragment shader) from text data
|
||||
Shader LoadShader(char *vsFileName, char *fsFileName)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
// Shaders loading from external text file
|
||||
char *vShaderStr = TextFileRead(vsFileName);
|
||||
char *fShaderStr = TextFileRead(fsFileName);
|
||||
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
shader.id = 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);
|
||||
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);
|
||||
|
||||
return shaderId;
|
||||
|
||||
// Shader strings must be freed
|
||||
free(vShaderStr);
|
||||
free(fShaderStr);
|
||||
|
||||
// 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
|
||||
|
||||
return shaderId;
|
||||
// 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.textureLoc = glGetUniformLocation(shader.id, "texture0");
|
||||
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// Link shader to model
|
||||
void SetModelShader(Model *model, unsigned int shader)
|
||||
void SetModelShader(Model *model, Shader 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");
|
||||
|
||||
model->shader = shader;
|
||||
|
||||
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);
|
||||
glEnableVertexAttribArray(shader.vertexLoc);
|
||||
glVertexAttribPointer(shader.vertexLoc, 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);
|
||||
glEnableVertexAttribArray(shader.texcoordLoc);
|
||||
glVertexAttribPointer(shader.texcoordLoc, 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);
|
||||
glEnableVertexAttribArray(shader.normalLoc);
|
||||
glVertexAttribPointer(shader.normalLoc, 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()
|
||||
{
|
||||
PrintMatrix(projection);
|
||||
@@ -1863,8 +1831,10 @@ void PrintModelviewMatrix()
|
||||
|
||||
// Load Shader (Vertex and Fragment)
|
||||
// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
|
||||
static GLuint LoadDefaultShader(void)
|
||||
static Shader LoadDefaultShader(void)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
// 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
|
||||
@@ -1904,18 +1874,35 @@ static GLuint LoadDefaultShader(void)
|
||||
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
|
||||
"} \n";
|
||||
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
shader.id = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
// Get handles to GLSL input attibute locations
|
||||
//-------------------------------------------------------------------
|
||||
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
|
||||
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
|
||||
shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
|
||||
// NOTE: default shader does not use normalLoc
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||
|
||||
return shaderId;
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// Load Simple Shader (Vertex and Fragment)
|
||||
// NOTE: This shader program is used to render models
|
||||
static GLuint LoadSimpleShader(void)
|
||||
static Shader LoadSimpleShader(void)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
// 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
|
||||
@@ -1947,18 +1934,34 @@ static GLuint LoadSimpleShader(void)
|
||||
#endif
|
||||
"uniform sampler2D texture0; \n"
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"uniform vec4 fragColor; \n"
|
||||
"uniform vec4 tintColor; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
|
||||
" gl_FragColor = texture2D(texture0, fragTexCoord) * tintColor; \n"
|
||||
"} \n";
|
||||
|
||||
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
shader.id = rlglLoadShader(vShaderStr, fShaderStr);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
// 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: simple shader does not use colorLoc
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||
|
||||
return shaderId;
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
|
||||
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// Read text file
|
||||
@@ -2056,6 +2059,7 @@ static void InitializeBuffers(void)
|
||||
}
|
||||
|
||||
// Initialize Vertex Array Objects (Contain VBO)
|
||||
// NOTE: lines, triangles and quads buffers use defaultShader
|
||||
static void InitializeBuffersGPU(void)
|
||||
{
|
||||
if (vaoSupported)
|
||||
@@ -2071,14 +2075,14 @@ static void InitializeBuffersGPU(void)
|
||||
// Lines - Vertex positions buffer binding and attributes enable
|
||||
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.vertexLoc);
|
||||
glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Lines - colors buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.colorLoc);
|
||||
glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
|
||||
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
|
||||
@@ -2097,13 +2101,13 @@ static void InitializeBuffersGPU(void)
|
||||
// Enable vertex attributes
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.vertexLoc);
|
||||
glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.colorLoc);
|
||||
glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
|
||||
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
|
||||
@@ -2122,18 +2126,18 @@ static void InitializeBuffersGPU(void)
|
||||
// Enable vertex attributes
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.vertexLoc);
|
||||
glVertexAttribPointer(defaultShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultTexcoordLoc);
|
||||
glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.texcoordLoc);
|
||||
glVertexAttribPointer(defaultShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultShader.colorLoc);
|
||||
glVertexAttribPointer(defaultShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
// Fill index buffer
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
|
||||
|
Reference in New Issue
Block a user